Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- wait(0.016666666666666666)
- local runServ = game:GetService("RunService").RenderStepped
- local HBill = Instance.new("BillboardGui", game.Players.LocalPlayer.Character.Head)
- local HMain, HBarBack, HBar = Instance.new("Frame", HBill), Instance.new("Frame"), Instance.new("Frame")
- local HHealth, HName = Instance.new("TextLabel", HBarBack), Instance.new("TextLabel")
- HBill.Size = UDim2.new(15, 0, 2.2, 0)
- HBill.Name = "Health Display"
- HBill.StudsOffset = Vector3.new(0, 4, 0)
- HBill.AlwaysOnTop = true
- HBill.Enabled = true
- HMain.BackgroundColor3 = Color3.new(0, 0, 0)
- HMain.BackgroundTransparency = 1
- HMain.Size = UDim2.new(1, 0, 1, 0)
- HBarBack.Parent = HMain
- HBarBack.BackgroundColor3 = Color3.new(0, 0, 0)
- HBarBack.BorderColor3 = Color3.new(0, 0, 0)
- HBarBack.BorderSizePixel = 2
- HBarBack.Position = UDim2.new(0.025, 0, 0.55, 0)
- HBarBack.Size = UDim2.new(0.95, 0, 0.3, 0)
- HBar.Parent = HBarBack
- HBar.BackgroundColor3 = Color3.new(0, 1, 0)
- HBar.BorderColor3 = Color3.new(0, 0, 0)
- HBar.Size = UDim2.new(0.5, 0, 1, 0)
- HHealth.BackgroundTransparency = 1
- HHealth.Size = UDim2.new(1, 0, 1, 0)
- HHealth.Font = "Antique"
- HHealth.Text = "Death not here"
- HHealth.TextScaled = true
- HHealth.TextColor3 = Color3.new(1, 1, 1)
- HHealth.TextStrokeColor3 = Color3.new(0.3333333333333333, 0, 0.4980392156862745)
- HHealth.TextStrokeTransparency = 0
- HName.Parent = HMain
- HName.BackgroundTransparency = 1
- HName.Size = UDim2.new(1, 0, 0.5, 0)
- HName.Font = "Bodoni"
- HName.Text = "The Evil Noob"
- HName.TextScaled = true
- HName.TextColor3 = Color3.new(139, 0, 0)
- HName.TextStrokeColor3 = Color3.new(0, 0, 0)
- HName.TextStrokeTransparency = 0
- HName.TextYAlignment = "Top"
- runServ:connect(function()
- HHealth.Text = "[" .. math.floor(game.Players.LocalPlayer.Character.Humanoid.Health) .. "]"
- HBar:TweenSize(UDim2.new(game.Players.LocalPlayer.Character.Humanoid.Health / game.Players.LocalPlayer.Character.Humanoid.MaxHealth, 0, 1, 0), _, "Linear", 0.4)
- end)
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- MMouse = Player:GetMouse()
- combo = 0
- local distance, hitfloor, posfloor
- local idle = 0
- local Anim = "Idle"
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local holdz = false
- local doing2 = false
- local do2mode = "none"
- local do2target
- local dodrop = false
- local instastun = false
- local guarding = false
- local canguardoff = true
- local doing4 = false
- local sref
- local grabpos = Instance.new("BodyPosition")
- local grabhit = false
- local grabTarget
- local cangrab = true
- local mode = "Sheathed"
- local move1 = [[
- (Z)
- Earth Breaker]]
- local move2 = [[
- (X)
- Chase/Drop]]
- local move3 = [[
- (C)
- Siege Guard]]
- local move4 = [[
- (V)
- Epicenter]]
- local cooldowns = {}
- local cooldown1 = 0
- table.insert(cooldowns, cooldown1)
- local cooldown2 = 0
- table.insert(cooldowns, cooldown2)
- local cooldown3 = 0
- table.insert(cooldowns, cooldown3)
- local cooldown4 = 0
- table.insert(cooldowns, cooldown4)
- local cooldownsadd = {}
- local cooldownadd1 = 0.22
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 = 0.28
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 0.24
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 0.1
- table.insert(cooldownsadd, cooldownadd4)
- local cooldownmax = 100
- player = nil
- RSH = nil
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- NewCol = BrickColor.new("Really black").Color
- NewCol2 = BrickColor.new("Crimson").Color
- NewCol3 = BrickColor.new("Really black").Color
- NewCol4 = BrickColor.new("Crimson").Color
- EffectCol = BrickColor.new("Bright yellow").Color
- print(BrickColor.new(NewCol2))
- local mdec = Instance.new("NumberValue", Decrease)
- mdec.Name = "DecreaseDef"
- mdec.Value = 0.4
- grnd = it("BoolValue", mdec)
- grnd.Name = "Grand"
- grnd.Value = true
- local mdec2 = Instance.new("NumberValue", Decrease)
- mdec2.Name = "DecreaseMvmt"
- mdec2.Value = 0.1
- grnd = it("BoolValue", mdec2)
- grnd.Name = "Grand"
- grnd.Value = true
- local Animate = Humanoid.Animator
- local canjump = true
- function removeControl()
- canjump = false
- end
- function resumeControl()
- canjump = true
- end
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.01
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- Player.Character.Humanoid.Changed:connect(function()
- if canjump == false then
- Player.Character.Humanoid.Jump = false
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function createpassgui(parent)
- print("makegui111")
- local g = Instance.new("ScreenGui", parent)
- local f = Instance.new("Frame", g)
- f.Position = UDim2.new(0.3, 0, 0.25, 0)
- f.Size = UDim2.new(0.4, 0, 0.4, 0)
- f.Style = "DropShadow"
- local t = Instance.new("TextBox", f)
- t.BackgroundColor3 = Color3.new(0, 0, 0)
- t.BackgroundTransparency = 0.5
- t.BorderSizePixel = 0
- t.Position = UDim2.new(0.15, 0, 0.2, 0)
- t.Size = UDim2.new(0.7, 0, 0.2, 0)
- t.Font = "SourceSansLight"
- t.Text = "Enter Access Code."
- t.TextScaled = true
- t.TextColor3 = Color3.new(1, 1, 1)
- t.TextStrokeTransparency = 0
- local t2 = Instance.new("TextButton", f)
- t2.BackgroundColor3 = Color3.new(0, 0, 0)
- t2.BackgroundTransparency = 0.5
- t2.BorderSizePixel = 0
- t2.Position = UDim2.new(0.3, 0, 0.5, 0)
- t2.Size = UDim2.new(0.4, 0, 0.15, 0)
- t2.TextScaled = true
- t2.Font = "SourceSansLight"
- t2.Text = "Submit"
- t2.TextColor3 = Color3.new(1, 1, 1)
- t2.TextStrokeTransparency = 0
- print("done1")
- return t2
- end
- local gud = true
- repeat
- wait()
- until gud
- if Character:findFirstChild("Auswirkung", true) ~= nil then
- Character:findFirstChild("Auswirkung", true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil
- end
- if Character:findFirstChild("Stats", true) ~= nil then
- Character:findFirstChild("Stats", true).Parent = nil
- end
- local Stats = Instance.new("BoolValue")
- Stats.Name = "Stats"
- Stats.Parent = Character
- local Atk = Instance.new("NumberValue")
- Atk.Name = "Damage"
- Atk.Parent = Stats
- Atk.Value = 1
- local Def = Instance.new("NumberValue")
- Def.Name = "Defense"
- Def.Parent = Stats
- Def.Value = 1
- local Mvmt = Instance.new("NumberValue")
- Mvmt.Name = "Movement"
- Mvmt.Parent = Stats
- Mvmt.Value = 1
- local Block = Instance.new("BoolValue")
- Block.Name = "Block"
- Block.Parent = Stats
- Block.Value = false
- local Stun = Instance.new("NumberValue")
- Stun.Name = "Stun"
- Stun.Parent = Stats
- Stun.Value = 0
- local StunT = Instance.new("NumberValue")
- StunT.Name = "StunThreshold"
- StunT.Parent = Stats
- StunT.Value = 200
- local Rooted = Instance.new("BoolValue")
- Rooted.Name = "Rooted"
- Rooted.Parent = Stats
- Rooted.Value = false
- local Stunned = Instance.new("BoolValue")
- Stunned.Name = "Stunned"
- Stunned.Parent = Stats
- Stunned.Value = false
- local Stagger = Instance.new("BoolValue")
- Stagger.Name = "Stagger"
- Stagger.Parent = Stats
- Stagger.Value = false
- local StaggerHit = Instance.new("BoolValue")
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Parent = Stats
- StaggerHit.Value = false
- local RecentEnemy = Instance.new("ObjectValue")
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Parent = Stats
- RecentEnemy.Value = nil
- local Decrease = Instance.new("BoolValue")
- Decrease.Name = "Decrease"
- Decrease.Parent = Stats
- Decrease.Value = false
- local mana = Instance.new("NumberValue")
- mana.Name = "Mana"
- mana.Parent = Stats
- mana.Value = 0
- local passive1 = Instance.new("NumberValue", Decrease)
- passive1.Name = "DecreaseAtk"
- passive1.Value = 0
- local passive2 = Instance.new("NumberValue", Decrease)
- passive2.Name = "DecreaseDef"
- passive2.Value = 0
- grnd = it("BoolValue", passive2)
- grnd.Name = "Grand"
- grnd.Value = true
- local passive3 = Instance.new("NumberValue", Decrease)
- passive3.Name = "DecreaseMvmt"
- passive3.Value = 0
- grnd = it("BoolValue", passive3)
- grnd.Name = "Grand"
- grnd.Value = true
- function NoOutline(Part)
- Part.TopSurface = 10
- end
- function part(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- function gui(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = it(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "SourceSans"
- gui.FontSize = "Size14"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("White")
- return gui
- end
- local Color1 = Torso.BrickColor
- local fengui = it("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "WeaponGUI"
- local fenframe = it("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17, 17, 17)
- fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
- local fenframe2 = it("Frame")
- fenframe2.Parent = fengui
- fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe2.BackgroundTransparency = 1
- fenframe2.BorderColor3 = Color3.new(17, 17, 17)
- fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
- fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
- local fenframe3 = it("Frame")
- fenframe3.Parent = fengui
- fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe3.BackgroundTransparency = 1
- fenframe3.BorderColor3 = Color3.new(17, 17, 17)
- fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
- fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
- local fenframe4 = it("Frame")
- fenframe4.Parent = fengui
- fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe4.BackgroundTransparency = 1
- fenframe4.BorderColor3 = Color3.new(17, 17, 17)
- fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
- local pressedf = false
- local fenframe5 = it("Frame")
- fenframe5.Parent = fengui
- fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
- fenframe5.BackgroundTransparency = 1
- fenframe5.BorderColor3 = Color3.new(0, 0, 0)
- fenframe5.Size = UDim2.new(1, 0, 1, 0)
- fenframe5.Position = UDim2.new(0, 0, 0, 0)
- fenframe5.ZIndex = 2
- local tellbar = gui("TextLabel", fenframe5, "Press 'F' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
- tellbar.Font = "Arial"
- tellbar.TextScaled = true
- tellbar.TextTransparency = 1
- tellbar.TextStrokeTransparency = 1
- tellbar.ZIndex = 2
- local fnumb = 0
- local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol2).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
- local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove1.ZIndex = 2
- local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol2).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove2.ZIndex = 2
- local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol2).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove3.ZIndex = 2
- local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol2).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove4.ZIndex = 2
- local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol2).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Auswirkung"
- local handle = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Handle", vt())
- local prt1 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol), "Part01", vt())
- local prt3 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol3), "Part03", vt())
- local prt4 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol4), "Part04", vt())
- local prt6 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol), "Part06", vt())
- local prt7 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol), "Part07", vt())
- local prt8 = part(3, modelzorz, 0.1, 0, BrickColor.new(NewCol), "Part08", vt())
- prt8.Material = "Metal"
- local prt9 = part(3, modelzorz, 0.1, 0, BrickColor.new(NewCol), "Part09", vt())
- prt9.Material = "Metal"
- local prt10 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol3), "Part10", vt())
- local prt11 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part11", vt())
- local prt12 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol3), "Part12", vt())
- local prt13 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part13", vt())
- local prt14 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol3), "Part14", vt())
- local prt15 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part15", vt())
- local prt16 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part16", vt())
- local prt18 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part18", vt())
- local prt19 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part19", vt())
- local prt20 = part(3, modelzorz, 0.4, 0, BrickColor.new(NewCol), "Part20", vt())
- local prt23 = part(3, modelzorz, 0.3, 0, BrickColor.new(NewCol4), "Part23", vt())
- local prt24 = part(3, modelzorz, 0.3, 0, BrickColor.new(NewCol4), "Part24", vt())
- hmsh = mesh("BlockMesh", handle, "", "", vt(0, 0, 0), vt(3, 3, 3))
- msh1 = mesh("CylinderMesh", prt1, "", "", vt(0, 0, 0), vt(1.35, 14, 5))
- msh3 = mesh("CylinderMesh", prt3, "", "", vt(0, 0, 0), vt(1.25, 1.9, 7))
- msh4 = mesh("CylinderMesh", prt4, "", "", vt(0, 0, 0), vt(1.55, 1.75, 5))
- msh6 = mesh("SpecialMesh", prt6, "Torso", "nil", vt(0, 0, 0), vt(5, 1, 1.5))
- msh7 = mesh("SpecialMesh", prt7, "Torso", "nil", vt(0, 0, 0), vt(10, 1.25, 1.5))
- msh8 = mesh("SpecialMesh", prt8, "Torso", "nil", vt(0, 0, 0), vt(4.5, 1, 1.6))
- msh9 = mesh("SpecialMesh", prt9, "Torso", "nil", vt(0, 0, 0), vt(9.5, 1, 1.6))
- msh10 = mesh("CylinderMesh", prt10, "", "", vt(0, 0, 0), vt(1, 1.9, 7))
- msh11 = mesh("BlockMesh", prt11, "", "", vt(0, 0, 0), vt(1.25, 1.25, 1.7))
- msh12 = mesh("CylinderMesh", prt12, "", "", vt(0, 0, 0), vt(0.75, 1.85, 7))
- msh13 = mesh("BlockMesh", prt13, "", "", vt(0, 0, 0), vt(0.75, 0.075, 1.9))
- msh14 = mesh("CylinderMesh", prt14, "", "", vt(0, 0, 0), vt(0.75, 1.85, 7))
- msh15 = mesh("BlockMesh", prt15, "", "", vt(0, 0, 0), vt(0.75, 0.075, 1.9))
- msh16 = mesh("BlockMesh", prt16, "", "", vt(0, 0, 0), vt(7.5, 0.5, 1.15))
- msh18 = mesh("BlockMesh", prt18, "", "", vt(0, 0, 0), vt(1, 7.5, 1.15))
- msh19 = mesh("BlockMesh", prt19, "", "", vt(0, 0, 0), vt(1, 1, 1.15))
- msh20 = mesh("BlockMesh", prt20, "", "", vt(0, 0, 0), vt(7, 35, 1))
- msh23 = mesh("BlockMesh", prt23, "", "", vt(0, 0, 0), vt(7.5, 0.25, 1))
- msh24 = mesh("BlockMesh", prt24, "", "", vt(0, 0, 0), vt(7.5, 0.7, 0.7))
- local handlewld = weld(handle, handle, Torso, euler(0, 0, -0.9) * cf(3.2, -3, -0.6))
- local wld1 = weld(prt1, prt1, handle, euler(0, 0, 0) * cf(0, 0, 0))
- local wld3 = weld(prt1, prt3, prt1, euler(0, 0, 0) * cf(0, -1.35, 0))
- local wld4 = weld(prt1, prt4, prt1, euler(0, 0, 0) * cf(0, -1.35, 0))
- local wld6 = weld(prt1, prt6, prt1, euler(0, 0, 0) * cf(0, 1.475, 0))
- local wld7 = weld(prt1, prt7, prt1, euler(-3.14, 0, 0) * cf(0, 1.7, 0))
- local wld8 = weld(prt1, prt8, prt1, euler(0, 0, 0) * cf(0, 1.5, 0))
- local wld9 = weld(prt1, prt9, prt1, euler(-3.14, 0, 0) * cf(0, 1.7, 0))
- local wld10 = weld(prt1, prt10, prt1, euler(1.57, 0, 0) * cf(0, 1.6, 0))
- local wld11 = weld(prt1, prt11, prt1, euler(0, 0, 0.785) * cf(0, 1.6, 0))
- local wld12 = weld(prt1, prt12, prt1, euler(1.57, 0, 0) * cf(0.3, 1.6, 0))
- local wld13 = weld(prt1, prt13, prt1, euler(0, 0, -2.96) * cf(0.3, 1.6, 0))
- local wld14 = weld(prt1, prt14, prt1, euler(1.57, 0, 0) * cf(-0.3, 1.6, 0))
- local wld15 = weld(prt1, prt15, prt1, euler(0, 0, 2.18) * cf(-0.3, 1.6, 0))
- local wld16 = weld(prt1, prt16, prt1, euler(0, 0, 0) * cf(0, 1.875, 0))
- local wld18 = weld(prt1, prt18, prt1, euler(0, 0, 0) * cf(0, 2.675, 0))
- local wld19 = weld(prt1, prt19, prt1, euler(0, 0, 0.785) * cf(0, 3.45, 0))
- local wld20 = weld(prt1, prt20, prt1, euler(0, 0, 0) * cf(0, 5.275, 0))
- local wld23 = weld(prt1, prt23, prt1, euler(0, 0, 0) * cf(0, 8.8, 0))
- local wld24 = weld(prt1, prt24, prt1, euler(0.785, 0, 0) * cf(0, 8.825, 0))
- di = -1.1
- for i = 1, 17 do
- local prt2 = part(3, modelzorz, 0, 0, Torso.BrickColor, "Part02", vt())
- prt2.Material = "Plastic"
- msh2 = mesh("CylinderMesh", prt2, "", "", vt(0, 0, 0), vt(1.5, 0.75, 5))
- local wld2 = weld(prt1, prt2, prt1, euler(math.random(-20, 20) / 100, 0, math.random(-20, 20) / 100) * cf(0, di, 0))
- di = di + 0.148
- end
- for i = 0.785, 2.356 do
- local prt5 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part05", vt())
- msh5 = mesh("BlockMesh", prt5, "", "", vt(0, 0, 0), vt(1.25, 0.1, 1.95))
- local wld5 = weld(prt1, prt5, prt1, euler(-1.57, i, 0) * cf(0, -1.35, 0))
- end
- for i = 1.57, 3.15 do
- local prt12 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part12", vt())
- msh12 = mesh("BlockMesh", prt12, "", "", vt(0, 0, 0), vt(1, 0.1, 1.95))
- local wld12 = weld(prt1, prt12, prt1, euler(0, 0, i) * cf(0, 1.6, 0))
- end
- for i = -0.75, 0.76 do
- local prt17 = part(3, modelzorz, 0.2, 0, BrickColor.new(NewCol2), "Part17", vt())
- msh17 = mesh("BlockMesh", prt17, "", "", vt(0, 0, 0), vt(0.8, 0.5, 0.8))
- local wld17 = weld(prt1, prt17, prt1, euler(0, 0.785, 0) * cf(i, 1.875, 0))
- end
- for i = -1, 1, 2 do
- local prt21 = part(3, modelzorz, 0.3, 0, BrickColor.new(NewCol4), "Part21", vt())
- local prt22 = part(3, modelzorz, 0.3, 0, BrickColor.new(NewCol4), "Part22", vt())
- msh21 = mesh("BlockMesh", prt21, "", "", vt(0, 0, 0), vt(0.25, 35, 1))
- msh22 = mesh("BlockMesh", prt22, "", "", vt(0, 0, 0), vt(0.7, 35.25, 0.7))
- local wld21 = weld(prt1, prt21, prt1, euler(0, 0, 0) * cf(0.725 * i, 5.275, 0))
- local wld22 = weld(prt1, prt22, prt1, euler(0, 0.785, 0) * cf(0.75 * i, 5.3, 0))
- local prt25 = part(3, modelzorz, 0.3, 0, BrickColor.new(NewCol4), "Part25", vt())
- msh25 = mesh("SpecialMesh", prt25, "FileMesh", "9756362", vt(0, 0, 0), vt(0.14, 0.14, 0.14))
- local wld25 = weld(prt1, prt25, prt1, euler(2.1517, -1.569, 2.1516) * cf(0.75 * i, 8.825, 0))
- end
- for _, c in pairs(modelzorz:children()) do
- table.insert(Weapon, c)
- end
- for _, c in pairs(prt1:children()) do
- if c.className == "Motor" then
- table.insert(Welds, c)
- end
- end
- local effects = it("Model", modelzorz)
- effects.Name = "Effects"
- local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox", vt())
- hitbox.Anchored = false
- local hitboxCF = cf(0, 0, 0)
- hboxpos = Instance.new("BodyPosition", nil)
- hboxpos.P = 2000
- hboxpos.D = 100
- hboxpos.maxForce = Vector3.new(545000, 545000, 545000)
- local nr = NumberRange.new
- local ns = NumberSequence.new
- local cs = ColorSequence.new
- local parti = it("ParticleEmitter")
- parti.Color = cs(Color3.new(255, 255, 255), EffectCol)
- parti.LightEmission = 0
- parti.Size = ns(0.2)
- parti.Texture = "http://www.roblox.com/asset/?id=37332909"
- sizeseq = ns({
- NumberSequenceKeypoint.new(0, 0.125),
- NumberSequenceKeypoint.new(0.125, 3),
- NumberSequenceKeypoint.new(1, 1)
- })
- transseq = ns({
- NumberSequenceKeypoint.new(0, 0.5),
- NumberSequenceKeypoint.new(0.8, 0.8),
- NumberSequenceKeypoint.new(1, 1)
- })
- parti.Transparency = transseq
- parti.Size = sizeseq
- parti.ZOffset = 0
- parti.Acceleration = vt(0, 0, 0)
- parti.LockedToPart = true
- parti.Lifetime = nr(0.5)
- parti.Rate = 50
- parti.Rotation = nr(0, 0)
- parti.RotSpeed = nr(500)
- parti.Speed = nr(-8)
- parti.VelocitySpread = 360
- parti.Parent = Torso
- parti.Enabled = false
- parti2 = parti:Clone()
- parti2.Color = cs(EffectCol, Color3.new(255, 255, 255))
- parti2.Texture = "http://www.roblox.com/asset/?id=316957314"
- sizeseq = ns({
- NumberSequenceKeypoint.new(0, 0.125),
- NumberSequenceKeypoint.new(0.5, 8),
- NumberSequenceKeypoint.new(1, 10)
- })
- transseq = ns({
- NumberSequenceKeypoint.new(0, 0),
- NumberSequenceKeypoint.new(0.5, 0.9),
- NumberSequenceKeypoint.new(1, 1)
- })
- parti2.Transparency = transseq
- parti2.Size = sizeseq
- parti2.ZOffset = 1
- parti2.Lifetime = nr(1)
- parti2.Rate = 10
- parti2.Rotation = nr(0, 360)
- parti2.RotSpeed = nr(100, 360)
- parti2.Speed = nr(0)
- parti2.VelocitySpread = 0
- parti2.Parent = Torso
- parti2.Enabled = false
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Auswirkung"
- script.Parent = Tool
- end
- Bin = script.Parent
- if Bin.Name == "Grand" then
- Bin.Name = "Auswirkung"
- end
- local bodvel = Instance.new("BodyVelocity")
- local bg = Instance.new("BodyGyro")
- function so(id, par, vol, pit, sord, dec, timer)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end), sou)
- game:GetService("Debris"):AddItem(sou, 6)
- if sord == true then
- table.insert(Effects, {
- sou,
- "Sound",
- dec,
- timer
- })
- end
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function hideanim()
- equipped = false
- mdec2.Parent = nil
- mdec.Parent = Decrease
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.4)
- end
- end
- mdec.Parent = Decrease
- function equipanim()
- equipped = true
- mdec.Parent = nil
- mdec2.Parent = Decrease
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.8, 0.4, -0.3) * euler(1.3, 0, -1.4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.8, 0.4, -0.3) * euler(1.3, 0, 1.4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.3)
- end
- for i = 0, 1, 0.07 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.05, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.5) * euler(1.5, 0, -1.5) * euler(0, -0.3, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.4, -0.5) * euler(1.5, 0, 1.5) * euler(0, 0.3, 0), 0.6)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.3)
- end
- end
- function StaggerAnim()
- attack = true
- removeControl()
- if mode == "Unsheathed" then
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- end
- for i = 0, 1, 0.35 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 0, 1, 0.2 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.3, 0, 0.4) * euler(0, -0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 1, 40 do
- swait()
- if StunT.Value <= Stun.Value then
- break
- end
- end
- resumeControl()
- combo = 0
- attack = false
- end
- function StaggerHitt()
- if mode == "Unsheathed" then
- Stun.Value = Stun.Value + math.random(3, 4)
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- end
- end
- function StunAnim()
- attack = true
- removeControl()
- Stunned.Value = true
- showDamage(Character, "Stunned", "Interrupt")
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- if mode == "Sheathed" then
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
- end
- local gairost = Instance.new("BodyGyro")
- gairost.Parent = RootPart
- gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
- gairost.P = 20000
- gairost.cframe = cf(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
- end
- for i = 1, 70 do
- swait()
- gairost.cframe = RootPart.CFrame
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- Stun.Value = 0
- gairost.cframe = RootPart.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
- end
- gairost.Parent = nil
- else
- for i = 0, 1, 0.2 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, 0.7, 0) * euler(0, 1.57, 0) * euler(-2.1, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0.1, 0, 0) * euler(0, 0, -0.3), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, -0.3) * euler(-0.4, 0, 0.5) * euler(0, 0.3, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(0.4, 0.4, -0.5) * euler(0.4, 0, 0.5) * euler(0, 0.8, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.5, -0.6) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0) * euler(0, 0, -0.6), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.2, -0.1, -0.4) * euler(0, -1.57, 0) * euler(0, 0.3, 0) * euler(0, 0, -0.1) * euler(-0.1, 0, 0), 0.3)
- end
- for i = 0, 1, 0.1 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.3, 0) * euler(0, 1.57, 0) * euler(-1.9, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.4, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.1, 0, 0) * euler(0, 0, -0.3), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, -0.3) * euler(0, 0, 0.5) * euler(0, 0.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.3, -0.7) * euler(0.2, 0, 1.4) * euler(0, -1.2, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.7, -0.7) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -1.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.2, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0.3, 0) * euler(0, 0, 0.1) * euler(0, 0, 0), 0.3)
- end
- for i = 1, 100 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- end
- for i = 0, 1, 0.1 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.3, 0) * euler(0, 1.57, 0) * euler(-1.8, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0.1, 0, 0) * euler(0, 0, -0.3), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, -0.3) * euler(0, 0, 0.5) * euler(0, 0.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.3, -0.7) * euler(0.2, 0, 1.4) * euler(0, -1.2, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.5, -0.6) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0) * euler(0, 0, -0.6), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.2, -0.1, -0.4) * euler(0, -1.57, 0) * euler(0, 0.3, 0) * euler(0, 0, 0.1) * euler(-0.1, 0, 0), 0.3)
- end
- resumeControl()
- dec.Parent = nil
- Stun.Value = 0
- combo = 0
- Stunned.Value = false
- attack = false
- for i = 1, 10 do
- swait()
- Stun.Value = 0
- end
- end
- end
- function attackone()
- attack = true
- if mode == "Sheathed" then
- for i = 0, 1, 0.15 do
- swait()
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.2) * euler(1.7, 0, -0.2) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.2) * euler(1.7, 0, 0.2) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("169445092", RightArm, 1, 1)
- for i = 0, 1, 0.1 do
- swait()
- if i <= 0.5 then
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, -0.8) * euler(1.6, 0, 0.4) * euler(0, 0, 0), 0.6)
- MagniDamage(RightArm, 3, 4, 5, math.random(10, 15), "Normal", RootPart, 0.5, 2, math.random(4, 6), nil, true)
- else
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, 0.2) * euler(1.55, 0, 0.7) * euler(0, 0, 0), 0.4)
- end
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.4), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, -0.1) * euler(1.7, 0, 0.4) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, -0.4, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("169445092", RightArm, 1, 0.9)
- for i = 0, 1, 0.1 do
- swait()
- MagniDamage(RightArm, 3, 4, 6, math.random(10, 15), "Normal", RootPart, 0.5, 2, math.random(4, 6), nil, true)
- if i <= 0.2 then
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, -0.8) * euler(1.6, 0, 0.5) * euler(0, 0, 0), 0.4)
- else
- RW.C0 = clerp(RW.C0, cf(1, 0.4, -0.8) * euler(1, 0, -0.4) * euler(0, 0, 0), 0.2)
- end
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.6), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0) * euler(0.8, 0, -0.6) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.6, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.2, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- else
- RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.5) * euler(1.5, 0, 0) * euler(0, 0, -1) * euler(0, 0.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.4, 0.1) * euler(1.5, 0, -0.3) * euler(0, 0.5, 0), 0.3)
- for i = 0, 1, 0.08 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, cf(0, 0.3, 0) * euler(0, 1, 0) * euler(-1, 0, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.5) * euler(0.1, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.05, 0, 0) * euler(0, 0, 0.5), 0.2)
- RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.5) * euler(2.4, 0, 0) * euler(0, 0, -1) * euler(0, 0.5, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.4, 0.1) * euler(3, 0, -0.3) * euler(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.8, -0.2) * euler(0, 1.57, 0) * euler(0, -0.5, 0) * euler(0, 0, 0.2), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.2) * euler(0, -1.57, 0) * euler(-0.2, 0.1, 0) * euler(0, 0, 0.2), 0.2)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- LW.C0 = clerp(LW.C0, cf(0.4, 0.4, -1) * euler(1.5, 0, 0.8) * euler(0, 0, 0), 0.4)
- so("320557487", prt20, 1, 0.7)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- for i = 0, 1, 0.05 do
- swait()
- if i <= 0.5 then
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- MagniDamage(hitbox, 3, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(8, 10), nil, true)
- hitbox.CFrame = prt20.CFrame * cf(0, -1, 0)
- MagniDamage(hitbox, 4, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(8, 10), nil, true)
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.25)
- wld1.C0 = clerp(wld1.C0, cf(0, 0.2, 0) * euler(0, 1.57, 0) * euler(-1.7, 0, 0), 0.25)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.1, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.1, 0, 0) * euler(0, 0, -0.8), 0.25)
- RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.5) * euler(-0.5, 0, 0) * euler(0, 0, 0.8) * euler(0, -0.3, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(0.4, 0.4, -1) * euler(0.2, 0, 0.8) * euler(0, 0, 0), 0.25)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.8, -0.2) * euler(0, 1.57, 0) * euler(0, -0.5, 0) * euler(0, 0, -0.2), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.2) * euler(0, -1.57, 0) * euler(-0.2, 0.1, 0) * euler(0, 0, 0.2), 0.25)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- end
- hitbox.Parent = nil
- attack = false
- end
- function attacktwo()
- attack = true
- if mode == "Sheathed" then
- for i = 0, 1, 0.2 do
- swait()
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(-0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -0.6), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.4, 0.7, -0.7) * euler(1.57, 0, 1.3) * euler(0.5, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.4, -0.9, -0.3) * euler(0, -1.57, 0) * euler(0, 0.6, 0) * euler(0, 0, 0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("169445073", LeftArm, 1, 0.95)
- for i = 0, 1, 0.2 do
- swait()
- MagniDamage(LeftArm, 3, 4, 5, math.random(10, 15), "Normal", RootPart, 0.3, 2, math.random(4, 6), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.4), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.1, 0, 1) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.1) * euler(1.57, 0, -1.3) * euler(-0.2, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -0.2), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1.1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.1, 0) * euler(0, 0, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("169445073", LeftLeg, 1, 1.1)
- for i = 0, 1, 0.2 do
- swait()
- MagniDamage(LeftLeg, 3, 4, 5, math.random(10, 15), "Normal", RootPart, 0.3, 2, math.random(4, 6), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.05, 0, 0) * euler(0, 0, 0.4), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.4, -0.2) * euler(0.05, 0, 0) * euler(0, 0, -0.4), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.2) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.2) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.6, -0.6) * euler(0, 1.57, 0) * euler(0, 0, -0.1) * euler(-0.1, 0, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.5, -0.5) * euler(0, -1.57, 0) * euler(0, 0, -1.8) * euler(-0.1, 0, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- else
- for i = 0, 1, 0.08 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, -0.4, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.2, 0, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.1, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.2, 0, 0) * euler(0, 0, -0.6), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.2) * euler(-0.2, 0, 0.6) * euler(0, -3, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(1, 0.5, -0.6) * euler(0.6, 0, 0.6) * euler(0, -2.2, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.3) * euler(0, 1.57, 0) * euler(-0.2, 0.6, 0) * euler(0, 0, 0.2), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1.3, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0.6, 0) * euler(0, 0, -0.2), 0.2)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("320557563", prt20, 1, 0.7)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- for i = 0, 1, 0.05 do
- swait()
- if i <= 0.3 then
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- MagniDamage(hitbox, 3, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(6, 8), nil, true)
- hitbox.CFrame = prt20.CFrame * cf(0, -1, 0)
- MagniDamage(hitbox, 4, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(6, 8), nil, true)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.5, 0) * euler(0, 2.5, 0) * euler(-2, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.5) * euler(1, 0, -1) * euler(0, -1, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, 0.6) * euler(0, 0, 0), 0.25)
- else
- wld1.C0 = clerp(wld1.C0, cf(0, -0.5, 0) * euler(0, 1, 0) * euler(-1, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.5) * euler(1, 0, -1) * euler(0, -1.2, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.4, -0.2) * euler(1, 0, 0.8) * euler(0, 0, 0), 0.25)
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.25)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0) * euler(0, 0, 1.8), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, 0.6) * euler(0, 1.57, 0) * euler(-0.1, -1.5, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.3) * euler(0, -1.57, 0) * euler(-0.1, -1, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- hitbox.Parent = nil
- end
- attack = false
- end
- function attackthree()
- attack = true
- if mode == "Sheathed" then
- for i = 0, 1, 0.2 do
- swait()
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, -0.3, 0) * euler(0, 0, -0.8), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.8) * euler(0, 0.3, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 1) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.5) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -0.2, -0.4) * euler(0, 1.57, 0) * euler(-1.27, 0, 0) * euler(0, 0, 1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.4, -0.4) * euler(0, -1.57, 0) * euler(-0.3, 0, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("169445073", RightLeg, 1, 0.9)
- for i = 0, 1, 0.2 do
- swait()
- MagniDamage(RightLeg, 3, 4, 5, math.random(10, 15), "Normal", RootPart, 0.3, 2, math.random(4, 6), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, -0.5, 0) * euler(0, 0, -1.4), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.6, -0.2) * euler(0, 0, 1.4) * euler(0, 0.5, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 1) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.5) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.5, -0.5) * euler(0, 1.57, 0) * euler(-1.07, 0, 0) * euler(0, 0, 0.3), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1.4, -0.2, -0.4) * euler(0, -1.57, 0) * euler(-0.4, 0, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, -0.1, 0) * euler(0, 0, -0.2) * euler(0.2, 0, 0), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.3, -0.2) * euler(0, 0, 0.2) * euler(0, 0.1, 0), 0.6)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.5) * euler(0, 0, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.5) * euler(0, 0, 0), 0.6)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.9, -0.5) * euler(0, 1.57, 0) * euler(0, 0.4, 0) * euler(0.1, 0, 0) * euler(0, 0, 0.1), 0.6)
- LH.C0 = clerp(LH.C0, cf(-1.2, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.8, 0) * euler(0, 0, 0.2), 0.6)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("169445073", LeftLeg, 1, 0.8)
- for i = 0, 1, 0.1 do
- swait()
- MagniDamage(LeftLeg, 3, 4, 5, math.random(10, 15), "Normal", RootPart, 0.3, 2, math.random(4, 6), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0.2, 0) * euler(0, 0, 1.5) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.2) * euler(0, 0, -1.5) * euler(0, -0.2, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.2) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.4, -0.7, -1) * euler(0, 1.57, 0) * euler(0, 1.5, 0) * euler(0, 0, 0) * euler(0, 0, -0.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.4, -0.2) * euler(0, -1.57, 0) * euler(-1.5, 0, 0) * euler(0, 0, -0.4), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- else
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.5, 0, 0) * euler(0, 0, 0.5), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.4, -0.1) * euler(1.5, 0, -0.5) * euler(0, 0, 0), 0.3)
- for i = 0, 1, 0.08 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.6, 0) * euler(0, 1.57, 0) * euler(-2, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.4, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(-0.3, 0, 0) * euler(0, 0, -1), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, -0.1) * euler(2.8, 0, 0) * euler(0, 0, 0.2) * euler(0, -0.6, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(0.5, 0.8, -0.8) * euler(3, 0, 0) * euler(0, 0, 0.6) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.7, -0.8, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.2, -0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.3)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- game:GetService("Debris"):AddItem(dec, 10)
- so("320557353", prt20, 1, 0.8)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- dohit = 0
- for i = 0, 1, 0.05 do
- swait()
- dohit = dohit + 1
- if i <= 0.3 then
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- MagniDamage(hitbox, 3, 7, 9, math.random(5, 15), "Normal", RootPart, 0.3, 1, math.random(7, 9), nil, true)
- hitbox.CFrame = prt20.CFrame * cf(0, -1, 0)
- MagniDamage(hitbox, 4, 7, 9, math.random(5, 15), "Normal", RootPart, 0.3, 1, math.random(7, 9), nil, true)
- end
- if dohit == 6 then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = prt20.CFrame * cf(0, -1.5, 0)
- game:GetService("Debris"):AddItem(ref, 1)
- local hitfloor2, posfloor2 = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil then
- ref.CFrame = cf(posfloor2)
- MagicWave(hitfloor2.BrickColor, cf(posfloor2), 1, 1, 1, 1, 1, 1, 0.05)
- MagniDamage(ref, 10, 7, 9, math.random(15, 20), "Knockdown2", ref, 0.5, 1, math.random(10, 12), nil, true)
- for i = 1, 10 do
- cf2 = cf(posfloor2) * cf(math.random(-1000, 1000) / 100, 1, math.random(-1000, 1000) / 100)
- ref.CFrame = cf2
- local ghitfloor, gposfloor = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if ghitfloor ~= nil then
- Col = ghitfloor.BrickColor
- local groundpart = part(3, workspace, 0, 0, Col, "Ground", vt(math.random(50, 200) / 100, math.random(50, 200) / 100, math.random(50, 200) / 100))
- groundpart.Anchored = true
- groundpart.Material = ghitfloor.Material
- groundpart.CanCollide = true
- groundpart.CFrame = cf(gposfloor) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(groundpart, 5)
- end
- end
- ref.CFrame = cf(posfloor2)
- so("157878578", ref, 0.8, 0.8)
- end
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- wld1.C0 = clerp(wld1.C0, cf(0, 0.6, 0) * euler(0, 1.57, 0) * euler(-1.3, 0, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(-0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.6, -0.6) * euler(0.4, 0, 0) * euler(0, 0, -1), 0.5)
- RW.C0 = clerp(RW.C0, cf(1, 0.3, -0.5) * euler(0, 1, 0) * euler(0.5, 0, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0, 1, 0) * euler(0, 0, 0.4) * euler(0, 0, 0.3), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.5, -0.8, -0.8) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.6), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.5)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- hitbox.Parent = nil
- dec.Parent = nil
- end
- attack = false
- end
- function attackfour()
- attack = true
- if mode == "Sheathed" then
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.4, 0, -0.4) * euler(0, 0, 0), 0.3)
- for i = 0, 1, 0.4 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.6)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.6)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(-0.3, 0, 0), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.6)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, -1, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.6, 0, -0.4) * euler(0, 1.57, 0), 0.6)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.6)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.6)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- for i = 0, 1, 0.4 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(1.2, 0, -0.8) * cf(1.9, -2.1, 1.6), 0.6)
- wld1.C0 = clerp(wld1.C0, euler(0, 0.4, 0) * cf(0, 0, 0), 0.6)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(-0.4, 0, 0), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0.8), 0.6)
- RW.C0 = clerp(RW.C0, cf(-0.8, 0.7, -0.5) * euler(3, 0, -0.8) * euler(0, 0, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.8, 0, -0.2) * euler(0, 0, 0), 0.6)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.6)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.6)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("203691447", prt20, 1, 0.8)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- mode = "Unsheathed"
- handlewld.Part1 = RightArm
- handlewld.C0 = euler(0, 0, 0) * cf(0, 1, 0)
- wld1.C0 = cf(0, -0.8, 0) * euler(0, 0.6, 0) * euler(-2.3, 0, 0) * euler(0, 0, 0)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.2) * euler(0, 0, 0.8) * euler(0, 0.6, 0), 0.4)
- for i = 0, 1.4, 0.1 do
- swait()
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- MagniDamage(hitbox, 3, 8, 10, math.random(5, 15), "Normal", RootPart, 0.5, 1, 10, nil, true)
- hitbox.CFrame = prt20.CFrame * cf(0, -1, 0)
- MagniDamage(hitbox, 4, 8, 10, math.random(5, 15), "Normal", RootPart, 0.5, 1, 10, nil, true)
- if i <= 0.3 then
- wld1.C0 = clerp(wld1.C0, cf(0, 0.2, 0) * euler(0, 2, 0) * euler(-1.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.2) * euler(0.4, 0, 0) * euler(0, 0.8, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(0.5, 0.4, -0.5) * euler(0.4, 0, 0.4) * euler(0, 1, 0), 0.4)
- else
- wld1.C0 = clerp(wld1.C0, cf(0, -0.4, 0) * euler(0, 1, 0) * euler(-0.4, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.2) * euler(-0.6, 0, 1) * euler(0, -1.2, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(0.5, 0.4, -0.6) * euler(0.4, 0, 1) * euler(0, 1, 0), 0.4)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.2, 0, 0), 0.25)
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, -0.4) * euler(0.2, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.2) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.3, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(0, 0, -0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- hitbox.Parent = nil
- else
- for i = 0, 1, 0.08 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.25)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.4, 0, 0), 0.25)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(-0.2, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.4, -0.6) * euler(0.4, 0, 0) * euler(0, 0, -1), 0.25)
- RW.C0 = clerp(RW.C0, cf(1, 0.3, -0.5) * euler(0, 3.8, 0) * euler(-0.5, 0, 0) * euler(0, 0, -0.8), 0.25)
- LW.C0 = clerp(LW.C0, cf(0.2, 0.6, -0.8) * euler(0, -1, 0) * euler(1.2, 0, 0) * euler(0, 0, -0.6), 0.25)
- RH.C0 = clerp(RH.C0, cf(0.5, -0.8, -0.8) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.25)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("320557382", prt20, 1, 0.75)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- for i = 0, 1, 0.08 do
- swait()
- if i <= 0.6 then
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- MagniDamage(hitbox, 3, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(6, 8), nil, true)
- hitbox.CFrame = prt20.CFrame * cf(0, -1, 0)
- MagniDamage(hitbox, 4, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(6, 8), nil, true)
- end
- if i <= 0.2 then
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.4, 0, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.3) * euler(2, 0, 0.6) * euler(0, -1.57, 0), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -0.8) * euler(0, -1.57, 0) * euler(0, -1, 0) * euler(0, 0, 0), 0.25)
- else
- wld1.C0 = clerp(wld1.C0, cf(0, 0.8, 0) * euler(0, 1.57, 0) * euler(1.4, 0, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.3) * euler(2, 0, 0.1) * euler(0, -1.57, 0), 0.25)
- LH.C0 = clerp(LH.C0, cf(-0.8, -0.4, -0.8) * euler(0, -1.57, 0) * euler(0, -1, 0) * euler(0, 0, 0.8), 0.25)
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.25)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.4, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.6) * euler(-0.4, 0, 0) * euler(0, 0, 1), 0.25)
- RW.C0 = clerp(RW.C0, cf(1, 0.3, -0.5) * euler(3, 0, 0) * euler(0, -2, 0) * euler(0, 0, 1), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(0, 0, -0.4), 0.25)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- hitbox.Parent = nil
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 0.6, 0) * euler(-2.3, 0, 0) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(-0.4, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0.8), 0.3)
- RW.C0 = clerp(RW.C0, cf(-0.8, 0.7, -0.5) * euler(3, 0, -0.8) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.8, 0, -0.2) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- mode = "Sheathed"
- handlewld.Part1 = Torso
- handlewld.C0 = euler(1.2, 0, -0.8) * cf(1.9, -2.1, 1.6)
- wld1.C0 = euler(0, 0.4, 0) * cf(0, 0, 0)
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(-0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, -1, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.6, 0, -0.4) * euler(0, 1.57, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.4) * euler(0, 1.57, 0), 0.4)
- handlewld.C0 = euler(0, 0, -0.9) * cf(3.2, -3, -0.6)
- wld1.C0 = euler(0, 0, 0) * cf(0, 0, 0)
- end
- attack = false
- end
- function Equip()
- attack = true
- if mode == "Sheathed" then
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.4, 0, -0.4) * euler(0, 0, 0), 0.3)
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(-0.3, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, -1, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.6, 0, -0.4) * euler(0, 1.57, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(1.2, 0, -0.8) * cf(1.9, -2.1, 1.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0.4, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(-0.4, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0.8), 0.4)
- RW.C0 = clerp(RW.C0, cf(-0.8, 0.7, -0.5) * euler(3, 0, -0.8) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.8, 0, -0.2) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("203691447", prt20, 1, 0.8)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- mode = "Unsheathed"
- handlewld.Part1 = RightArm
- handlewld.C0 = euler(0, 0, 0) * cf(0, 1, 0)
- wld1.C0 = cf(0, -0.8, 0) * euler(0, 0.6, 0) * euler(-2.3, 0, 0) * euler(0, 0, 0)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.2) * euler(0, 0, 0.8) * euler(0, 0.6, 0), 0.4)
- for i = 0, 1.4, 0.1 do
- swait()
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- MagniDamage(hitbox, 3, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(6, 8), nil, true)
- hitbox.CFrame = prt20.CFrame * cf(0, -1, 0)
- MagniDamage(hitbox, 4, 7, 9, math.random(5, 15), "Normal", RootPart, 0.5, 1, math.random(6, 8), nil, true)
- if i <= 0.3 then
- wld1.C0 = clerp(wld1.C0, cf(0, 0.2, 0) * euler(0, 2, 0) * euler(-1.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.2) * euler(0.4, 0, 0) * euler(0, 0.8, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(0.5, 0.4, -0.5) * euler(0.4, 0, 0.4) * euler(0, 1, 0), 0.4)
- else
- wld1.C0 = clerp(wld1.C0, cf(0, -0.4, 0) * euler(0, 1, 0) * euler(-0.4, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.2) * euler(-0.6, 0, 1) * euler(0, -1.2, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(0.5, 0.4, -0.6) * euler(0.4, 0, 1) * euler(0, 1, 0), 0.4)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.2, 0, 0), 0.25)
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, -0.4) * euler(0.2, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.2) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.3, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(0, 0, -0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- hitbox.Parent = nil
- elseif mode == "Unsheathed" then
- for i = 0, 1, 0.2 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.9, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.2, 0, 0) * euler(0, 0, -0.6), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.2) * euler(1.2, 0, 0.2) * euler(0, -2.6, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(0.1, 0.4, -0.5) * euler(1, 0, 0.6) * euler(0, -2, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.3) * euler(0, 1.57, 0) * euler(-0.2, 0.6, 0) * euler(0, 0, 0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.3, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0.6, 0) * euler(0, 0, -0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("320557518", prt20, 0.8, 0.9)
- RW.C0 = clerp(RW.C0, cf(-0.8, 0.7, -0.5) * euler(1.5, 0, -0.8) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -0.2) * euler(0, 0, 0), 0.4)
- for i = 0, 1, 0.3 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 0.6, 0) * euler(-2.3, 0, 0) * euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(-0.4, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0.8), 0.4)
- RW.C0 = clerp(RW.C0, cf(-0.8, 0.7, -0.5) * euler(3, 0, -0.8) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.8, 0, -0.2) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- mode = "Sheathed"
- handlewld.Part1 = Torso
- handlewld.C0 = euler(1.2, 0, -0.8) * cf(1.9, -2.1, 1.6)
- wld1.C0 = euler(0, 0.4, 0) * cf(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(-0.3, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, -1, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.6, 0, -0.4) * euler(0, 1.57, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.4) * euler(0, 1.57, 0), 0.4)
- end
- attack = false
- end
- function do1()
- if holdz == true then
- holdz = false
- end
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[1] and mana.Value >= 20 then
- holdz = true
- if mode == "Sheathed" then
- Equip()
- end
- attack = true
- mana.Value = mana.Value - 20
- local dec2 = Instance.new("NumberValue", Decrease)
- dec2.Name = "DecreaseMvmt"
- dec2.Value = 0.2
- game:GetService("Debris"):AddItem(dec2, 10)
- cooldowns[1] = 0
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.5, 0, 0) * euler(0, 0, 0.5), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.4, -0.1) * euler(1.5, 0, -0.5) * euler(0, 0, 0), 0.3)
- for i = 0, 1, 0.1 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.15)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.6, 0) * euler(0, 1.57, 0) * euler(-2, 0, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.4, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(-0.1, 0, 0) * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, -0.1) * euler(2.8, 0, 0) * euler(0, 0, 0.2) * euler(0, -0.6, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(0.5, 0.8, -0.8) * euler(3, 0, 0) * euler(0, 0, 0.6) * euler(0, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.7, -0.8, -0.4) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.2), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.1), 0.15)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- local charge = 0
- local dam = 1
- while true do
- swait()
- if holdz == true then
- swait()
- charge = charge + 1
- if charge == 10 then
- print("CHARGE 1")
- dam = 1.2
- parti.Enabled = true
- RingGui(Torso, BrickColor.new(EffectCol), 8)
- end
- if charge == 30 then
- print("CHARGE 2")
- dam = 1.4
- parti2.Enabled = true
- RingGui(Torso, BrickColor.new(EffectCol), 10)
- end
- if charge == 50 then
- print("CHARGE 3")
- dam = 1.8
- RingGui(Torso, BrickColor.new(EffectCol), 6)
- for i = 1, 3 do
- MagicCircle(BrickColor.new(EffectCol), cf(Torso.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 5, 20, 5, -0.05, 20, -0.05, 0.1)
- end
- holdz = false
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.15)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.6, 0) * euler(0, 1.57, 0) * euler(-1.7, 0, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.4, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(-0.1, 0, 0) * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, -0.1) * euler(3.2, 0, 0) * euler(0, 0, 0.2) * euler(0, -0.2, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(0.6, 0.9, -0.8) * euler(2.9, 0, 0) * euler(0, 0, 0.6) * euler(0, -0.4, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.7, -0.8, -0.4) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.2), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.1), 0.15)
- end
- if holdz == false then
- break
- end
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- parti.Enabled = false
- parti2.Enabled = false
- for i = 0, 1, 0.15 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.15)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.6, 0) * euler(0, 1.57, 0) * euler(-2, 0, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.4, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.3) * euler(-0.3, 0, 0) * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.6, -0.5) * euler(0, 1, 0) * euler(0.5, 0, 0) * euler(1.5, 0, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-0.5, -0.1, -0.5) * euler(0, 1, 0) * euler(0, 0, -0.4) * euler(0, 0, -0.3) * euler(2.6, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.7, -0.8, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.2, -0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.15)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- game:GetService("Debris"):AddItem(dec, 10)
- so("320557353", prt20, 1, 0.8)
- hitbox.Parent = modelzorz
- hitbox.Anchored = true
- hitbox.Size = vt(1, 1, 1)
- hitbox.CFrame = prt20.CFrame * cf(0, 1, 0)
- dohit = 0
- for i = 0, 1.5, 0.05 do
- swait()
- dohit = dohit + 1
- if dohit == 6 then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = prt20.CFrame * cf(0, -1.5, 0)
- game:GetService("Debris"):AddItem(ref, 1)
- hitfloor2, posfloor2 = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil then
- ref.CFrame = cf(posfloor2)
- MagicWave(hitfloor2.BrickColor, cf(posfloor2), 1, 1, 1, 1, 1, 1, 0.05)
- MagicRing(hitfloor2.BrickColor, cf(posfloor2) * euler(1.57, 0, 0), 1, 1, 1, 1, 1, 1, 0.03)
- MagniDamage(ref, 15, 10 * dam, 12 * dam, math.random(40, 45), "Knockdown2", ref, 0.5, 1, math.random(10, 12), nil, true)
- for i = 1, 10 do
- cf2 = cf(posfloor2) * cf(math.random(-1000, 1000) / 100, 1, math.random(-1000, 1000) / 100)
- ref.CFrame = cf2
- ghitfloor, gposfloor = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if ghitfloor ~= nil then
- Col = ghitfloor.BrickColor
- local groundpart = part(3, workspace, 0, 0, Col, "Ground", vt(math.random(50, 200) / 100, math.random(50, 200) / 100, math.random(50, 200) / 100))
- groundpart.Anchored = true
- groundpart.Material = ghitfloor.Material
- groundpart.CanCollide = true
- groundpart.CFrame = cf(gposfloor) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(groundpart, 5)
- end
- end
- ref.CFrame = cf(posfloor2)
- so("157878578", ref, 0.8, 0.8)
- end
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- wld1.C0 = clerp(wld1.C0, cf(0, 0.6, 0) * euler(0, 1.57, 0) * euler(-1.3, 0, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(-0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -2.1, -0.6) * euler(0.4, 0, 0) * euler(0, 0, -1), 0.5)
- RW.C0 = clerp(RW.C0, cf(1, 0.3, -0.5) * euler(0, 1, 0) * euler(0.5, 0, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0, 1, 0) * euler(0, 0, 0.4) * euler(0, 0, 0.3), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.5, -0.8, -0.8) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.6), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.4), 0.5)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- hitbox.Parent = nil
- dec2.Parent = nil
- dec.Parent = nil
- attack = false
- end
- end
- function do2()
- local MoveCF, newpos
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[2] and mana.Value >= 10 and do2target ~= nil then
- if mode == "Unsheathed" then
- Equip()
- end
- attack = true
- cooldowns[2] = 0
- mana.Value = mana.Value - 10
- if do2mode == "Chase" then
- doing2 = true
- local x, y, z, newpos
- for i = 0, 1, 0.2 do
- swait()
- if do2target ~= nil then
- newpos = vt(do2target.Position.X, RootPart.Position.Y, do2target.Position.Z)
- MoveCF = cf(RootPart.Position, newpos)
- local mpos = Torso.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
- x, y, z = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, -1.5) * euler(1, 0, 0), 0.4)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.4, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, 0) * euler(1, 0, 0.1) * euler(0, 0, 0) * cf(0, -0.3, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.4) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.6, -1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, -0.6) * cf(0, 0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.8, 1, -0.4) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.8), 0.4)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- so("2767090", Torso, 0.8, 1)
- MagicWave(BrickColor.new(NewCol), Torso.CFrame * euler(2, 0, 0), 1, 1, 1, 0.5, 0.5, 0.5, 0.1)
- for i = 0, 1, 0.2 do
- swait()
- if do2target ~= nil then
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, -0.5) * euler(1.3, 0, 0), 0.4)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.6, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, 0) * euler(-0.2, 0, 0.4) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.8, -0.5) * euler(2, 0, 1.3) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, 0.2, -0.4) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.1, 0, 0.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.8, -0.4) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, 0.3), 0.4)
- RH.C1 = clerp(RH.C1, RHC1, 0.6)
- LH.C1 = clerp(LH.C1, LHC1, 0.6)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- if Rooted.Value == false then
- Torso.Velocity = MoveCF.lookVector * 150
- end
- if distance <= 10 and Rooted.Value == false then
- Torso.Velocity = MoveCF.lookVector * 70
- end
- break
- end
- if do2target ~= nil then
- RootPart.CFrame = cf(RootPart.Position, newpos)
- RootJoint.C0 = RootCF * cf(0, 0, -0.5) * euler(1.3, 0, 0)
- end
- so("169445073", LeftLeg, 1, 1)
- RecentEnemy.Value = nil
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(1.3, 0, 0) * euler(0, 3, 0) * cf(0, 0, -2), 0.4)
- for i = 0, 1, 0.3 do
- swait()
- MagniDamage(LeftLeg, 4, 6, 8, math.random(20, 25), "Normal", RootPart, 0.3, 2, math.random(6, 8), nil, true)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(1.3, 0, 0) * euler(0, 3.5, 0) * cf(0, 0, -2), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.6, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, 0.2, -0.4) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.1, 0, 0.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, 0.1), 0.4)
- RH.C1 = clerp(RH.C1, RHC1, 0.6)
- LH.C1 = clerp(LH.C1, LHC1, 0.6)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- if RecentEnemy.Value ~= nil then
- cooldowns[2] = 70
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- game:GetService("Debris"):AddItem(dec, 10)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(1.3, 0, 0) * euler(0, 3.5, 0) * cf(0, 0, -2), 0.4)
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 2, -1.5) * euler(1, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.4, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, 0) * euler(1, 0, 0.1) * euler(0, 0, 0) * cf(0, -0.3, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.6, -1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, -0.6) * cf(0, 0.5, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.8, 1, -0.4) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.8), 0.3)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- dec.Parent = nil
- doing2 = false
- for i = 0, y, z do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0.6) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.1) * euler(-0.1, 0, -0.6), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, -0.5) * euler(2, 0, -0.4) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.5) * euler(0.6, 0, 1) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -0.9, -0.4) * euler(0, 1.57, 0) * euler(-0.1, 0.6, -0.3), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.6, 0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- dodrop = true
- instastun = false
- so("169445092", RightArm, 1, 0.8)
- for i = 0, 1, 0.1 do
- swait()
- MagniDamage(RightArm, 3, 8, 10, math.random(5, 10), "Normal", RootPart, 0.5, 2, math.random(8, 10), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.4, -0.1) * euler(0.1, 0, 0.6), 0.5)
- if i <= 0.3 then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 0.2) * euler(0, 1.4, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.2) * euler(1, 0, -0.2) * euler(0, 0, 0), 0.5)
- else
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, -0.4) * euler(0.4, 0, -0.4) * euler(0, 1.4, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.2) * euler(0.6, 0, -0.4) * euler(0, 0, 0), 0.5)
- end
- RH.C0 = clerp(RH.C0, cf(0.9, -0.9, 0.4) * euler(0, 1.57, 0) * euler(-0.1, -0.6, -0.5), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.4) * euler(0, -1.57, 0) * euler(0, -0.6, -0.1), 0.5)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- if instastun == false then
- cooldowns[2] = 80
- end
- dodrop = false
- attack = false
- end
- end
- end
- function do3()
- if guarding == true and canguardoff == true then
- guarding = false
- end
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[3] and mana.Value >= 10 then
- if mode == "Sheathed" then
- Equip()
- end
- attack = true
- mana.Value = mana.Value - 10
- guarding = true
- canguardoff = false
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 0.1
- Block.Value = true
- cooldowns[3] = 80
- for i = 0, 1, 0.1 do
- swait()
- cooldowns[3] = cooldowns[3] - 0.5
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -1, -0.2) * euler(0, 0, 0) * euler(-2.6, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.1, 0, 0) * euler(0, 0, -0.2), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.9, -0.4) * euler(2.2, 0, 0) * euler(0, 0, 0.8) * euler(0, 2.1, 0) * euler(0, 0, 0.2), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.3, 0.3) * euler(1, 0, -0.1) * euler(0, 1.57, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.9, -0.7, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0.2, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.2, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- canguardoff = true
- while guarding == true and cooldowns[3] >= 0 and Block.Value == true do
- swait()
- cooldowns[3] = cooldowns[3] - 0.5
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -1, -0.2) * euler(0, 0, 0) * euler(-2.6, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.1, 0, 0) * euler(0, 0, -0.2), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.9, -0.4) * euler(2.2, 0, 0) * euler(0, 0, 0.8) * euler(0, 2.1, 0) * euler(0, 0, 0.2), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.3, 0.3) * euler(1, 0, -0.1) * euler(0, 1.57, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.9, -0.7, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0.2, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.2, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.1), 0.3)
- end
- dec.Parent = nil
- cooldowns[3] = math.floor(cooldowns[3])
- if Block.Value == false then
- print("blocked")
- cooldowns[3] = 0
- doing2 = true
- DecreaseStat(Character, "Damage", -0.2, 300)
- for i = 0, 1, 0.05 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = RootPart.CFrame.lookVector * (-50 + 50 * i)
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.4, 0, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.2, 0, 0) * euler(0, 0, -1), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.2) * euler(-0.2, 0, 0.8) * euler(0, -0.2, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.3, 0) * euler(0.2, 0, -0.4) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(0.9, -0.7, -1) * euler(0, 1.57, 0) * euler(-0.2, 0.4, 0) * euler(0, 0, -1), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.2) * euler(0, -1.57, 0) * euler(0.2, 1, 0) * euler(0, 0, -0.1), 0.2)
- if Stagger.Value ~= true and StunT.Value <= Stun.Value then
- break
- end
- end
- doing2 = false
- else
- DecreaseStat(Character, "Damage", 0.2, 300)
- end
- Block.Value = false
- attack = false
- end
- end
- function do4()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[4] and mana.Value >= 50 then
- if mode == "Unsheathed" then
- Equip()
- end
- attack = true
- cooldowns[4] = 0
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, 0.5) * euler(0.8, 0, 0.5), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.6, 0, 1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.1, -1, 0) * euler(0, 0.87, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0) * euler(0, -2.27, 0.4), 0.4)
- end
- doing4 = true
- grabhit = false
- grabTarget = nil
- sref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- sref.Anchored = true
- sref.CFrame = LeftArm.CFrame * cf(0, -3, 0)
- game:GetService("Debris"):AddItem(sref, 10)
- so("169445092", LeftArm, 1, 1)
- RecentEnemy.Value = nil
- cangrab = true
- for i = 0, 1, 0.1 do
- swait()
- sref.CFrame = LeftArm.CFrame * cf(0, -1, 0) * euler(-1.57, 0, 0)
- MagniDamage(LeftArm, 3, 4, 5, math.random(10, 15), "Normal", RootPart, 0.1, 2, math.random(4, 6), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 1.2) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.2), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.6), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(0, 0, 0.6), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.2, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.6, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.4)
- if RecentEnemy.Value ~= nil then
- break
- end
- end
- if grabTarget ~= nil and grabTarget:findFirstChild("Stats") ~= nil and grabTarget.Stats:findFirstChild("Ungrabbable") ~= nil and grabTarget.Stats.Ungrabbable.Value == true then
- cangrab = false
- print("nopls")
- end
- doing4 = false
- if RecentEnemy.Value == nil then
- attack = false
- end
- if RecentEnemy.Value ~= nil then
- grabTarget = RecentEnemy.Value
- grabhit = true
- mana.Value = mana.Value - 50
- print("hitenemy")
- for i = 1, 3 do
- for i = 0, 1, 0.25 do
- swait()
- sref.CFrame = LeftArm.CFrame * cf(0, -1.5, 0) * euler(-1.57, 0, 0)
- if grabhit == true and cangrab == true then
- grabTarget.Humanoid.PlatformStand = true
- grabpos.position = sref.Position
- grabpos.Parent = grabTarget.Torso
- grabTarget.Torso.CFrame = sref.CFrame
- end
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.5)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.4, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0, 0, 0.6), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.6) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.7, 0.8, -0.6) * euler(1, 0, 0.4) * euler(0, -0.5, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.5, -0.2) * euler(0, 1.57, 0) * euler(-0.1, -0.6, 0) * euler(0, 0, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.4) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0) * euler(0, 0, 0.6), 0.5)
- end
- for i = 0, 1, 0.25 do
- swait()
- sref.CFrame = LeftArm.CFrame * cf(-0.8, -1.5, 0) * euler(-2, 0, 0)
- if grabhit == true and cangrab == true then
- grabTarget.Humanoid.PlatformStand = true
- grabpos.position = sref.Position
- grabpos.Parent = grabTarget.Torso
- grabTarget.Torso.CFrame = sref.CFrame
- end
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.7)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.7)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.6, 0, 0), 0.7)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0, 0, 0.2), 0.7)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.6) * euler(0, 0, 0), 0.7)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.2, -0.6) * euler(0.4, 0, 0.2) * euler(0, -0.5, 0), 0.7)
- RH.C0 = clerp(RH.C0, cf(1, 0.2, -0.4) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(0, 0, -0.1), 0.7)
- LH.C0 = clerp(LH.C0, cf(-1, -0.6, -0.6) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0) * euler(0, 0, 1), 0.7)
- end
- MagicWave(BrickColor.new(NewCol), cf(sref.Position), 1, 1, 1, 2, 2, 2, 0.15)
- MagniDamage(sref, 8, 4, 5, 0, "Normal", RootPart, 0, 1, math.random(4, 6), nil, true, nil, "Movement", 0.1, 300)
- end
- for i = 1, 5 do
- swait()
- sref.CFrame = LeftArm.CFrame * cf(-0.8, -1.5, 0) * euler(-2, 0, 0)
- if grabhit == true and cangrab == true then
- grabTarget.Humanoid.PlatformStand = true
- grabpos.position = sref.Position
- grabpos.Parent = grabTarget.Torso
- grabTarget.Torso.CFrame = sref.CFrame
- end
- end
- if cangrab == true then
- for i = 0, 1, 0.15 do
- swait()
- sref.CFrame = LeftArm.CFrame * cf(0, -1.5, 0) * euler(-1.57, 0, 0)
- if grabhit == true and cangrab == true then
- grabTarget.Humanoid.PlatformStand = true
- grabpos.position = sref.Position
- grabpos.Parent = grabTarget.Torso
- grabTarget.Torso.CFrame = sref.CFrame
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 1.2), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.2) * euler(1.4, 0, 0.2) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, 0.2) * euler(0, 1.57, 0) * euler(-0.1, -1, 0) * euler(0, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.4, 0) * euler(0, 0, 0.2), 0.3)
- end
- for i = 0, 1, 0.2 do
- swait()
- if i <= 0.4 then
- sref.CFrame = LeftArm.CFrame * cf(0, -1.5, 0) * euler(-1.57, 0, 0)
- if grabhit == true then
- grabTarget.Humanoid.PlatformStand = true
- grabpos.position = sref.Position
- grabpos.Parent = grabTarget.Torso
- grabTarget.Torso.CFrame = sref.CFrame
- end
- elseif i >= 0.4 and grabhit == true and grabTarget ~= nil then
- grabTarget.Humanoid.PlatformStand = false
- grabpos.Parent = nil
- sref.Parent = nil
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, -1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.2) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.1, 0.1, 0) * euler(0, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0) * euler(0, -1.57, 0) * euler(-0.1, 1, 0) * euler(0, 0, 0.1), 0.4)
- end
- Damagefunc(grabTarget.Torso, 5, 7, math.random(30, 40), "Normal", RootPart, 0, 2, math.random(3, 5), nil, true)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, -1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.2) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.5) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.1, 0.1, 0) * euler(0, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0) * euler(0, -1.57, 0) * euler(-0.1, 1, 0) * euler(0, 0, 0.1), 0.4)
- end
- end
- grabpos.Parent = nil
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(-0.3, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, -1, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3.6, 0, -0.4) * euler(0, 1.57, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- end
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(1.2, 0, -0.8) * cf(1.9, -2.1, 1.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0.4, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(-0.4, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0.8), 0.4)
- RW.C0 = clerp(RW.C0, cf(-0.8, 0.7, -0.5) * euler(3, 0, -0.8) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.8, 0, -0.2) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- end
- mode = "Unsheathed"
- handlewld.Part1 = RightArm
- handlewld.C0 = euler(0, 0, 0) * cf(0, 1, 0)
- wld1.C0 = cf(0, -0.8, 0) * euler(0, 0.6, 0) * euler(-2.3, 0, 0) * euler(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.2, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.2) * euler(0.4, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.2, -0.1) * euler(-0.3, 0, 1.2), 0.4)
- RW.C0 = clerp(RW.C0, cf(-0.4, 0.7, -0.5) * euler(3, 0, -0.6) * euler(0, 1.3, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.4) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.3, -0.4) * euler(0, 1.57, 0) * euler(-0.1, -1.2, 0) * euler(0, 0, 0.5), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.7, -0.8, -0.6) * euler(0, -1.57, 0) * euler(-0.1, -1.2, 0) * euler(0, 0, 0.1), 0.4)
- end
- so("320557353", prt20, 1, 1)
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- game:GetService("Debris"):AddItem(dec, 10)
- dohit = 0
- for i = 0, 1, 0.05 do
- swait()
- dohit = dohit + 1
- if dohit == 7 then
- ref = part(3, workspace, 0, 0, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = RootPart.CFrame * cf(0, 0, -8)
- game:GetService("Debris"):AddItem(ref, 5)
- table.insert(Effects, {
- ref,
- "Shockwave",
- 82,
- RootPart.CFrame * cf(0, 0, -8),
- 0
- })
- end
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.9, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.3) * euler(-0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.8, -1) * euler(0.3, 0, 1.3), 0.3)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(3, 0, -0.6) * euler(0, 1.3, 0) * euler(-2.8, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.8, 0.1, -0.4) * euler(0, 1.57, 0) * euler(-0.1, -1.3, 0) * euler(0, 0, 0.3), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.7, -0.9, -1) * euler(0, -1.57, 0) * euler(-0.1, -1.3, 0) * euler(0, 0, 0.6), 0.3)
- end
- for i = 1, 10 do
- swait()
- end
- dec.Parent = nil
- if RecentEnemy.Value == nil then
- cooldowns[4] = 70
- end
- attack = false
- end
- end
- end
- function findNearestTorso(pos, distance)
- local list = game.Workspace:children()
- local torso
- local dist = distance
- local temp, human, temp2
- for x = 1, #list do
- temp2 = list[x]
- canfind = true
- if game.Players:GetPlayerFromCharacter(temp2) ~= nil and game.Players:GetPlayerFromCharacter(temp2).TeamColor == Player.TeamColor and Player.Neutral == false then
- canfind = false
- end
- canfind = true
- if temp2.className == "Model" and temp2 ~= Character and canfind == true then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and dist > (temp.Position - pos).magnitude then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- return torso, dist
- end
- function DecreaseStat(Model, Stat, Amount, Duration)
- if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
- Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
- d = Instance.new("NumberValue", Model.Stats.Decrease)
- dur = Instance.new("NumberValue", d)
- dur.Name = "Duration"
- dur.Value = Duration
- game:GetService("Debris"):AddItem(d, 20)
- if Stat == "Damage" then
- d.Name = "DecreaseAtk"
- elseif Stat == "Defense" then
- d.Name = "DecreaseDef"
- elseif Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- elseif Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- elseif Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- showDamage(Model, display, "Debuff")
- end
- d.Value = Amount
- end
- end
- function GetDist(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if magni >= mag then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head
- for _, d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(head.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- pitch = 1
- if mode == "Unsheathed" then
- pitch = 0.8
- end
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, pitch)
- elseif hitnum == 2 then
- so("199149025", ref, 1, pitch)
- elseif hitnum == 3 then
- so("199149072", ref, 1, pitch)
- elseif hitnum == 4 then
- so("199149109", ref, 1, pitch)
- elseif hitnum == 5 then
- so("199149119", ref, 1, pitch)
- end
- StaggerHit.Value = true
- end
- end
- end
- if d.className == "Part" then
- head = d
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- if stun == nil then
- stun = math.random(5, 10)
- end
- local Rang
- if Ranged == false then
- Rang = true
- end
- local stag
- if shbash == true then
- stag = true
- end
- Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- end
- end
- end
- end
- function MagniBuff(Part, magni, Dec, DecAm, Dur)
- DecreaseStat(Character, Dec, DecAm, Dur)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- cando = true
- if magni >= mag then
- if Player.Neutral == false then
- if game.Players:GetPlayerFromCharacter(head.Parent) ~= nil then
- if game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- cando = true
- else
- cando = false
- end
- else
- cando = false
- end
- if head.Parent:findFirstChild("Alignment") ~= nil and head.Parent.Alignment.Value == Player.TeamColor.Color then
- cando = true
- end
- else
- cando = false
- end
- if cando == true then
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function findNearestTorso(pos)
- local list = game.Workspace:children()
- local torso
- local dist = 1000
- local temp, human, temp2
- for x = 1, #list do
- temp2 = list[x]
- if temp2.className == "Model" and temp2.Name ~= Character.Name then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and dist > (temp.Position - pos).magnitude then
- local dohit = true
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(temp.Parent) ~= nil and game.Players:GetPlayerFromCharacter(temp.Parent).TeamColor == Player.TeamColor then
- dohit = false
- end
- if dohit == true then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- end
- return torso, dist
- end
- local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- function effect(Color, Ref, LP, P1, returnn, size, thing1)
- if LP == nil or P1 == nil then
- return
- end
- local effectsmsh = Instance.new("SpecialMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.MeshType = "Head"
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.5, mg, 0.5)
- effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(size, 1, size)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- if not returnn then
- if thing1 == 1 then
- table.insert(Effects, {
- effectsg,
- "Cylinder",
- 0.05,
- 0.2,
- 0,
- 0.2,
- effectsmsh
- })
- else
- table.insert(Effects, {
- effectsg,
- "Cylinder",
- 0.2,
- 0.01,
- 0,
- 0.01,
- effectsmsh
- })
- end
- end
- end
- local CFrameFromTopBack = function(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 Triangle(a, b, c)
- local edg1 = c - a:Dot(b - a.unit)
- local edg2 = a - b:Dot(c - b.unit)
- local edg3 = b - c:Dot(a - c.unit)
- if edg1 <= b - a.magnitude and edg1 >= 0 then
- elseif edg2 <= c - b.magnitude and edg2 >= 0 then
- a = b
- elseif edg3 <= a - c.magnitude and edg3 >= 0 then
- a = c
- else
- assert(false, "unreachable")
- end
- local len1 = c - a:Dot(b - a.unit)
- local len2 = b - a.magnitude - len1
- local width = a + b - a.unit * len1 - c.magnitude
- local maincf = CFrameFromTopBack(a, b - a:Cross(c - b).unit, -b - a.unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Instance.new("WedgePart", m)
- w1.Name = "Triangle"
- game:GetService("Debris"):AddItem(w1, 5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = "Custom"
- w1.BrickColor = BrickColor.new("Medium blue")
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh", w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects, {
- w1,
- "Disappear",
- 0.05
- })
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- if len2 > 0.01 then
- local w2 = Instance.new("WedgePart", m)
- w2.Name = "Triangle"
- game:GetService("Debris"):AddItem(w2, 5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = "Custom"
- w2.BrickColor = BrickColor.new("Medium blue")
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh", w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects, {
- w2,
- "Disappear",
- 0.05
- })
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- return unpack(list)
- end
- function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCircle2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Blood",
- delay,
- x3,
- y3,
- z3,
- msh,
- push
- })
- end
- function MagicnegCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "1185246", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicRing(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * cf(x2, y2, z2)
- local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCylinder(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicHead(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function ClangEffect(brickcolor, cframe, duration, decrease, size, power)
- local prt = part(3, effects, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "CylinderClang",
- duration,
- decrease,
- size,
- power,
- prt.CFrame,
- nil
- })
- end
- function MagicWave(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicWave2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "1323306", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder2",
- delay,
- x3,
- y3,
- z3,
- msh,
- 0
- })
- end
- function MagicSpecial(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function RingGui(parent, color, thing)
- rgui = Instance.new("BillboardGui")
- game:GetService("Debris"):AddItem(rgui, 10)
- rgui.Parent = parent
- rgui.Size = UDim2.new(1, 0, 1, 0)
- rgui.AlwaysOnTop = true
- rimg = Instance.new("ImageLabel")
- rimg.Parent = rgui
- rimg.BackgroundTransparency = 1
- rimg.Size = UDim2.new(1, 0, 1, 0)
- rimg.Image = "rbxassetid://144580273"
- rimg.ImageTransparency = 0.4
- rimg.ImageColor3 = color.Color
- table.insert(Effects, {
- rgui,
- "PunchEf",
- rimg,
- 10,
- thing
- })
- end
- function Lightning(p0, p1, tym, ofs, col, th, tra, last)
- local magz = (p0 - p1).magnitude
- local curpos = p0
- local trz = {
- -ofs,
- ofs
- }
- for i = 1, tym do
- local li = Instance.new("Part", workspace)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = BrickColor.new(col)
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = Vector3.new(th, th, magz / tym)
- local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude
- li.Size = Vector3.new(th, th, magz2)
- li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2)
- else
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2)
- curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, 10)
- table.insert(Effects, {
- li,
- "Disappear",
- last
- })
- end
- end
- end
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- if hit.Parent == nil then
- return
- end
- if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
- ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- elseif hitnum == 2 then
- so("199149025", ref, 1, 1)
- elseif hitnum == 3 then
- so("199149072", ref, 1, 1)
- elseif hitnum == 4 then
- so("199149109", ref, 1, 1)
- elseif hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- StaggerHit.Value = true
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- return
- end
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = game:service("Players").LocalPlayer
- c.Parent = h
- RecentEnemy.Value = hit.Parent
- game:GetService("Debris"):AddItem(c, 0.5)
- minim = minim * Atk.Value
- maxim = maxim * Atk.Value
- Damage = 0
- if minim == maxim then
- Damage = maxim
- else
- Damage = math.random(minim, maxim)
- end
- blocked = false
- enblock = nil
- local EStats = hit.Parent:findFirstChild("Stats")
- if EStats ~= nil then
- invis = EStats:findFirstChild("Invisibility")
- isinvis = EStats:findFirstChild("IsInvisible")
- if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then
- invis.Value = 0
- end
- enblock = EStats:findFirstChild("Block")
- if enblock ~= nil and enblock.Value == true then
- blocked = true
- end
- if EStats:findFirstChild("Defense") ~= nil then
- Damage = Damage / EStats.Defense.Value
- if 3 >= Damage and (ranged == false or ranged == nil) and blocked ~= true then
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199149321", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149338", hit, 1, 1)
- elseif hitnum == 3 then
- so("199149367", hit, 1, 1)
- elseif hitnum == 4 then
- so("199149409", hit, 1, 1)
- elseif hitnum == 5 then
- so("199149452", hit, 1, 1)
- end
- elseif ranged == false or ranged == nil and blocked ~= true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149186", hit, 1, 1)
- elseif hitnum == 3 then
- so("199149221", hit, 1, 1)
- elseif hitnum == 4 then
- so("199149235", hit, 1, 1)
- elseif hitnum == 5 then
- so("199149269", hit, 1, 1)
- elseif hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- if 3 >= Damage and staghit == true and ranged ~= true then
- StaggerHit.Value = true
- end
- end
- if EStats:findFirstChild("Stun") ~= nil then
- if blocked == true then
- incstun = incstun / 2
- end
- if EStats.Stun.Value < EStats.StunThreshold.Value then
- EStats.Stun.Value = EStats.Stun.Value + incstun
- end
- end
- if EStats:findFirstChild("Stagger") ~= nil and stagger == true then
- EStats.Stagger.Value = true
- end
- end
- if blocked == true then
- showDamage(hit.Parent, "Block", "Damage")
- if ranged ~= true then
- enblock.Value = false
- Stagger.Value = true
- hitnum = math.random(1, 2)
- if hitnum == 1 then
- so("199148933", hit, 1, 1)
- elseif hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- else
- Damage = math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum, Dam)
- hit.Parent.Humanoid:TakeDamage(Damage)
- end), h, Damage)
- showDamage(hit.Parent, Damage, "Damage")
- if DecreaseState ~= nil then
- if DecreaseState == "Temporal" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
- elseif DecreaseState == "Temporal2" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
- else
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- end
- if Type == "NormalDecreaseMvmt1" then
- DecreaseStat(hit.Parent, "Movement", 0.1, 200)
- end
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = hit.Position - Property.Position + Vector3.new(0, 0, 0).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- elseif Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle = hit.Position - Property.Position + Vector3.new(0, 0, 0).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- end
- end
- end
- end
- function showDamage(Char, Dealt, Type)
- m = Instance.new("Model")
- m.Name = "Effect"
- c = Instance.new("Part")
- c.Transparency = 1
- c.Name = "Head"
- c.TopSurface = 0
- c.BottomSurface = 0
- c.formFactor = "Plate"
- c.Size = Vector3.new(1, 0.4, 1)
- b = Instance.new("BillboardGui", c)
- b.Size = UDim2.new(5, 0, 5, 0)
- b.AlwaysOnTop = true
- damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- if Type == "Damage" then
- damgui.Font = "SourceSans"
- if Dealt == "Block" then
- damgui.TextColor3 = BrickColor.new("Bright blue").Color
- elseif Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- elseif Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSansBold"
- end
- elseif Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- elseif Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- end
- damgui.TextScaled = true
- ms = Instance.new("CylinderMesh")
- ms.Scale = Vector3.new(0.8, 0.8, 0.8)
- ms.Parent = c
- c.Reflectance = 0
- Instance.new("BodyGyro").Parent = c
- c.Parent = m
- if Char:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- elseif Char.Parent:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(545000, 545000, 545000)
- if Type == "Damage" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- elseif Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- f.Parent = c
- game:GetService("Debris"):AddItem(m, 5)
- table.insert(Effects, {
- m,
- "showDamage",
- damgui,
- f,
- 10,
- 1,
- 15,
- 50,
- 100
- })
- c.CanCollide = false
- m.Parent = workspace
- c.CanCollide = false
- end
- combo = 0
- function ob1d(mouse)
- if attack == true or equipped == false then
- return
- end
- hold = true
- if combo == 0 then
- combo = 1
- attackone()
- elseif combo == 1 then
- combo = 2
- attacktwo()
- elseif combo == 2 then
- combo = 3
- attackthree()
- elseif combo == 3 then
- combo = 0
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- swait()
- end
- end
- if attack == false then
- combo = 0
- end
- end))
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul = 0
- equipped = false
- function key(key)
- if key == "g" then
- Stun.Value = 100
- end
- if key == "c" and guarding == true and canguardoff == true then
- guarding = false
- end
- if attack == true then
- return
- end
- if key == "f" and mode == "Sheathed" then
- pressedf = true
- fnumb = 0
- attack = true
- if equipped == false then
- equipped = true
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Animate.Parent = nil
- equipanim()
- else
- equipped = false
- hideanim()
- LH.C1 = LHC1
- RH.C1 = RHC1
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- attack = false
- end
- if equipped == false then
- return
- end
- if key == "e" and mana.Value >= 5 then
- mana.Value = mana.Value - 5
- Equip()
- combo = 0
- end
- if key == "z" then
- do1()
- end
- if key == "x" then
- do2()
- end
- if key == "g" then
- cooldowns[3] = 100
- end
- if key == "c" then
- do3()
- end
- if key == "v" then
- do4()
- end
- end
- function key2(key)
- if key == "z" and holdz == true then
- holdz = false
- end
- end
- function s(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end)
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player = Player
- ch = Character
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Grand loaded.")
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local walk = 0
- local walkforw = true
- local dawalk = 0
- while true do
- swait()
- if mode == "Sheathed" then
- passive1.Value = 0
- passive2.Value = 0
- passive3.Value = 0
- else
- passive1.Value = -0.5
- passive2.Value = -0.1
- passive3.Value = 0.3
- end
- target, distance = findNearestTorso(RootPart.Position)
- do2target = target
- do2mode = "Chase"
- fenbarmove2.Text = [[
- (X)
- Chase]]
- if Humanoid.Health <= 0 then
- attack = true
- resumeControl()
- modelzorz.Parent = workspace
- game:GetService("Debris"):AddItem(modelzorz, 30)
- for i = 1, #Weapon do
- Weapon[i].Parent = modelzorz
- Weapon[i].CanCollide = true
- end
- for i = 1, #Welds do
- if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then
- Welds[i].Parent = nil
- else
- Welds[i].Parent = prt1
- end
- end
- end
- if fnumb < 21 then
- fnumb = fnumb + 1
- if pressedf == false then
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
- tellbar.TextTransparency = tellbar.TextTransparency - 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
- else
- if fnumb == 20 then
- fenframe5.Parent = nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
- tellbar.TextTransparency = tellbar.TextTransparency + 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
- end
- end
- if Stagger.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- if mode == "Unsheathed" then
- Stagger.Value = false
- Stun.Value = Stun.Value + math.random(4, 6)
- return
- end
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerAnim()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end))
- end
- if StaggerHit.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- StaggerHitt()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end))
- end
- if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Mvmt.Value
- end
- if StunT.Value <= Stun.Value and stunanim == false then
- coroutine.resume(coroutine.create(function()
- stunanim = true
- while attack == true do
- swait()
- end
- StunAnim()
- Stun.Value = 0
- stunanim = false
- end))
- end
- local stunnum2 = 40
- if stunnum >= stunnum2 and 0 < Stun.Value then
- stunnum = 0
- end
- stunnum = stunnum + 1
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.003
- else
- donum = donum - 0.003
- end
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true then
- if Anim == "Walk" then
- if walkforw == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- if attack == false and mode == "Sheathed" then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(-0.5, 0, 0), Mvmt.Value * 10 / 50)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0.5, 0, 0), Mvmt.Value * 10 / 50)
- else
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- if attack == false and mode == "Sheathed" then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0.5, 0, 0), Mvmt.Value * 10 / 50)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(-0.5, 0, 0), Mvmt.Value * 10 / 50)
- else
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- if mode == "Sheathed" then
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1, 0, 0.2), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-1, 0, -0.2), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
- else
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.9, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.2, 0, 0) * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.2) * euler(0.8, 0, -0.2) * euler(0, -2.6, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(0.1, 0.4, -0.5) * euler(1, 0, 0.6) * euler(0, -2, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
- end
- end
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- if mode == "Sheathed" then
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- else
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.9, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0) * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.2) * euler(0.8, 0, -0.2) * euler(0, -2.6, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(0.1, 0.4, -0.5) * euler(1, 0, 0.6) * euler(0, -2, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false then
- if mode == "Sheathed" then
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4 - donum / 3, 0, 0.4 - donum / 5) * euler(0, -1, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.4 - donum / 3, 0, -0.4 + donum / 5) * euler(0, 1, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.2)
- else
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.3, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.3) * euler(0.1, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.1, 0, 0) * euler(0, 0, -0.3), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, 0.4) * euler(-0.4, 0, 0.8) * euler(0, -0.5, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.4, -0.1) * euler(0.4, 0, -0.5) * euler(0, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1.3, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0.3, 0) * euler(0, 0, -0.2), 0.2)
- end
- end
- elseif torvel > 2 and hitfloor ~= nil and doing2 == false then
- Anim = "Walk"
- walk = walk + 1
- if walk >= 15 - 5 * Mvmt.Value then
- walk = 0
- if walkforw == true then
- walkforw = false
- elseif walkforw == false then
- walkforw = true
- end
- end
- if attack == false then
- if mode == "Sheathed" then
- handlewld.Part1 = Torso
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, -0.9) * cf(3.2, -3, -0.6), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.1, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0.1) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.1), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
- else
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, cf(0, -0.8, 0) * euler(0, 1.57, 0) * euler(-1.9, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.1, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0.2, 0, 0) * euler(0, 0, -0.6), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.2) * euler(0.8, 0, -0.2) * euler(0, -2.6, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-0.2, 0.4, -1) * euler(1.4, 0, 0.4) * euler(0, -2, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.3) * euler(0, 1.57, 0) * euler(-0.2, 0.6, 0) * euler(0, 0, 0.2), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1.3, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0.6, 0) * euler(0, 0, -0.2), 0.2)
- end
- end
- end
- else
- end
- if torvel >= 30 and hitfloor == nil or 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[2] == "CylinderClang" then
- if Thing[3] <= 1 then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[7] = Thing[1].CFrame
- effect("New Yeller", 0, Thing[8], Thing[7], nil, 0.1, 2)
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[9] then
- Thing[6] = Thing[6] + 1
- Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
- Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
- Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "CloneEf" then
- if Thing[3] <= 500 then
- Thing[3] = Thing[3] + 1
- if 10 <= Thing[4] then
- Thing[4] = 0
- Clone()
- end
- Thing[4] = Thing[4] + 1
- else
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "Sound" then
- if 1 <= Thing[4] and 0 < Thing[1].Pitch then
- Thing[4] = Thing[4] - 1
- Thing[1].Pitch = Thing[1].Pitch + Thing[3]
- else
- Thing[1].Volume = 0
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "PunchEf" then
- if 0 <= Thing[4] then
- Thing[4] = Thing[4] - 1
- Thing[3].ImageTransparency = Thing[3].ImageTransparency + 0.15
- Thing[1].Size = Thing[1].Size + UDim2.new(Thing[5], 0, Thing[5], 0)
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "Shockwave" then
- if 0 <= Thing[3] then
- Thing[3] = Thing[3] - 2
- if Thing[3] % 10 == 0 then
- Thing[5] = Thing[5] + 12
- hitfloor2, posfloor2 = rayCast(Thing[1].Position, CFrame.new(Thing[1].Position, Thing[1].Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil then
- Thing[1].CFrame = cf(posfloor2)
- MagicWave(hitfloor2.BrickColor, cf(posfloor2), 1, 1, 1, 1, 0.2, 1, 0.05)
- MagicWave2(BrickColor.new(NewCol2), cf(posfloor2), 1, 1, 1, 1.2, 2, 1.2, 0.05)
- MagniDamage(Thing[1], 10, 10, 14, math.random(15, 20), "Knockdown2", RootPart, 0.5, 1, math.random(10, 12), nil, true)
- for i = 1, 4 do
- cf2 = cf(posfloor2) * cf(math.random(-800, 800) / 100, 1, math.random(-800, 800) / 100)
- Thing[1].CFrame = cf2
- ghitfloor, gposfloor = rayCast(Thing[1].Position, CFrame.new(Thing[1].Position, Thing[1].Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if ghitfloor ~= nil then
- Col = ghitfloor.BrickColor
- local groundpart = part(3, workspace, 0, 0, Col, "Ground", vt(math.random(50, 200) / 100, math.random(50, 200) / 100, math.random(50, 200) / 100))
- groundpart.Anchored = true
- groundpart.Material = ghitfloor.Material
- groundpart.CanCollide = true
- groundpart.CFrame = cf(gposfloor) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(groundpart, 5)
- end
- end
- ref2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref2.Anchored = true
- ref2.CFrame = Thing[4] * cf(0, 0, -Thing[5])
- game:GetService("Debris"):AddItem(ref2, 1)
- Thing[1].CFrame = ref2.CFrame * cf(0, 5, 0)
- so("178452221", ref2, 0.6, 0.6)
- end
- end
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "CloneEf" and Thing[2] ~= "Sound" and Thing[2] ~= "PunchEf" and Thing[2] ~= "Shockwave" then
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder2" then
- Mesh = Thing[7]
- if Thing[1].Transparency <= 0.5 then
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[8] = Thing[8] + 0.2
- Thing[1].CFrame = Thing[1].CFrame * cf(0, 1, 0) * euler(0, Thing[8], 0)
- else
- Mesh.Scale = Mesh.Scale + vt(Thing[4], -Thing[5] / 1, Thing[6])
- Thing[1].CFrame = Thing[1].CFrame * cf(0, -1, 0)
- end
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- fenbarmana2:TweenSize(UDim2.new(0.4, 0, -4 * mana.Value / 100, 0), nil, 1, 0.4, true)
- fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
- fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
- fenbarhp2:TweenSize(UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0), nil, 1, 0.4, true)
- fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
- fenbarmove1b:TweenSize(UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- fenbarmove2b:TweenSize(UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- fenbarmove3b:TweenSize(UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- fenbarmove4b:TweenSize(UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- for _, c in pairs(Decrease:children()) do
- if Humanoid.Health / 2 <= Humanoid.Health and c.Name == "DecreaseMvmt" and c:findFirstChild("Grand") == nil then
- c.Parent = nil
- end
- if c.Name == "DecreaseDef" and c:findFirstChild("Grand") == nil and 0 <= c.Value then
- c.Parent = nil
- end
- if c:findFirstChild("Duration") ~= nil then
- c.Duration.Value = c.Duration.Value - 1
- if c.Duration.Value <= 0 then
- c.Parent = nil
- end
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- elseif c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- elseif c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- Atk.Value = 1 - decreaseatk
- if Atk.Value <= 0 then
- Atk.Value = 0
- end
- Def.Value = 1 - decreasedef
- if Def.Value <= 0 then
- Def.Value = 0.01
- end
- Mvmt.Value = 1 - decreasemvmt
- if Mvmt.Value <= 0 then
- Mvmt.Value = 0
- end
- decreaseatk = 0
- decreasedef = 0
- decreasemvmt = 0
- AtkVal = Atk.Value * 100
- AtkVal = math.floor(AtkVal)
- AtkVal = AtkVal / 100
- fenbardamage.Text = [[
- Damage
- (]] .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = [[
- Defense
- (]] .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- if Rooted.Value == true then
- MvmtVal = 0
- end
- fenbarmove.Text = [[
- Walkspeed
- (]] .. MvmtVal .. ")"
- if StunT.Value <= Stun.Value then
- fenbarstun2:TweenSize(UDim2.new(0.4, 0, -4, 0), nil, 1, 0.4, true)
- else
- fenbarstun2:TweenSize(UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0), nil, 1, 0.4, true)
- end
- fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
- if 100 <= mana.Value then
- mana.Value = 100
- elseif mananum <= 12 then
- mananum = mananum + 1
- else
- mananum = 0
- mana.Value = mana.Value + 1
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- end
Add Comment
Please, Sign In to add comment