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- --[[
- Made by Fenrier.
- ]]
- 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=nil
- combo=0
- mana=0
- local idle=0
- local Anim="Idle"
- local Effects={}
- local Mode="Defensive"
- --player
- player=nil
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Weld"), Instance.new("Weld")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- LH=Torso["Left Hip"]
- RH=Torso["Right Hip"]
- TorsoColor=Torso.BrickColor
- TorsoBlue=TorsoColor.Color.b
- NewCol=Color3.new(0,0,TorsoBlue)
- print(BrickColor.new(.5,.5,TorsoBlue))
- function swait(num)
- if num==0 or num==nil then
- --if Stagger.Value==false or Stun.Value<=100 then
- game:service'RunService'.Stepped:wait(0)
- --end
- else
- for i=0,num do
- game:service'RunService'.Stepped:wait(0)
- --[[if Stagger.Value==true or Stun.Value>=100 then
- break
- end]]
- end
- end
- end
- if Character:findFirstChild("Cherubim",true) ~= nil then
- Character:findFirstChild("Cherubim",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 Speed=Instance.new("NumberValue")
- Speed.Name="Speed"
- Speed.Parent=Stats
- Speed.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 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
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- 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("Weld")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- return weld
- 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(0.0500000007, 0, 0.100000001, 0)
- fenframe.Position=UDim2.new(0.4,0,0.1,0)
- local fenbarmana1=it("TextLabel")
- fenbarmana1.Parent=fenframe
- fenbarmana1.Text=" "
- fenbarmana1.BackgroundTransparency=0
- fenbarmana1.BackgroundColor3=Color3.new(0,0,0)
- fenbarmana1.SizeConstraint="RelativeXY"
- fenbarmana1.TextXAlignment="Center"
- fenbarmana1.TextYAlignment="Center"
- fenbarmana1.Position=UDim2.new(0,0,0,0)
- fenbarmana1.Size=UDim2.new(4,0,0.2,0)
- local fenbarmana2=it("TextLabel")
- fenbarmana2.Parent=fenframe
- fenbarmana2.Text=" "
- fenbarmana2.BackgroundTransparency=0
- fenbarmana2.BackgroundColor3=BrickColor.new("Bright violet").Color
- fenbarmana2.SizeConstraint="RelativeXY"
- fenbarmana2.TextXAlignment="Center"
- fenbarmana2.TextYAlignment="Center"
- fenbarmana2.Position=UDim2.new(0,0,0,0)
- fenbarmana2.Size=UDim2.new(4*mana/100,0,0.2,0)
- local fenbarmana3=it("TextLabel")
- fenbarmana3.Parent=fenframe
- fenbarmana3.Text=" "
- fenbarmana3.BackgroundTransparency=0
- fenbarmana3.BackgroundColor3=Color3.new(Col1,Col2,Col3)
- fenbarmana3.SizeConstraint="RelativeXY"
- fenbarmana3.TextXAlignment="Center"
- fenbarmana3.TextYAlignment="Center"
- fenbarmana3.Position=UDim2.new(0,0,0,0)
- fenbarmana3.Size=UDim2.new(0,0,0.2,0)
- local fenbarmana4=it("TextLabel")
- fenbarmana4.Parent=fenframe
- fenbarmana4.Text="Mana("..mana..")"
- fenbarmana4.BackgroundTransparency=1
- fenbarmana4.BackgroundColor3=Color3.new(0,0,0)
- fenbarmana4.SizeConstraint="RelativeXY"
- fenbarmana4.TextXAlignment="Center"
- fenbarmana4.TextYAlignment="Center"
- fenbarmana4.Position=UDim2.new(0,0,-0.3,0)
- fenbarmana4.Size=UDim2.new(4,0,0.2,0)
- fenbarmana4.FontSize="Size9"
- fenbarmana4.TextStrokeTransparency=0
- fenbarmana4.TextColor=BrickColor.new("White")
- local modelzorz=Instance.new("Model")
- modelzorz.Parent=Character
- modelzorz.Name="Cherubim"
- local handle=part(3,modelzorz,0,0.5,TorsoColor,"Handle",vt())
- local prt1=part(3,modelzorz,0,0,TorsoColor,"Part01",vt())
- local prt2=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part02",vt())
- local prt3=part(3,modelzorz,0,0,BrickColor.new("Plum"),"Part03",vt())
- local prt4=part(3,modelzorz,0,0,BrickColor.new("Bright violet"),"Part04",vt())
- local prt5=part(3,modelzorz,0,0,BrickColor.new("Plum"),"Part05",vt())
- local prt6=part(3,modelzorz,0,0,BrickColor.new("Plum"),"Part06",vt())
- local prt7=part(3,modelzorz,0,0,BrickColor.new("Plum"),"Part07",vt())
- local prt11=part(3,modelzorz,0,0,BrickColor.new("Bright violet"),"Part11",vt())
- local prt12=part(3,modelzorz,0,0,BrickColor.new("Bright violet"),"Part12",vt())
- local prt13=part(3,modelzorz,0,0,BrickColor.new("Bright violet"),"Part13",vt())
- local prt14=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part14",vt())
- local prt15=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part15",vt())
- local prt16=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part16",vt())
- local prt17=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part17",vt())
- local msh1=mesh("SpecialMesh",prt1,"Head","nil",vt(0,0,0),vt(2,25,2))
- local msh2=mesh("BlockMesh",prt2,"","",vt(0,0,0),vt(1,30,1))
- local msh3=mesh("SpecialMesh",prt3,"Head","nil",vt(0,0,0),vt(2.5,4,2.5))
- local msh4=mesh("CylinderMesh",prt4,"","",vt(0,0,0),vt(2.7,1.5,2.7))
- local msh5=mesh("BlockMesh",prt5,"","",vt(0,0,0),vt(3,5,8))
- local msh6=mesh("SpecialMesh",prt6,"Wedge","nil",vt(0,0,0),vt(3,3,4))
- local msh7=mesh("SpecialMesh",prt7,"Wedge","nil",vt(0,0,0),vt(3,3,4))
- local msh11=mesh("SpecialMesh",prt11,"Sphere","nil",vt(0,0,0),vt(4,4,3.5))
- local msh12=mesh("SpecialMesh",prt12,"Sphere","nil",vt(0,0,0),vt(2,4,2))
- local msh13=mesh("SpecialMesh",prt13,"Sphere","nil",vt(0,0,0),vt(2,4,2))
- local msh14=mesh("SpecialMesh",prt14,"FileMesh","92135508",vt(0,0,0),vt(.5,.5,.5))
- local msh15=mesh("SpecialMesh",prt15,"FileMesh","92135508",vt(0,0,0),vt(.5,.5,.5))
- local msh16=mesh("SpecialMesh",prt16,"FileMesh","92135524",vt(0,0,0),vt(.5,.5,.5))
- local msh17=mesh("SpecialMesh",prt17,"FileMesh","92135524",vt(0,0,0),vt(.5,.5,.5))
- --local wld1=weld(prt1,prt1,Torso,euler(0,0,0)*cf(0,0,5))
- --local wld1=weld(prt1,prt1,RightArm,euler(1.57,0,0)*cf(0,1,0))
- --local handlewld=weld(handle,handle,RightArm,euler(1.57,0,0)*cf(0,1,0))
- local handlewld=weld(handle,handle,Torso,euler(2.1,1.57,0)*cf(1,-1,-.5))
- local wld1=weld(prt1,prt1,handle,cf(0,0,0)*euler(0,0,0))
- local wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,0,0))
- local wld3=weld(prt3,prt3,prt1,euler(0,0,0)*cf(0,3,0))
- local wld4=weld(prt4,prt4,prt3,euler(0,0,0)*cf(0,.25,0))
- local wld5=weld(prt5,prt5,prt1,euler(0,0,0)*cf(0,-2.8,0))
- local wld6=weld(prt6,prt6,prt5,euler(0,0,0)*cf(0,-.8,.4))
- local wld7=weld(prt7,prt7,prt5,euler(0,3.14,0)*cf(0,-.8,-.4))
- local wld11=weld(prt11,prt11,prt5,euler(0,0,1.57)*cf(0,-0.2,0))
- local wld12=weld(prt12,prt12,prt5,euler(0,0,1.57)*cf(0,0.1,0.5))
- local wld13=weld(prt13,prt13,prt5,euler(0,0,1.57)*cf(0,0.1,-0.5))
- local wld14=weld(prt14,prt14,prt5,euler(3.14,1.57,0)*cf(0.4,0.6,-2))
- local wld15=weld(prt15,prt15,prt5,euler(3.14,-1.57,0)*cf(-0.4,0.6,2))
- local wld16=weld(prt16,prt16,prt5,euler(3.14,1.57,0)*cf(0.4,0.6,2))
- local wld17=weld(prt17,prt17,prt5,euler(3.14,-1.57,0)*cf(-0.4,0.6,-2))
- num=0
- num2=0
- num3=0
- num4=0
- num5=2
- for i=1,4 do
- local prt8=part(3,modelzorz,0.7,0,BrickColor.new("Bright violet"),"Part08",vt())
- local prt9=part(3,modelzorz,0.7,0,BrickColor.new("Bright violet"),"Part09",vt())
- local prt10=part(3,modelzorz,0.7,0,BrickColor.new("Bright violet"),"Part10",vt())
- local msh8=mesh("BlockMesh",prt8,"","",vt(0,0,0),vt(1+num4,5+num,6+num3))
- local msh9=mesh("SpecialMesh",prt9,"Wedge","nil",vt(0,0,0),vt(1+num4,4,3+(num3/2)))
- local msh10=mesh("SpecialMesh",prt10,"Wedge","nil",vt(0,0,0),vt(1+num4,4,3+(num3/2)))
- local wld8=weld(prt8,prt8,prt5,euler(0,0,0)*cf(0,-.8-num2,0))
- local wld9=weld(prt9,prt9,prt8,euler(0,0,0)*cf(0,-.9-num*.1,.3+((num3*.1)/2)))
- local wld10=weld(prt10,prt10,prt8,euler(0,3.14,0)*cf(0,-.9-num*.1,-.3-((num3*.1)/2)))
- num=num+.6
- num2=num2+.3*num5
- num3=num3-.5
- num4=num4-.2
- num5=num5+1
- end
- local hitbox=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
- --hitbox.Anchored=true
- local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
- hitbox2.Anchored=true
- local hitboxCF=cf(0,0,0)
- if (script.Parent.className~="HopperBin") then
- Tool=Instance.new("HopperBin")
- Tool.Parent=Backpack
- Tool.Name="Cherubim"
- script.Parent=Tool
- end
- Bin=script.Parent
- local bodvel=Instance.new("BodyVelocity")
- local bg=Instance.new("BodyGyro")
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou,6)
- 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 m11 > m00 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 >= 0.0001 then
- if (1 - cosTheta) > 0.0001 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
- else
- if (1+cosTheta) > 0.0001 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
- 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
- for i=0,1,0.1 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.5,1.4,0)*euler(0,0,-.8)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-1,0)*euler(0,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,.4),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(3.4,0,-.4),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3)
- end
- Mvmt.Value=Mvmt.Value+.1
- handlewld.Part1=Torso
- handlewld.C0=euler(2.1,1.57,0)*cf(1,-1,-.5)
- wld1.C0=cf(0,0,0)*euler(0,0,0)
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- end
- end
- function equipanim()
- equipped=true
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,.4),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(3.3,0,-.4),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- end
- handlewld.Part1=LeftArm
- handlewld.C0=euler(1.5,1.4,0)*euler(0,0,-1)*cf(0,1,0)
- wld1.C0=cf(0,-1,0)*euler(0,0,0)
- Mvmt.Value=Mvmt.Value-.1
- end
- function StaggerAnim()
- attack=true
- 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,.1,.2,math.random(150,300)/1000)
- end
- for i=0,1,0.35 do
- swait()
- --Torso.Velocity=RootPart.CFrame.lookVector*-40
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,.6),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.4,0,.4)*euler(0,.4,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.9)*euler(0,.7,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.7,0)*euler(0,1.57,0)*euler(-.4,-.2,.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3)
- end
- for i=0,1,0.2 do
- swait()
- --Torso.Velocity=RootPart.CFrame.lookVector*-40
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.3,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.4,0,.6),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.6,0,.6)*euler(0,.4,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.6,0,-.9)*euler(0,.7,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.7,0)*euler(0,1.57,0)*euler(-.5,-.2,.5),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3)
- end
- for i=0,1,0.1 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.1,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.3,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.8)*euler(-.2,0,.4),.3)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(.6,0,-.4),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.3,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.2,0)*euler(-.4,0,1.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,.4,-.8)*euler(0,-1.57,0)*euler(0,.2,-.1),.3)
- end
- swait(40)
- combo=0
- attack=false
- end
- function StaggerHitt()
- attack=true
- 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,.1,.2,math.random(150,300)/1000)
- end
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,.6),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.4)*euler(0,.4,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.9)*euler(0,.7,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.2,-.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3)
- end
- attack=false
- end
- function StunAnim()
- attack=true
- Stunned.Value=true
- for i=0,1,0.3 do
- swait()
- Humanoid.WalkSpeed=0
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1,0,.4)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.3),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,0),.25)
- end
- for i=0,1,0.3 do
- swait()
- Humanoid.WalkSpeed=0
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(.8,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,.8)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.6),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(.1,0,.7),.25)
- end
- for i=0,1,0.3 do
- swait()
- Humanoid.WalkSpeed=0
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-1),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1.57,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,-.8)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.2,0,.6),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.1,0,.3),.25)
- end
- gairo=Instance.new("BodyGyro")
- gairo.Parent=RootPart
- gairo.maxTorque=Vector3.new(4e+005,4e+005,4e+005)*math.huge
- gairo.P=20e+003
- gairo.cframe=RootPart.CFrame
- v=Instance.new("BodyVelocity",RootPart)
- v.Name="BodVel"
- v.P=2000
- v.maxForce=Vector3.new(500000000,50000000,500000000)
- v.velocity=vt(0,-50,0)
- for i=0,1,0.1 do
- swait()
- Humanoid.WalkSpeed=0
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2)
- v.velocity=vt(0,-50,0)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.57),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2.5)*euler(1.57,0,-3.14),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1.5)*euler(.2,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(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),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(-.1,.2,0),.3)
- end
- for i=1,70 do
- swait()
- Humanoid.WalkSpeed=0
- v.velocity=vt(0,-50,0)
- end
- v.velocity=vt(0,0,0)
- for i=0,1,0.2 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1,0,-4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1)*euler(.2,-1,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,.2)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,-1)*euler(0,-1.57,0)*euler(-.1,.2,1),.3)
- end
- gairo.Parent=nil
- v.Parent=nil
- combo=0
- Stunned.Value=false
- attack=false
- end
- function dattackone()
- attack=true
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-1,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(2,0,-.4),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,15),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.35)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.8,0,0),.35)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.35)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.35)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.35)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.35)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.3)*euler(.5,0,-.1)*euler(0,.5,0),.35)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.35)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.35)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.35)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- attack=false
- end
- function dattacktwo()
- attack=true
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-1,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.8),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.2,0,.5),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-1,0,-.8)*euler(0,-.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.8,-1,.4)*euler(0,1.57,0)*euler(0,-.8,0),.3)
- LH.C0=clerp(LH.C0,cf(-.8,-1,-.4)*euler(0,-1.57,0)*euler(0,-.8,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(20,25),"Normal",RootPart,.5,2,math.random(10,15),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(1,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.8),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.8),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.3)*euler(1,0,-.5)*euler(0,.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.8,-1,-.4)*euler(0,1.57,0)*euler(0,.8,0),.3)
- LH.C0=clerp(LH.C0,cf(-.8,-1,.4)*euler(0,-1.57,0)*euler(0,.8,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- attack=false
- end
- function dattackthree()
- attack=true
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(2,0,1)*euler(0,-1,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(5,10),"Normal",RootPart,.5,1,math.random(5,15),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-1)*euler(0,-.6,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- attack=false
- end
- function dattackfour()
- attack=true
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- --wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.57,0,0),.2)
- wld1.C0=cf(0,-.5+1.5*i,0)*euler(-.57+7*i,0,0)
- Neck.C0=clerp(Neck.C0,necko*euler(-.4,0,.2),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1,0,-1),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(2.8,0,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- Mvmt.Value=Mvmt.Value-1
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.4)
- wld1.C0=clerp(wld1.C0,cf(0,.2,0)*euler(0,0,0),.4)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.2),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- hitfloor=nil
- while hitfloor==nil do
- swait()
- hitfloor,posfloor=rayCast(prt4.Position,(CFrame.new(prt4.Position,prt4.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- end
- MagicWave(BrickColor.new("Bright violet"),cf(prt4.Position),1,1,1,1.2,.4,1.2,.05)
- MagicBlock(BrickColor.new("Bright violet"),cf(prt4.Position),1,1,1,1,1,1,.05,1)
- MagniDamage(prt4,20,5,10,math.random(30,40),"Knockdown2",true)
- swait(10)
- Mvmt.Value=Mvmt.Value+1
- attack=false
- end
- function oattackone()
- attack=true
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(-.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,.7),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,.5),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.4)*euler(0,-.4,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.7,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.7,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(5,10),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.4)
- wld1.C0=clerp(wld1.C0,cf(0,0,0)*euler(1,0,0),.4)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(-.1,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,-.4)*euler(0,.2,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.4)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.4)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- attack=false
- end
- function oattacktwo()
- attack=true
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(2,0,1)*euler(0,-1,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(5,10),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-1)*euler(0,-.6,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- attack=false
- end
- function oattackthree()
- attack=true
- for i=0,1,0.15 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(1.57,0,1)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(10,20),"Normal",RootPart,.5,2,math.random(10,15),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=RootCF*euler(0,0,-.5+6.28*i)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-1.57)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(1,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.3,0,-1.57)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- attack=false
- end
- function oattackfour()
- attack=true
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(-20,-10),"Normal",RootPart,.2,2,math.random(5,10),nil,true) end)
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,4.5,1.2)
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(.2,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- --RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- RootJoint.C0=RootCF*euler(0,0,.5-7.28*i)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.6),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(.6,0,1)*euler(0,.8,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(30,50),"Normal",RootPart,.5,2,math.random(10,15),nil,true) end)
- for i=0,1,0.1 do
- swait()
- local blcf = prt5.CFrame*cf(0,2.5,0)
- if scfr and (prt5.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- hitboxCF=prt5.CFrame*cf(0,2.8,0)
- hitbox.CFrame=hitboxCF
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,0,0)*euler(1.4,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,1.57),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1.57),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.6),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.4,0,-1.4)*euler(0,1,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.5,-1,-.2)*euler(0,1.57,0)*euler(-.4,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-.5,-1,.2)*euler(0,-1.57,0)*euler(.2,1.57,0),.2)
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- break
- end
- end
- con1:disconnect()
- hitbox.Parent=nil
- if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- else
- swait(10)
- end
- attack=false
- end
- function ModeChange()
- attack=true
- for i=0,1,0.1 do
- swait()
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.5,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(.8,0,-1)*euler(0,1,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(1.2,0,1.1)*euler(0,-1,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,RHC0,.4)
- RH.C1=clerp(RH.C1,RHC1,.4)
- LH.C0=clerp(LH.C0,LHC0,.4)
- LH.C1=clerp(LH.C1,LHC1,.4)
- end
- if Mode=="Defensive" then
- Mode="Offensive"
- else
- Mode="Defensive"
- end
- for i=0,1,0.05 do
- swait()
- if Mode=="Offensive" then
- wld14.C0=clerp(wld14.C0,euler(3.14,1.57,0)*cf(0.4,0.6,-2)*euler(0,.5,0),.3)
- wld15.C0=clerp(wld15.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,2)*euler(0,.5,0),.3)
- wld16.C0=clerp(wld16.C0,euler(3.14,1.57,0)*cf(0.4,0.6,2)*euler(0,-.5,0),.3)
- wld17.C0=clerp(wld17.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,-2)*euler(0,-.5,0),.3)
- else
- wld14.C0=clerp(wld14.C0,euler(3.14,1.57,0)*cf(0.4,0.6,-2),.3)
- wld15.C0=clerp(wld15.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,2),.3)
- wld16.C0=clerp(wld16.C0,euler(3.14,1.57,0)*cf(0.4,0.6,2),.3)
- wld17.C0=clerp(wld17.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,-2),.3)
- end
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- wld1.C0=clerp(wld1.C0,cf(0,1.5,0)*euler(0,0,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,0)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,0)*euler(0,1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- end
- attack=false
- end
- function DecreaseStat(Model,Stat,Amount,Duration)
- if Model:findFirstChild("Stats")~=nil then
- if Model.Stats[Stat]~=nil then
- Model.Stats[Stat].Value=Model.Stats[Stat].Value-Amount
- table.insert(Effects,{Model,"DecreaseStat",Stat,Amount,Duration})
- end
- end
- end
- function GetDist(Part1,Part2,magni)
- local targ=Part1.Position-Part2.Position
- local mag=targ.magnitude
- if mag<=magni then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part,magni,mindam,maxdam,knock,Type,Ranged)
- 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
- if mag<=magni and c.Name~=Player.Name then
- Damagefunc(head,mindam,maxdam,knock,Type,RootPart,.2,1,math.random(5,10),nil,nil,Ranged)
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point=Torso.CFrame*cf(0,Torso.Size.Y,0)
- LastPoint=Point
- function effect(Color,Ref,LP,P1,returnn)
- if LP==nil or P1==nil then return end
- local effectsmsh=Instance.new("CylinderMesh")
- effectsmsh.Scale=Vector3.new(0.2,1,0.2)
- 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(0.2,1,0.2)
- game:GetService("Debris"):AddItem(effectsg,2)
- if returnn then return effectsg end
- if not returnn then
- table.insert(Effects,{effectsg,"Cylinder",0.2,0.01,0,0.01,effectsmsh})
- end
- end
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z,
- right.x, top.x, back.x,
- right.y, top.y, back.y,
- right.z, top.z, back.z)
- end
- function 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
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- 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)
- game:GetService("Debris"):AddItem(w1,5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = 'Custom'
- w1.BrickColor = BrickColor.new("Bright violet")
- 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",.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)
- game:GetService("Debris"):AddItem(w2,5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = 'Custom'
- w2.BrickColor = BrickColor.new("Bright violet")
- 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",.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,workspace,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,5)
- 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,workspace,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,2)
- 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,workspace,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,2)
- 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,workspace,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,2)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function ClangEffect(brickcolor,cframe,duration,decrease,size,power)
- local prt=part(3,workspace,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,2)
- 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,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged)
- if hit.Parent==nil then
- return
- end
- if hit.Name=="Hitbox" and hit.Parent~=modelzorz then
- StaggerHit.Value=true
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end 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,.5)
- minim=minim*Atk.Value
- maxim=maxim*Atk.Value
- Damage=math.random(minim,maxim)
- blocked=false
- enblock=nil
- Stats=hit.Parent:findFirstChild("Stats")
- if Stats~=nil then
- enblock=Stats:findFirstChild("Block")
- if Stats:findFirstChild("Defense")~=nil then
- Damage=Damage/Stats.Defense.Value
- if Damage<=3 and staghit==true then
- if ranged~=true then
- StaggerHit.Value=true
- end
- end
- end
- if Stats:findFirstChild("Stun")~=nil then
- Stats.Stun.Value=Stats.Stun.Value+incstun
- end
- if Stats:findFirstChild("Stagger")~=nil then
- if stagger==true then
- Stats.Stagger.Value=true
- end
- end
- end
- if enblock~=nil then
- if enblock.Value==true then
- blocked=true
- end
- end
- if blocked==true then
- showDamage(hit.Parent,"Block",.5,BrickColor.new("Bright blue"))
- if ranged~=true then
- enblock.Value=false
- Stagger.Value=true
- end
- else
- Damage=math.floor(Damage)
- h.Health=h.Health-Damage
- showDamage(hit.Parent,Damage,.5,BrickColor:Red())
- if Type=="NormalDecreaseMvmt1" then
- DecreaseStat(hit.Parent,"Movement",.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
- --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- 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,.5)
- game:GetService("Debris"):AddItem(rl,.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(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- elseif 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,.5)
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- 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,.5)
- CRIT=false
- end
- end
- showDamage=function(Char,Dealt,du,Color)
- m=Instance.new("Model")
- m.Name=tostring(Dealt)
- h=Instance.new("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=Instance.new("Part")
- c.Transparency=0
- c.BrickColor=Color
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- if CRIT==true then
- ms.Scale=Vector3.new(1,1.25,1)
- end
- 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(0,1.5,0))
- elseif Char.Parent:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0))
- end
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- f.position=c.Position+Vector3.new(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- 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 Mode=="Defensive" then
- if combo==0 then
- combo=1
- dattackone()
- elseif combo==1 then
- combo=2
- dattacktwo()
- elseif combo==2 then
- combo=3
- dattackthree()
- elseif combo==3 then
- combo=0
- dattackfour()
- end
- else
- if combo==0 then
- combo=1
- oattackone()
- elseif combo==1 then
- combo=2
- oattacktwo()
- elseif combo==2 then
- combo=3
- oattackthree()
- elseif combo==3 then
- combo=0
- oattackfour()
- end
- 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
- eul=0
- equipped=false
- function key(key)
- if attack==true then return end
- if key=="f" then
- 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) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- 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) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=ch["Left Arm"]
- LW.Parent=ch.Torso
- --
- equipanim()
- else
- equipped=false
- hideanim()
- 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=="g" then
- ModeChange()
- end
- if key=="q" then
- --Punishment()
- end
- if key=="h" then
- mana=100
- end
- if attack==false then
- RecentEnemy.Value=nil
- end
- end
- function key2(key)
- 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
- MMouse=mouse
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Commander loaded.")
- local mananum=0
- local donum=0
- local stunnum=0
- local staggeranim=false
- local stunanim=false
- while true do
- hitbox2.Parent=hitbox.Parent
- hitbox2.Size=hitbox.Size
- hitbox2.CFrame=hitboxCF
- game:service'RunService'.RenderStepped:wait(0)
- if Stagger.Value==true and staggeranim==false then
- coroutine.resume(coroutine.create(function()
- 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
- while attack==true do
- swait()
- end
- StaggerHitt()
- StaggerHit.Value=false
- Stagger.Value=false
- staggeranim=false
- end))
- end
- if Mvmt.Value<0 or Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then
- Humanoid.WalkSpeed=0
- else
- Humanoid.WalkSpeed=16*Mvmt.Value
- end
- if Stun.Value>=100 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
- if stunnum>=10 then
- if Stun.Value>0 then
- Stun.Value=Stun.Value-1
- end
- stunnum=0
- end
- stunnum=stunnum+1
- if donum>=.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,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if equipped==true then
- if attack==false then
- idle=idle+1
- else
- idle=0
- end
- if idle>=500 then
- if attack==false then
- --Sheath()
- end
- end
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,0,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.2)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.2),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- if attack==false then
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,0,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.2)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.8),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.8),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2)
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- if attack==false then
- if Mode=="Defensive" then
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.15)
- wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.57,0,0),.15)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.15)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.15)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2+(donum/3)),.15)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,0-(donum/2))*euler(0,0+donum/1.5,0),.15)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15)
- RH.C0=clerp(RH.C0,RHC0,.2)
- RH.C1=clerp(RH.C1,RHC1,.2)
- LH.C0=clerp(LH.C0,LHC0,.2)
- LH.C1=clerp(LH.C1,LHC1,.2)
- else
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(-.2,0,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,.5),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.5-(donum/2),0,.5-(donum/2)),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4+(donum/2)),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.2)
- end
- end
- elseif torvel>2 and torvel<22 and hitfloor~=nil then
- Anim="Walk"
- if attack==false then
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,1.5,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,1),.2)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.57,0,-1),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.2),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(.6,-1,.5)*euler(0,1.57,0)*euler(0,-1,-.2),.2)
- LH.C0=clerp(LH.C0,cf(-.6,-1,-.5)*euler(0,-1.57,0)*euler(0,-1,-.2),.2)
- end
- elseif torvel>=22 and hitfloor~=nil then
- Anim="Run"
- if attack==false then
- handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- wld1.C0=clerp(wld1.C0,cf(0,1.5,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,1),.2)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.57,0,-1),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.2),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(.6,-1,.5)*euler(0,1.57,0)*euler(0,-1,-.2),.2)
- LH.C0=clerp(LH.C0,cf(-.6,-1,-.5)*euler(0,-1.57,0)*euler(0,-1,-.2),.2)
- end
- end
- end
- if #Effects>0 then
- --table.insert(Effects,{prt,"Block1",delay})
- for e=1,#Effects do
- if Effects[e]~=nil then
- --for j=1,#Effects[e] do
- 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]=="DecreaseStat" then
- Thing[5]=Thing[5]-1
- if Thing[5]<=0 then
- if Thing[1]:findFirstChild("Stats")~=nil then
- Thing[1].Stats[Thing[3]].Value=Thing[1].Stats[Thing[3]].Value+Thing[4]
- end
- table.remove(Effects,e)
- end
- end
- 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])
- Thing[8]=Thing[7]
- Thing[3]=Thing[3]+Thing[4]
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- --[[Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]]
- end
- if Thing[2]~="DecreaseStat" 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]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
- 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
- end
- fenbarmana2:TweenSize(UDim2.new(4*mana/100,0,0.2,0),nil,1,0.4,true)
- fenbarmana4.Text="Mana("..mana..")"
- if mana>=100 then
- mana=100
- else
- if mananum<=8 then
- mananum=mananum+1
- else
- mananum=0
- mana=mana+1
- end
- end
- end
- --[[
- Copyrighted (C) Fenrier 2014
- ]]
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