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- if game:GetService("RunService"):IsClient()then error("say h/ not hl/ ya dummy")end;print("get rekt");InternalData = {}
- do
- script.Parent = owner.Character
- local Event = Instance.new("RemoteEvent");Event.Name = "UserInput"
- local function NewFakeEvent()
- local Bind = Instance.new("BindableEvent")
- local Fake;Fake = {Connections = {},
- fakeEvent=true;
- Connect=function(self,Func)
- Bind.Event:connect(Func)
- self.Connections[Bind] = true
- return setmetatable({Connected = true},{
- __index = function (self,Index)
- if Index:lower() == "disconnect" then
- return function() Fake.Connections[Bind] = false;self.Connected = false end
- end
- return Fake[Index]
- end;
- __tostring = function() return "Connection" end;
- })
- end}
- Fake.connect = Fake.Connect;return Fake;
- end
- local Mouse = {Target=nil,Hit=CFrame.new(),KeyUp=NewFakeEvent(),KeyDown=NewFakeEvent(),Button1Up=NewFakeEvent(),Button1Down=NewFakeEvent()}
- local UserInputService = {InputBegan=NewFakeEvent(),InputEnded=NewFakeEvent()}
- local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...)
- self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil
- end};ContextActionService.UnBindAction = ContextActionService.BindAction
- local function TriggerEvent(self,Event,...)
- local Trigger = Mouse[Event]
- if Trigger and Trigger.fakeEvent and Trigger.Connections then
- for Connection,Active in pairs(Trigger.Connections) do if Active then Connection:Fire(...) end end
- end
- end
- Mouse.TrigEvent = TriggerEvent;UserInputService.TrigEvent = TriggerEvent
- Event.OnServerEvent:Connect(function(FiredBy,Input)
- if FiredBy.Name ~= owner.Name then return end
- if Input.MouseEvent then
- Mouse.Target = Input.Target;Mouse.Hit = Input.Hit
- else
- local Begin = Input.UserInputState == Enum.UserInputState.Begin
- if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TrigEvent(Begin and "Button1Down" or "Button1Up") end
- for _,Action in pairs(ContextActionService.Actions) do
- for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end
- end
- Mouse:TrigEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower())
- UserInputService:TrigEvent(Begin and "InputBegan" or "InputEnded",Input,false)
- end
- end)
- InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService
- Event.Parent = NLS([[
- local Player = owner;local Event = script:WaitForChild("UserInput");local UserInputService = game:GetService("UserInputService");local Mouse = Player:GetMouse()
- local Input = function(Input,gameProcessedEvent)
- if gameProcessedEvent then return end
- Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState})
- end
- UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input)
- local Hit,Target
- while wait(1/30) do
- if Hit ~= Mouse.Hit or Target ~= Mouse.Target then
- Hit,Target = Mouse.Hit,Mouse.Target;Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit})
- end
- end
- ]],owner.Character)
- end
- RealGame = game;game = setmetatable({},{
- __index = function (self,Index)
- local Sandbox = function (Thing)
- if Thing:IsA("Player") then
- local RealPlayer = Thing
- return setmetatable({},{
- __index = function (self,Index)
- local Type = type(RealPlayer[Index])
- if Type == "function" then
- if Index:lower() == "getmouse" or Index:lower() == "mouse" then
- return function (self)return InternalData["Mouse"] end
- end
- return function (self,...)return RealPlayer[Index](RealPlayer,...) end
- end
- return RealPlayer[Index]
- end;
- __tostring = function(self) return RealPlayer.Name end
- })
- end
- end
- if RealGame[Index] then
- local Type = type(RealGame[Index])
- if Type == "function" then
- if Index:lower() == "getservice" or Index:lower() == "service" then
- return function (self,Service)
- local FakeServices = {
- ["players"] = function()
- return setmetatable({},{
- __index = function (self2,Index2)
- local RealService = RealGame:GetService(Service)
- local Type2 = type(Index2)
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...)end
- else
- if Index2:lower() == "localplayer" then return Sandbox(owner) end
- return RealService[Index2]
- end
- end;
- __tostring = function(self) return RealGame:GetService(Service).Name end
- })
- end;
- ["contextactionservice"] = function() return InternalData["ContextActionService"] end;
- ["userinputservice"] = function() return InternalData["UserInputService"] end;
- ["runservice"] = function()
- return setmetatable({},{
- __index = function(self2,Index2)
- local RealService = RealGame:GetService(Service)
- local Type2 = type(Index2)
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...) end
- else
- local RunServices = {
- ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return RealGame:GetService("RunService").Stepped:Connect(Function) end end;
- ["renderstepped"] = function() return RealService["Stepped"] end
- }
- if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end
- return RealService[Index2]
- end
- end
- })
- end
- }
- if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end
- return RealGame:GetService(Service)
- end
- end
- return function (self,...) return RealGame[Index](RealGame,...) end
- else
- if game:GetService(Index) then return game:GetService(Index) end
- return RealGame[Index]
- end
- end
- return nil
- end
- });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("running the script noob")
- -- Remake of Armatae by Mii_BrawIer
- wait(.1)
- local play = game.Players.LocalPlayer
- local char = play.Character
- local LeftArm = char["Left Arm"]
- local RightArm = char["Right Arm"]
- local LeftLeg = char["Left Leg"]
- local RightLeg = char["Right Leg"]
- local spawned = false
- local debounce = false
- local asdrot = 0
- local bouncing = false
- local mode = "Combo"
- local mana = 200
- local change = 0
- local rage = false
- local explosion = false
- local golden = false
- local equipped = true
- local parry = true
- local equipcheck = false
- local charge = 1
- local orb = false
- local throwing = false
- local sped = 1
- local riding = false
- local sine = 0
- local torsovel = 0
- local sit = false
- local ult = false
- local charging = false
- local combo = 1
- local Anim = "wot"
- local attack = false
- local NeckCF = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- char.Humanoid.Animator:Destroy()
- char.Animate:Destroy()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = (CFrame.fromEulerAnglesXYZ(0, -1.6, 0))
- RSH = nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = char.Torso["Right Hip"]
- LH = char.Torso["Left Hip"]
- RSH = char.Torso["Right Shoulder"]
- LSH = char.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = char.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = RightArm
- RW.Parent = char.Torso
- LW.Name = "LW"
- LW.Part0 = char.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = LeftArm
- LW.Parent = char.Torso
- clerp = function(a, b, t)
- return a:lerp(b, t)
- end
- local model = Instance.new("Model", char)
- model.Name = "weapon parts go here!"
- local weapon = Instance.new("Model", model)
- weapon.Name = "weapon"
- local nolagplease = Instance.new("Model", char)
- nolagplease.Name = "block spam goes here"
- block = function(cfram,size,expansize,transp,color,kind)
- local p = Instance.new("Part", nolagplease)
- p.CFrame = cfram
- p.Size = Vector3.new(1,1,1)
- local pm = Instance.new("BlockMesh", p)
- pm.Scale = size
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- p.BrickColor = color
- if kind == 3 then
- pm:Destroy()
- p.Size = size
- p.CanCollide = true
- p.Touched:connect(function(hit)
- if debounce == false then
- if hit.Parent.Humanoid then
- debounce = true
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 5
- wait()
- debounce = false
- end
- end
- end)
- end
- coroutine.resume(coroutine.create(function()
- while p.Transparency < 1 do
- if kind == 3 then
- p.Transparency = p.Transparency + transp
- p.Size = p.Size + expansize
- else
- p.Transparency = p.Transparency + transp
- pm.Scale = pm.Scale + expansize
- end
- if kind == 1 then
- p.CFrame = p.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,180)),math.rad(math.random(0,180)),math.rad(math.random(0,180)))
- end
- wait()
- end
- p:Destroy()
- end))
- end
- local wave = function(cframe,color,v1,v2,trans,typ)
- local p = Instance.new("Part", nolagplease)
- p.BrickColor = color
- p.Transparency = 0
- p.Anchored = true
- p.CFrame = cframe
- if typ == 1 then
- p.CFrame = p.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,180)),math.rad(math.random(0,180)),math.rad(math.random(0,180)))
- end
- p.CanCollide = false
- local pm = Instance.new("SpecialMesh", p)
- pm.MeshType = "FileMesh"
- pm.MeshId = "http://www.roblox.com/asset/?id=20329976"
- pm.Scale = v1
- coroutine.resume(coroutine.create(function()
- while p.Transparency < 1 do
- wait()
- pm.Scale = pm.Scale + v2
- p.Transparency = p.Transparency + trans
- if typ == 1 then
- p.CFrame = p.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,180)),math.rad(math.random(0,180)),math.rad(math.random(0,180)))
- end
- end
- p:Remove()
- end))
- end
- local screengu = Instance.new("ScreenGui", play.PlayerGui)
- screengu.Enabled = true
- local fram = Instance.new("Frame",screengu)
- fram.Position = UDim2.new(0.83,0,.46, 0)
- fram.Size = UDim2.new(0.156, 0,0.487, 0)
- fram.Style = "RobloxRound"
- local makegui = function(pos1,pos2,tex)
- local a = Instance.new("TextLabel",fram)
- a.Size = UDim2.new(1, 0,.05, 0)
- a.Text = tex
- a.Position = UDim2.new(pos1,0,pos2,0)
- a.TextScaled = true
- a.TextColor3 = char.Torso.Color
- a.TextXAlignment = "Left"
- a.BackgroundTransparency = 1
- coroutine.resume(coroutine.create(function()
- if tex == "[X]" then
- while true do
- if equipcheck == false then
- if equipped == true then
- a.Text = "[X] Spin Attack [35]"
- elseif equipped == false then
- if parry == true then
- a.Text = "[X] Parry [35]"
- elseif parry == false then
- a.Text = "[X] Forced Parry [15]"
- end
- end
- else
- a.Text = "[X] Hexagon Trap [150]"
- end
- wait(.1)
- end
- end
- if tex == "[E]" then
- while true do
- if ult == false then
- if equipped == true then
- a.Text = "[E] Unequip"
- elseif equipped == false then
- a.Text = "[E] Equip"
- end
- end
- if ult == true then
- a.Text = "[E] Exit Ult"
- end
- wait(.1)
- end
- end
- if tex == "[C]" then
- while true do
- if ult == false then
- a.Text = "[C] Orbs [7/s]"
- end
- if ult == true then
- if equipcheck == true then
- a.Text = "[C] Orbs [11/s]"
- else
- a.Text = "[C] Ultimate Orbs [11/s]"
- end
- end
- wait(.1)
- end
- end
- if tex == "[H]" then
- while true do
- if equipped == true then
- if ult == false then
- a.Text = "[H] Sword Ult Mode [200]"
- end
- elseif equipped == false then
- if ult == false then
- a.Text = "[H] Magic Ult Mode [200]"
- else
- if equipcheck == false then
- a.Text = "[H] Magic Ult [400]"
- else
- a.Text = "[H] Sword Ult [400]"
- end
- end
- end
- wait(.1)
- end
- end
- if tex == "[Z]" then
- while true do
- if ult == false then
- a.Text = "[Z] Shield Dash [25]"
- else
- if equipcheck == true then
- a.Text = "[Z] Sword Bounce [25]"
- end
- end
- wait(.1)
- end
- end
- end))
- end
- local bar = Instance.new("Frame",screengu)
- bar.Position = UDim2.new(.83,0,.385,0)
- bar.Size = UDim2.new(0.156,0,0.055,0)
- bar.Style = "RobloxRound"
- local neg = Instance.new("Frame", bar)
- neg.Position = UDim2.new(0,0,0,0)
- neg.Size = UDim2.new(1,0,0.6,0)
- neg.BackgroundColor3 = Color3.fromRGB(0,0,0)
- neg.BorderColor3 = char.Torso.Color
- local a = Instance.new("TextBox",neg)
- a.Size = UDim2.new(1, 0,1, 0)
- a.Position = UDim2.new(0, 0, 1, 0)
- a.TextXAlignment = "Center"
- coroutine.resume(coroutine.create(function()
- while true do
- a.Text = "Mana : "..math.floor(mana)..""
- wait()
- end
- end))
- a.TextScaled = true
- a.TextColor3 = char.Torso.Color
- a.BackgroundTransparency = 1
- local manabar = Instance.new("Frame", neg)
- manabar.Position = UDim2.new(0,0,0,0)
- manabar.Size = UDim2.new(0,0,0,0)
- manabar.BackgroundColor3 = char.Torso.Color
- manabar.BorderColor3 = Color3.fromRGB(0,0,0)
- coroutine.resume(coroutine.create(function()
- while true do
- manabar.Size = UDim2(0,mana*1.4,0,30)
- wait()
- end
- end))
- makegui(0,0,"[E]")
- makegui(0,.12,"[Z]")
- makegui(0,.18,"[X]")
- makegui(0,.24,"[C]")
- makegui(0,.36,"[H]")
- makegui(0,.36,"[H]")
- part = function(wel,cancollid,size,shape,r,g,b,transp,mat,weldpart,c0,nam)
- local mat2 = "wow"
- if mat == 1 then
- mat2 = "Marble"
- end
- if mat == 2 then
- mat2 = "Granite"
- end
- if mat == 3 then
- mat2 = "Metal"
- end
- if mat == 4 then
- mat2 = "SmoothPlastic"
- end
- if mat == 5 then
- mat2 = "Wood"
- end
- if mat == 6 then
- mat2 = "Neon"
- end
- if shape ~= "Wedge" then
- local q = Instance.new("Part", weapon)
- q.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- q.Shape = shape
- q.Size = size
- q.Transparency = transp
- q.Color = Color3.new(r,g,b)
- q.Material = mat2
- if r == 1 and g == 0 and b == 0 then
- q.BrickColor = char.Torso.BrickColor
- end
- q.FrontSurface = "Smooth"
- q.BackSurface = "Smooth"
- q.LeftSurface = "Smooth"
- q.RightSurface = "Smooth"
- q.BottomSurface = "Smooth"
- q.TopSurface = "Smooth"
- if cancollid == 1 then
- q.CanCollide = false
- end
- q.Name = nam
- if wel == 1 then
- local qw = Instance.new("Weld", q)
- qw.Part0 = weldpart
- qw.Part1 = q
- qw.C0 = c0
- end
- end
- if shape == "Wedge" then
- local q = Instance.new("WedgePart", weapon)
- q.Size = size
- q.Transparency = transp
- q.Color = Color3.new(r,g,b)
- if r == 1 and g == 0 and b == 0 then
- q.BrickColor = char.Torso.BrickColor
- end
- q.Material = mat2
- if cancollid == 1 then
- q.CanCollide = false
- end
- q.Name = nam
- local qw = Instance.new("Weld", q)
- qw.Part0 = weldpart
- qw.Part1 = q
- qw.C0 = c0
- end
- end
- local sword1 = Instance.new("Part", weapon)
- sword1.CanCollide = false
- sword1.Transparency = 1
- sword1.BrickColor = BrickColor.new("Institutional white")
- local mesh1 = Instance.new("SpecialMesh", sword1)
- mesh1.MeshType = "FileMesh"
- mesh1.MeshId = "rbxasset://fonts/sword.mesh"
- local weld1 = Instance.new("Weld", sword1)
- weld1.Part0 = char.Torso
- weld1.Part1 = sword1
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4)
- local sword2 = Instance.new("Part", weapon)
- sword2.CanCollide = false
- sword2.Transparency = 1
- sword2.BrickColor = BrickColor.new("Institutional white")
- local mesh2 = Instance.new("SpecialMesh", sword2)
- mesh2.MeshType = "FileMesh"
- mesh2.MeshId = "rbxasset://fonts/sword.mesh"
- local weld2 = Instance.new("Weld", sword2)
- weld2.Part0 = char.Torso
- weld2.Part1 = sword2
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4)
- local sword11 = Instance.new("Part", weapon)
- sword11.CanCollide = false
- sword11.Transparency = 1
- sword11.BrickColor = BrickColor.new("Institutional white")
- local mesh11 = Instance.new("SpecialMesh", sword11)
- mesh11.MeshType = "FileMesh"
- mesh11.MeshId = "rbxasset://fonts/sword.mesh"
- local weld11 = Instance.new("Weld", sword11)
- weld11.Part0 = char.Torso
- weld11.Part1 = sword11
- weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3)
- local sword21 = Instance.new("Part", weapon)
- sword21.CanCollide = false
- sword21.Transparency = 1
- sword21.BrickColor = BrickColor.new("Institutional white")
- local mesh21 = Instance.new("SpecialMesh", sword21)
- mesh21.MeshType = "FileMesh"
- mesh21.MeshId = "rbxasset://fonts/sword.mesh"
- local weld21 = Instance.new("Weld", sword21)
- weld21.Part0 = char.Torso
- weld21.Part1 = sword21
- weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3)
- local sword12 = Instance.new("Part", weapon)
- sword12.CanCollide = false
- sword12.Transparency = 1
- sword12.BrickColor = BrickColor.new("Institutional white")
- local mesh12 = Instance.new("SpecialMesh", sword12)
- mesh12.MeshType = "FileMesh"
- mesh12.MeshId = "rbxasset://fonts/sword.mesh"
- local weld12 = Instance.new("Weld", sword12)
- weld12.Part0 = char.Torso
- weld12.Part1 = sword12
- weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4)
- local sword22 = Instance.new("Part", weapon)
- sword22.CanCollide = false
- sword22.Transparency = 1
- sword22.BrickColor = BrickColor.new("Institutional white")
- local mesh22 = Instance.new("SpecialMesh", sword22)
- mesh22.MeshType = "FileMesh"
- mesh22.MeshId = "rbxasset://fonts/sword.mesh"
- local weld22 = Instance.new("Weld", sword22)
- weld22.Part0 = char.Torso
- weld22.Part1 = sword22
- weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4)
- part(1,1,Vector3.new(1,1,1),"Block",0,0,0,1,2,LeftArm,CFrame.new(0,-1,0),"ST")
- part(1,1,Vector3.new(1.3333345651627,0.66666728258133,1.3333345651627),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,RightArm,CFrame.new(0,0.0033329725265503,-0.0028928816318512)*CFrame.fromOrientation(0,0,0),"Handle2")
- part(1,1,Vector3.new(0.50000047683716,0.66666728258133,0.50000047683716),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0,0.086666345596313,-0.71837568283081)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(0.16666682064533,0.8333340883255,0.8333340883255),"Wedge",1,0,0,0,6,weapon.Handle2,CFrame.new(0.41666704416275,0.16999989748001,-1.2528940439224)*CFrame.fromOrientation(0,-1.5707963267949,1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.16666682064533,0.66666728258133,0.66666728258133),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-0.33333364129066,0.25333324074745,-1.0028936862946)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.50000047683716,1.0000009536743,1.0000009536743),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-0.50000047683716,-0.080000340938568,-1.5028941631317)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.50000047683716,1.0000009536743,1.0000009536743),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0.50000047683716,-0.080000340938568,-1.5028941631317)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.16666682064533,0.8333340883255,0.8333340883255),"Wedge",1,0,0,0,6,weapon.Handle2,CFrame.new(-0.41666704416275,0.16999989748001,-1.2528940439224)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.16666682064533,0.66666728258133,0.66666728258133),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0.33333364129066,0.25333324074745,-1.0028936862946)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge")
- part(1,1,Vector3.new(1.666668176651,0.50000047683716,1.666668176651),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0,0.0033329725265503,-0.0028928816318512)*CFrame.fromOrientation(0,0,0),"Block")
- part(1,1,Vector3.new(2.0000019073486,0.50000071525574,2.0000019073486),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0,-0.080000519752502,-0.0028928816318512)*CFrame.fromOrientation(0,0,0),"Block")
- part(1,1,Vector3.new(0.66666728258133,0.50000047683716,1.0000009536743),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(-0.88214945793152,0.0033442378044128,0.87925684452057)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(1.0000009536743,0.50000047683716,1.0000009536743),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-1.0000009536743,-0.079989075660706,0.9971079826355)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(0.33333364129066,0.58333384990692,0.8333340883255),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0.84344428777695,0.045011043548584,0.82033109664917)*CFrame.fromOrientation(0,0.78539816339745,0),"Block")
- part(1,1,Vector3.new(0.66666728258133,0.66666728258133,0.66666728258133),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0,0.086666345596313,0.080440580844879)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(1.0000009536743,0.50000047683716,1.0000009536743),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(1.0000009536743,-0.079989075660706,0.9971079826355)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(0.91666752099991,0.50000047683716,0.66666728258133),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0.91161245107651,0.0033442378044128,0.90871953964233)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(0.33333364129066,0.58333384990692,0.8333340883255),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-0.82322382926941,0.045011043548584,0.82033109664917)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block")
- part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.29704913496971),"Block",0.63921570777893,0.63529413938522,0.64705884456635,1,1,LeftArm,CFrame.new(0.15389770269394,-0.20993836224079,-0.37024655938148)*CFrame.fromOrientation(0.75258595481783,2.3242549329229,1.9734437799037),"Handle")
- part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.14852456748486),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0.59409826993942,0,-0.59950757026672)*CFrame.fromOrientation(0,1.5707963267949,0),"Block")
- part(1,1,Vector3.new(0.89114737510681,0.29704913496971,0.29704913496971),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,-0.59950757026672)*CFrame.fromOrientation(0,0,0),"Block")
- part(1,1,Vector3.new(0.89114737510681,0.29704913496971,0.29704913496971),"Cylinder",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,-0.0054092407226563)*CFrame.fromOrientation(0,1.5707963267949,0),"Cylinder")
- part(1,1,Vector3.new(0.59409826993942,0.14852456748486,2.2278685569763),"Block",1,0,0,0,6,weapon.Handle,CFrame.new(0,0,-1.8619664907455)*CFrame.fromOrientation(0,0,0),"Block")
- part(1,1,Vector3.new(0.14852456748486,0.29704913496971,0.59409826993942),"Wedge",1,0,0,0,6,weapon.Handle,CFrame.new(0.14852456748486,0,-3.2729496955872)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.29704913496971,0.14852456748486,0.29704913496971),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(-0.074262283742428,0,-3.1244254112244)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.29704913496971,0.14852456748486,0.29704913496971),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0.074262283742428,0,-3.1244254112244)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge")
- part(1,1,Vector3.new(0.089114740490913,0.59409826993942,0.59409826993942),"Cylinder",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,0.66295099258423)*CFrame.fromOrientation(0,0,1.5707963267949),"Cylinder")
- part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.29704913496971),"Ball",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,4.4263770426767e-09,0.44016432762146)*CFrame.fromOrientation(0,0,0),"Ball")
- part(1,1,Vector3.new(0.11881965398788,0.44557368755341,0.44557368755341),"Cylinder",1,0,0,0,6,weapon.Handle,CFrame.new(0,0,0.66295099258423)*CFrame.fromOrientation(0,0,1.5707963267949),"Cylinder")
- part(1,1,Vector3.new(0.29704913496971,0.29704913496971,2.2278685569763),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,-1.8619664907455)*CFrame.fromOrientation(0,0,0),"Block")
- part(1,1,Vector3.new(0.14852456748486,0.29704913496971,0.29704913496971),"Cylinder",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,0.66295099258423)*CFrame.fromOrientation(0,0,1.5707963267949),"Cylinder")
- part(1,1,Vector3.new(0.14852456748486,0.29704913496971,0.59409826993942),"Wedge",1,0,0,0,6,weapon.Handle,CFrame.new(-0.14852456748486,0,-3.2729496955872)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge")
- part(1,1,Vector3.new(1.4852457046509,0.14852456748486,0.14852456748486),"Block",1,0,0,0,6,weapon.Handle,CFrame.new(0,0,-0.59950757026672)*CFrame.fromOrientation(0,0,0),"Block")
- part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.14852456748486),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(-0.59409826993942,0,-0.59950757026672)*CFrame.fromOrientation(0,1.5707963267949,0),"Block")
- --[[
- coroutine.resume(coroutine.create(function()
- .Touched:connect(function(hit)
- game:service'RunService'.RenderStepped:connect(function()
- end)
- game:GetService("Debris"):AddItem(p, 1)
- local d = char:GetChildren()
- for i=1, #d do
- d[i]
- end
- end
- ]]
- CreateSound = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par)
- sou.Volume = vol
- sou.Pitch = pit
- sou.SoundId = id
- wait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end
- ))
- end
- rayCast = function(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- Laser = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local laza = Instance.new("Part", nolagplease)
- laza.CanCollide = false
- if golden == false then
- laza.BrickColor = brickcolor
- end
- if golden == true then
- laza.BrickColor = BrickColor.new("New Yeller")
- end
- laza.Size = Vector3.new(0.5,0.5,0.5)
- laza.Anchored = true
- laza.CFrame = cframe
- laza.Material = "Neon"
- local msh = Instance.new("CylinderMesh",laza)
- msh.Scale = Vector3.new(x1,y1,z1)
- game:GetService("Debris"):AddItem(laza, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), laza, msh)
- end
- shoottrail = function(mouse, partt, SpreadAmount, multiply)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local ActualPosition = partt.Position
- local MainPos2 = Vector3.new()
- if mouse == play:GetMouse() then
- MainPos2 = mouse.Hit.p + SpreadVectors
- else
- MainPos2 = mouse.Position
- end
- local MouseLook = CFrame.new((ActualPosition + MainPos2) / 2, MainPos2)
- local distance = 150
- if rage == true then
- distance = distance * 2
- end
- local remainder = 1
- local charge2 = charge
- charge = 1
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- local hit, pos = rayCast(ActualPosition, MouseLook.lookVector, distance, char.HumanoidRootPart.Parent)
- local magnitude = (ActualPosition - pos).magnitude
- Laser(char.Torso.BrickColor, CFrame.new((ActualPosition + pos) / 2, pos) * CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 0), 3, magnitude *(-distance / (distance / 2)), 3, -.1, 0, -.1, .1)
- ActualPosition = ActualPosition + MouseLook.lookVector * distance
- remainder = remainder - 1
- --MouseLook = MouseLook * CFrame.Angles(-.01,0, 0)
- if hit ~= nil then
- remainder = 0
- end
- do
- if remainder <= 0 then
- local magnblock = Instance.new("Part", nolagplease)
- magnblock.Transparency = 1
- magnblock.CanCollide = false
- magnblock.Anchored = true
- magnblock.CFrame = CFrame.new(pos)
- block(CFrame.new(pos),Vector3.new(2,2,2),Vector3.new(.5,.5,.5),.05,char.Torso.BrickColor,1)
- magn(10,magnblock,7)
- game:GetService("Debris"):AddItem(magnblock, 0.1)
- end
- end
- until remainder <= 0
- end
- ))
- end
- shoottrail2 = function(mouse, partt, SpreadAmount, multiply)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local MainPos = partt.Position
- local MainPos2 = Vector3.new()
- if mouse == play:GetMouse() then
- MainPos2 = mouse.Hit.p + SpreadVectors
- else
- MainPos2 = mouse.Position
- end
- local MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2)
- local speed = 30
- if rage == true then
- speed = speed * 2
- end
- local remainder = 5
- local charge2 = charge
- charge = 1
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- MainPos2 = mouse.Hit.p + SpreadVectors
- MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2) * CFrame.Angles(math.rad(math.random(-5,5)),math.rad(math.random(-5,5)),math.rad(math.random(-5,5)))
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, char.HumanoidRootPart.Parent)
- local mag = (MainPos - pos).magnitude
- Laser(BrickColor.new("Institutional white"), CFrame.new((MainPos + pos) / 2, pos) * CFrame.Angles(1.57, 0, 0), 1, mag *(-speed / (speed / 2)), 1, -.1, 0, -.1, .3)
- MainPos = MainPos + MouseLook.lookVector * speed
- remainder = remainder - 1
- if hit ~= nil then
- remainder = 0
- local refpart = Instance.new("Part", nolagplease)
- refpart.Transparency = 1
- refpart.CanCollide = false
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- end
- do
- if remainder <= 0 then
- local refpart = Instance.new("Part", nolagplease)
- refpart.Transparency = 1
- refpart.CanCollide = false
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- block(CFrame.new(pos),Vector3.new(1,1,1),Vector3.new(.5,.5,.5),.1,BrickColor.new("Really black"),1)
- magn(6,refpart,2)
- --CreateSound("http://www.roblox.com/asset/?id=10209590",refpart,1,1)
- game:GetService("Debris"):AddItem(refpart, 0.1)
- end
- end
- until remainder <= 0
- end
- ))
- end
- swordthrow = function(mouse, partt, SpreadAmount, multiply, sword, reweldc0)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local ActualPosition = partt.Position
- local MainPos2 = Vector3.new()
- local kappa = 0
- if mouse == play:GetMouse() then
- MainPos2 = mouse.Hit.p + SpreadVectors
- else
- MainPos2 = mouse.Position
- end
- local MouseLook = CFrame.new((ActualPosition + MainPos2) / 2, MainPos2)
- local distance = 4
- local remainder = 25
- local reweld = sword.Weld.Part0
- sword.Weld.Part0 = sword
- sword.Anchored = true
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- throwing = true
- local hit, pos = rayCast(ActualPosition, MouseLook.lookVector, distance, char.HumanoidRootPart.Parent)
- local magnitude = (ActualPosition - pos).magnitude
- kappa = kappa + 30
- sword.CFrame = CFrame.new((ActualPosition + pos) / 2, pos) * CFrame.fromEulerAnglesXYZ(math.rad(-kappa),0,math.rad(90))
- ActualPosition = ActualPosition + MouseLook.lookVector * distance
- remainder = remainder - 1
- --MouseLook = MouseLook * CFrame.Angles(-.01,0, 0)
- if hit ~= nil then
- remainder = 0
- end
- do
- if remainder <= 0 then
- local magnblock = Instance.new("Part", nolagplease)
- magnblock.Transparency = 1
- magnblock.CanCollide = false
- magnblock.Anchored = true
- magnblock.CFrame = CFrame.new(pos)
- block(CFrame.new(pos),Vector3.new(2,2,2),Vector3.new(.5,.5,.5),.05,BrickColor.new("Really black"),1)
- magn(10,magnblock,7)
- game:GetService("Debris"):AddItem(magnblock, 0.1)
- end
- end
- until remainder <= 0
- while attack == true do
- sword.Transparency = 1
- wait()
- end
- sword.Transparency = 0.4
- sword.Anchored = false
- sword.Weld.Part0 = char.Torso
- sword.Weld.C0 = reweldc0
- block(sword.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- throwing = false
- end
- ))
- end
- magn = function(dam,par,dist)
- 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 - par.Position
- local mag = targ.magnitude
- if mag <= dist and c.Name ~= play.Name then
- hum.Health = hum.Health - dam * (hum.MaxHealth/100)
- mana = mana + dam/5
- if ult == true and equipcheck == false then
- mana = mana + dam/5
- end
- if ult == true and equipcheck == true then
- char.Humanoid.Health = char.Humanoid.Health + dam/5
- end
- end
- end
- end
- end
- end
- magna = function(dam,par,dist)
- 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 - par.Position
- local mag = targ.magnitude
- if mag <= dist then
- hum.Health = hum.Health - dam * (hum.MaxHealth/100)
- end
- end
- end
- end
- end
- local pasthp = 0
- part = function(wel,cancollid,size,shape,color,transp,mat,weldpart,c0,nam)
- if shape ~= "Wedge" then
- local q = Instance.new("Part", weapon)
- q.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- q.Shape = shape
- q.Size = size
- q.Transparency = transp
- q.BrickColor = color
- q.Material = mat
- q.FrontSurface = "Smooth"
- q.BackSurface = "Smooth"
- q.LeftSurface = "Smooth"
- q.RightSurface = "Smooth"
- q.BottomSurface = "Smooth"
- q.TopSurface = "Smooth"
- if cancollid == 1 then
- q.CanCollide = false
- end
- q.Name = nam
- if wel == 1 then
- local qw = Instance.new("Weld", q)
- qw.Part0 = weldpart
- qw.Part1 = q
- qw.C0 = c0
- end
- end
- if shape == "Wedge" then
- local q = Instance.new("WedgePart", weapon)
- q.Size = size
- q.Transparency = transp
- q.BrickColor = color
- q.Material = mat
- if cancollid == 1 then
- q.CanCollide = false
- end
- q.Name = nam
- local qw = Instance.new("Weld", q)
- qw.Part0 = weldpart
- qw.Part1 = q
- qw.C0 = c0
- end
- end
- attack1 = function()
- attack = true
- local kekke = 0
- for i = 0, 1, 0.1 do
- wait()
- kekke = kekke + 8
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(kekke+70)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 01)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- end
- for i = 0, 1, 0.1 do
- wait()
- magn(1.5,weapon.Handle2,4)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- end
- attack = false
- end
- attack2 = function()
- attack = true
- local kekke = 0
- for i = 0, 1, 0.1 do
- wait()
- kekke = kekke + 20
- magn(3,weapon.Handle,4)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-kekke+70)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)), 0.3)
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- end
- attack = false
- end
- swordattack3 = function()
- attack = true
- local kekke = 0
- for i = 0, 1, 0.1 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0)), 0.3)
- end
- weld11.Part0 = LeftArm
- weld21.Part0 = RightArm
- weld21.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5)
- weld11.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5)
- for i = 0, 1, 0.2 do
- wait()
- magn(1,sword11,4)
- magn(1,sword21,4)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(45)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(160), math.rad(-60), math.rad(45)), 0.6)
- end
- magn(7.5,sword21,4)
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(160), math.rad(60), math.rad(-45)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(-45)), 0.6)
- end
- magn(7.5,sword11,4)
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(180), math.rad(40), math.rad(-45)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(180), math.rad(-40), math.rad(45)), 0.6)
- end
- magn(7.5,sword11,4)
- magn(7.5,sword21,4)
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(45), math.rad(45)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(-45), math.rad(-45)), 0.6)
- end
- weld11.Part0 = char.Torso
- weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3)
- weld21.Part0 = char.Torso
- weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3)
- block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- attack = false
- end
- swordattack4 = function()
- attack = true
- local kekke = 0
- for i = 0, 1, 0.1 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- weld12.Part0 = LeftArm
- weld22.Part0 = RightArm
- weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5)
- weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5)
- for i = 0, 1, 0.2 do
- wait()
- magn(1,sword11,4)
- magn(1,sword21,4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(10)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0)), 0.3)
- end
- swordthrow(play:GetMouse(),sword22,0,0,sword22, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4))
- for i = 0, 1, 0.2 do
- wait()
- magn(1,sword11,4)
- magn(1,sword21,4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(10)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(-10)), 0.3)
- end
- swordthrow(play:GetMouse(),sword12,0,0,sword12, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4))
- for i = 0, 1, 0.2 do
- wait()
- magn(1,sword11,4)
- magn(1,sword21,4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(-10)), 0.3)
- end
- attack = false
- end
- swordattack5 = function()
- attack = true
- local kekke = 60
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(240), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(240), math.rad(0), math.rad(0)), 0.3)
- end
- weld1.Part0 = LeftArm
- weld2.Part0 = RightArm
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),0) * CFrame.new(0,-1,0)
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),0) * CFrame.new(0,-1,0)
- for i = 0, 1, 0.2 do
- wait()
- magn(1,sword11,4)
- magn(1,sword21,4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-kekke)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(kekke)), 0.3)
- end
- while kekke > -120 do
- wait()
- magn(1,sword1,2)
- magn(1,sword2,2)
- kekke = kekke - 7
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180+kekke*15),0) * CFrame.new(0,-1,0)
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180-kekke*15),0) * CFrame.new(0,-1,0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-kekke)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(kekke)), 0.3)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- attack = false
- weld1.Part0 = char.Torso
- weld2.Part0 = char.Torso
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4)
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4)
- block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- end
- swordattack6 = function()
- attack = true
- local sworda = Instance.new("Part", char)
- sworda.CanCollide = false
- sworda.Transparency = 1
- local aw = Instance.new("Weld", sworda)
- aw.Part0 = sworda
- aw.Part1 = char.HumanoidRootPart
- local kekke = 0
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- end
- sword1.Weld.Part0 = sworda
- sword2.Weld.Part0 = sworda
- sword11.Weld.Part0 = sworda
- sword21.Weld.Part0 = sworda
- sword12.Weld.Part0 = sworda
- sword22.Weld.Part0 = sworda
- sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4)
- sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4)
- sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4)
- sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4)
- sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4)
- sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4)
- block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- while kekke > -120 do
- wait()
- kekke = kekke - 3.5
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-3.5),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- for i = 0,1,0.1 do
- wait()
- magn(1,sword1,4)
- magn(1,sword2,4)
- magn(1,sword11,4)
- magn(1,sword21,4)
- magn(1,sword12,4)
- magn(1,sword22,4)
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(28),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- kekke = 28
- while kekke >= 0 do
- wait()
- kekke = kekke - 0.4
- magn(1*(kekke/28),sword1,4)
- magn(1*(kekke/28),sword2,4)
- magn(1*(kekke/28),sword11,4)
- magn(1*(kekke/28),sword21,4)
- magn(1*(kekke/28),sword12,4)
- magn(1*(kekke/28),sword22,4)
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(kekke),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- attack = false
- weld1.Part0 = char.Torso
- weld2.Part0 = char.Torso
- weld11.Part0 = char.Torso
- weld21.Part0 = char.Torso
- weld12.Part0 = char.Torso
- weld22.Part0 = char.Torso
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4)
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4)
- weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3)
- weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3)
- weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4)
- weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4)
- block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- sworda:Destroy()
- end
- swordult = function()
- attack = true
- local sworda = Instance.new("Part", char)
- sworda.CanCollide = false
- sworda.Transparency = 1
- local aw = Instance.new("Weld", sworda)
- aw.Part0 = sworda
- aw.Part1 = char.HumanoidRootPart
- local kekke = 0
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- end
- sword1.Weld.Part0 = sworda
- sword2.Weld.Part0 = sworda
- sword11.Weld.Part0 = sworda
- sword21.Weld.Part0 = sworda
- sword12.Weld.Part0 = sworda
- sword22.Weld.Part0 = sworda
- sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4)
- sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4)
- sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4)
- sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4)
- sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4)
- sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4)
- block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- while kekke > -135 do
- wait()
- kekke = kekke - 1
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-3.5),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-45-kekke)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.6)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- local spinneblock = Instance.new("Part", char)
- spinneblock.CanCollide = false
- spinneblock.Transparency = 1
- local spinneweld = Instance.new("Weld",spinneblock)
- spinneweld.Part0 = spinneblock
- spinneweld.Part1 = char.Torso
- local spinnemesh = Instance.new("SpecialMesh", spinneblock)
- spinnemesh.MeshType = "FileMesh"
- spinnemesh.MeshId = "http://www.roblox.com/asset/?id=1051557"
- spinnemesh.Scale = Vector3.new(4,6,4)
- spinneblock.BrickColor = char.Torso.BrickColor
- for i = 0,1,0.1 do
- wait()
- magn(1,sword1,4)
- magn(1,sword2,4)
- magn(1,sword11,4)
- magn(1,sword21,4)
- magn(1,sword12,4)
- magn(1,sword22,4)
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(28),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- kekke = 0
- char.Humanoid.AutoRotate = false
- char.Humanoid.WalkSpeed = 64
- for i = 0,1,0.005 do
- wait()
- spinneblock.Transparency = spinneblock.Transparency - 0.01
- kekke = kekke + 30
- magn(2,sword1,6)
- magn(2,sword2,6)
- magn(2,sword11,6)
- magn(2,sword21,6)
- magn(2,sword12,6)
- magn(2,sword22,6)
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(15),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-kekke)), .6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- attack = false
- char.Humanoid.AutoRotate = true
- weld1.Part0 = char.Torso
- weld2.Part0 = char.Torso
- weld11.Part0 = char.Torso
- weld21.Part0 = char.Torso
- weld12.Part0 = char.Torso
- weld22.Part0 = char.Torso
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4)
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4)
- weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3)
- weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3)
- weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4)
- weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4)
- sworda:Destroy()
- spinneblock:Destroy()
- ult = false
- weapon.Handle2.Weld.Part0 = RightArm
- sword1.Transparency = 1
- sword2.Transparency = 1
- sword11.Transparency = 1
- sword21.Transparency = 1
- sword12.Transparency = 1
- sword22.Transparency = 1
- char.Humanoid.Health = 1
- mana = mana - 400
- end
- swordspin = function()
- attack = true
- local thrown = false
- local side = false
- local sworda = Instance.new("Part", char)
- sworda.CanCollide = false
- sworda.Transparency = 1
- local aw = Instance.new("Weld", sworda)
- aw.Part0 = sworda
- aw.Part1 = char.HumanoidRootPart
- local kekke = 0
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- end
- sword1.Weld.Part0 = sworda
- sword2.Weld.Part0 = sworda
- sword11.Weld.Part0 = sworda
- sword21.Weld.Part0 = sworda
- sword12.Weld.Part0 = sworda
- sword22.Weld.Part0 = sworda
- sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4)
- sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4)
- sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4)
- sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4)
- sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4)
- sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4)
- while kekke > -120 do
- wait()
- kekke = kekke - 3.5
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-3.5),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3)
- --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2)
- end
- coroutine.resume(coroutine.create(function()
- swordthrow(play:GetMouse(),sword22,0,0,sword22, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4) )
- side = true
- wait(.42)
- swordthrow(play:GetMouse(),sword1,0,0,sword1, CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) )
- side = false
- wait(.42)
- swordthrow(play:GetMouse(),sword2,0,0,sword2, CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) )
- side = true
- wait(.42)
- swordthrow(play:GetMouse(),sword11,0,0,sword11, CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) )
- side = false
- wait(.42)
- swordthrow(play:GetMouse(),sword21,0,0,sword21, CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) )
- side = true
- wait(.42)
- swordthrow(play:GetMouse(),sword12,0,0,sword12, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4) )
- side = false
- wait(.42)
- thrown = true
- end))
- while thrown == false do
- wait()
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(28),0)
- if side == true then
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), .6)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .6)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), .6)
- else
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .6)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), .6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .6)
- end
- end
- attack = false
- sworda:Destroy()
- end
- swordcombo = function()
- attack = true
- local thrown = false
- local side = false
- local sworda = Instance.new("Part", char)
- sworda.CanCollide = false
- sworda.Transparency = 1
- local aw = Instance.new("Weld", sworda)
- aw.Part0 = sworda
- aw.Part1 = char.HumanoidRootPart
- local kekke = 0
- for i = 0, 1, 0.2 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-60)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.3)
- end
- sword1.Weld.Part0 = sworda
- sword2.Weld.Part0 = sworda
- sword11.Weld.Part0 = sworda
- sword21.Weld.Part0 = sworda
- sword12.Weld.Part0 = sworda
- sword22.Weld.Part0 = sworda
- sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(90)) * CFrame.new(0,0,4)
- sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(90)) * CFrame.new(0,0,4)
- sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(90)) * CFrame.new(0,0,4)
- sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(90)) * CFrame.new(0,0,4)
- sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(90)) * CFrame.new(0,0,4)
- sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(90)) * CFrame.new(0,0,4)
- while kekke > -180 do
- wait()
- kekke = kekke - 4
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-4),0)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-kekke/2)), 0.3)
- sword1.Weld.C0 = clerp(sword1.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1)
- sword2.Weld.C0 = clerp(sword2.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1)
- sword11.Weld.C0 = clerp(sword11.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1)
- sword21.Weld.C0 = clerp(sword21.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1)
- sword12.Weld.C0 = clerp(sword12.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1)
- sword22.Weld.C0 = clerp(sword22.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(kekke/2)), 0.3)
- end
- coroutine.resume(coroutine.create(function()
- end))
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-20),0)
- block(sword2.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Institutional white"),3)
- block(sword12.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Really black"),3)
- block(sword11.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Institutional white"),3)
- block(sword22.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Really black"),3)
- block(sword1.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Institutional white"),3)
- block(sword21.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Really black"),3)
- attack = false
- weld1.Part0 = char.Torso
- weld2.Part0 = char.Torso
- weld11.Part0 = char.Torso
- weld21.Part0 = char.Torso
- weld12.Part0 = char.Torso
- weld22.Part0 = char.Torso
- weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4)
- weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4)
- weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3)
- weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3)
- weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4)
- weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4)
- block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2)
- sworda:Destroy()
- end
- attack3 = function()
- attack = true
- for i = 0, 1, 0.1 do
- wait()
- magn(2,LeftArm,2)
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(1,1,1),Vector3.new(.1,.1,.1),.1,char.Torso.BrickColor,1)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), 1)
- end
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1)
- for i = 0, 1, 0.1 do
- wait()
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(1.5,1.5,1.5),Vector3.new(.1,.1,.1),.2,char.Torso.BrickColor,1)
- magn(2,LeftArm,2)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .3)
- end
- attack = false
- end
- attack4 = function()
- attack = true
- for i = 0, 1, 0.1 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 1)
- end
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1)
- shoottrail(weapon.ST,LeftArm,0,1)
- for i = 0, 1, 0.1 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 1)
- end
- attack = false
- end
- magicattack3 = function()
- attack = true
- local kekke = 0
- local shotsfired = 0
- for i = 0, 1, 0.1 do
- wait()
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Institutional white"),1)
- magn(0.3,LeftArm,6)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), 1)
- end
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,BrickColor.new("Institutional white"),1)
- magn(10,LeftArm,5)
- local a4 = Instance.new("Part", char)
- a4.Anchored = true
- a4.CanCollide = false
- a4.Transparency = 1
- a4.Size = Vector3.new(1,1,1)
- a4.CFrame = LeftArm.CFrame * CFrame.new(0,-1,0)
- coroutine.resume(coroutine.create(function()
- while shotsfired < 5 do
- kekke = kekke + 1
- block(a4.CFrame,Vector3.new(3*(1-shotsfired/5),3*(1-shotsfired/5),3*(1-shotsfired/5)),Vector3.new(.1,.1,.1),.2,BrickColor.new("Institutional white"),1)
- if kekke >= 15 then
- kekke = 0
- block(a4.CFrame,Vector3.new(10,10,10),Vector3.new(-1,-1,-1),.2,BrickColor.new("Really black"),1)
- magn(5,a4,5)
- shotsfired = shotsfired + 1
- end
- wait()
- end
- a4:Destroy()
- end))
- for i = 0, 1, 0.1 do
- wait()
- block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Really black"),1)
- magn(1,LeftArm,6)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .3)
- end
- attack = false
- end
- magicattack4 = function()
- attack = true
- local kekke = 0
- local shotsfired = 0
- for i = 0, 1, 0.1 do
- wait()
- block(RightArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Really black"),1)
- magn(0.3,RightArm,6)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 1)
- end
- block(RightArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,BrickColor.new("Really black"),1)
- magn(10,RightArm,5)
- local a4 = Instance.new("Part", char)
- a4.Anchored = true
- a4.CanCollide = false
- a4.Transparency = 1
- a4.Size = Vector3.new(1,1,1)
- a4.CFrame = RightArm.CFrame * CFrame.new(0,-1,0)
- coroutine.resume(coroutine.create(function()
- while shotsfired < 5 do
- kekke = kekke + 1
- block(a4.CFrame,Vector3.new(3*(1-shotsfired/5),3*(1-shotsfired/5),3*(1-shotsfired/5)),Vector3.new(.1,.1,.1),.2,BrickColor.new("Really black"),1)
- if kekke >= 15 then
- kekke = 0
- shoottrail2(play:GetMouse(),a4,0,0)
- shotsfired = shotsfired + 1
- end
- wait()
- end
- a4:Destroy()
- end))
- for i = 0, 1, 0.1 do
- wait()
- block(RightArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Institutional white"),1)
- magn(1,RightArm,6)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3)
- end
- attack = false
- end
- shieldbash = function()
- attack = true
- local kekke = 0
- for i = 0, 1, 0.1 do
- wait()
- kekke = kekke + 8
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 01)
- if equipped == true then
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)), 0.3)
- end
- if equipped == false then
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- end
- char.Humanoid.Jump = true
- for i = 0, 1, 0.1 do
- wait()
- char.Torso.Velocity = char.HumanoidRootPart.CFrame.lookVector * 150
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(1,1,1),Vector3.new(.5,.5,.5),.04,char.Torso.BrickColor,1)
- magn(3,char.Torso,5)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),char.Torso.BrickColor,Vector3.new(2.5,2.5,2.5),Vector3.new(0.5,0,.5),0.04,2)
- end
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(15,15,15),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1)
- magn(10,char.Torso,15)
- for i = 0, 1, 0.1 do
- wait()
- magn(1.5,weapon.Handle2,4)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
- end
- attack = false
- end
- teleportback = function()
- attack = true
- parry = false
- char.Humanoid.WalkSpeed = 4
- local kekke = 0
- while parry == false do
- wait()
- kekke = kekke + 8
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 0.3)
- end
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(15,15,15),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1)
- magn(20,char.Torso,15)
- char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,15)
- char.Humanoid.WalkSpeed = 16
- attack = false
- end
- supershieldbash = function()
- attack = true
- local kekke = 0
- for i = 0, 1, 0.1 do
- wait()
- kekke = kekke + 8
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 01)
- if equipped == true then
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)), 0.3)
- end
- if equipped == false then
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- end
- char.Humanoid.Jump = true
- for i = 0, 1, 0.05 do
- wait()
- char.Torso.Velocity = char.HumanoidRootPart.CFrame.lookVector * 150
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Institutional white"),1)
- magn(3,char.Torso,10)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Really black"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1)
- end
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(30,30,30),Vector3.new(1,1,1),.1,BrickColor.new("Really black"),1)
- magn(10,char.Torso,30)
- for i = 0, 1, 0.1 do
- wait()
- magn(1.5,weapon.Handle2,4)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
- end
- attack = false
- end
- superteleportback = function()
- attack = true
- parry = false
- char.Humanoid.WalkSpeed = 4
- local kekke = 0
- while parry == false do
- wait()
- kekke = kekke + 8
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 0.3)
- end
- char.Humanoid.AutoRotate = false
- for i = 0,2 do
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Really black"),1)
- magn(3,char.Torso,10)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Institutional white"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1)
- char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,15)
- end
- wait(.3)
- for i = 0,5 do
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Institutional white"),1)
- magn(3,char.Torso,10)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Really black"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1)
- char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,-15)
- end
- wait(.3)
- for i = 0,8 do
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Really black"),1)
- magn(3,char.Torso,10)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Institutional white"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1)
- char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,15)
- end
- wait(.3)
- for i = 0,8 do
- block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Institutional white"),1)
- magn(3,char.Torso,10)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Really black"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1)
- char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,-15)
- end
- char.Humanoid.WalkSpeed = 16
- attack = false
- char.Humanoid.AutoRotate = true
- end
- local equip = function()
- attack = true
- for i = 0, 1, 0.1 do
- wait()
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.2 - 0.1 * math.cos((sine) / 15), -1) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)), 0.3)
- end
- if equipped == true then
- char.Humanoid.WalkSpeed = 32
- equipped = false
- weapon.Handle.Weld.Part0 = weapon.Handle2
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -.1, 2.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- elseif equipped == false then
- equipped = true
- char.Humanoid.WalkSpeed = 16
- weapon.Handle.Weld.Part0 = LeftArm
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- end
- attack = false
- end
- comboattack = function()
- attack = true
- local kekke = 0
- while kekke < 1440 do
- wait()
- kekke = kekke + 40
- magn(4,weapon.Handle,4)
- block(LeftArm.CFrame*CFrame.new(0,-2,0),Vector3.new(1,1,4),Vector3.new(0,0,1),.1,char.Torso.BrickColor,1)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-kekke)), 1)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-90)), 1)
- end
- attack = false
- end
- orbs = function()
- local kekke = 0
- local shot1 = 1
- local a = Instance.new("Part", char)
- a.CanCollide = false
- a.Transparency = 1
- a.Size = Vector3.new(1,1,1)
- local aw = Instance.new("Weld", a)
- aw.Part0 = a
- aw.Part1 = char.HumanoidRootPart
- if ult == true and equipcheck == false then
- aw.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(-18))
- end
- local a2 = Instance.new("Part", char)
- a2.Anchored = true
- a2.CanCollide = false
- a2.Transparency = 1
- a2.Size = Vector3.new(1,1,1)
- local a3 = Instance.new("Part", char)
- a3.Anchored = true
- a3.CanCollide = false
- a3.Transparency = 1
- a3.Size = Vector3.new(1,1,1)
- local a4 = Instance.new("Part", char)
- a4.Anchored = true
- a4.CanCollide = false
- a4.Transparency = 1
- a4.Size = Vector3.new(1,1,1)
- while mana >= 1 and orb == true do
- wait()
- kekke = kekke + 1
- if ult == false then
- magn(.3,a2,4)
- block(a2.CFrame,Vector3.new(1,1,1),Vector3.new(-.2,-.2,-.2),.1,char.Torso.BrickColor,1)
- magn(.3,a3,4)
- block(a3.CFrame,Vector3.new(1,1,1),Vector3.new(-.2,-.2,-.2),.1,char.Torso.BrickColor,1)
- magn(.3,a4,4)
- block(a4.CFrame,Vector3.new(1,1,1),Vector3.new(-.2,-.2,-.2),.1,char.Torso.BrickColor,1)
- mana = mana - 0.3
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(6),0)
- a2.CFrame = a.CFrame * CFrame.new(2,0,-4)
- a3.CFrame = a.CFrame * CFrame.new(2,0,4)
- a4.CFrame = a.CFrame * CFrame.new(-4,0,0)
- else
- if kekke >= 20 and equipcheck == false then
- kekke = 0
- if shot1 == 1 then
- shot1 = 2
- shoottrail2(play:GetMouse(),a4,0,1)
- elseif shot1 == 2 then
- shot1 = 3
- shoottrail2(play:GetMouse(),a2,0,1)
- elseif shot1 == 3 then
- shot1 = 1
- shoottrail2(play:GetMouse(),a3,0,1)
- end
- end
- magn(.4,a2,6)
- block(a2.CFrame,Vector3.new(1.5,1.5,1.5),Vector3.new(-.2,-.2,-.2),.1,BrickColor.new("Really black"),1)
- magn(.4,a3,6)
- block(a3.CFrame,Vector3.new(1.5,1.5,1.5),Vector3.new(-.2,-.2,-.2),.1,BrickColor.new("Really black"),1)
- magn(.4,a4,6)
- block(a4.CFrame,Vector3.new(1.5,1.5,1.5),Vector3.new(-.2,-.2,-.2),.1,BrickColor.new("Really black"),1)
- mana = mana - .6
- if equipcheck == false then
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,0,math.rad(6))
- a2.CFrame = a.CFrame * CFrame.new(2,-4,0)
- a3.CFrame = a.CFrame * CFrame.new(2,4,0)
- a4.CFrame = a.CFrame * CFrame.new(-4,0,0)
- else
- aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(6),0)
- a2.CFrame = a.CFrame * CFrame.new(2,0,-4)
- a3.CFrame = a.CFrame * CFrame.new(2,0,4)
- a4.CFrame = a.CFrame * CFrame.new(-4,0,0)
- end
- end
- end
- a:Destroy()
- a2:Destroy()
- a3:Destroy()
- a4:Destroy()
- end
- local magictransform = function()
- attack = true
- char.Humanoid.WalkSpeed = 0
- char.Humanoid.JumpPower = 0
- local kekke = 0
- local kekke1 = 0
- local kekke2 = 0
- local kekke3 = 0
- local coold = 1
- for i = 0,1,0.01 do
- wait()
- magn(0.5,char.Torso,10)
- kekke = kekke + 0.1
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(-1,-1,-1),.2,BrickColor.new("Really black"),1)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,1,1),Vector3.new(1,0,0),.05,BrickColor.new("Institutional white"),1)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, kekke - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- end
- coroutine.resume(coroutine.create(function()
- while attack == true do
- kekke1 = math.random(0,180)
- kekke2 = math.random(0,180)
- kekke3 = math.random(0,180)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(kekke3)),BrickColor.new("Institutional white"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.1,2)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(180+kekke3)),BrickColor.new("Really black"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.1,2)
- magn(0.5,char.Torso,20)
- wait(coold)
- end
- end))
- for i = 0,1,0.01 do
- wait()
- coold = coold - 0.01
- print(coold)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Really black"),1)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Institutional white"),1)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, kekke - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(40)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(-40)), 0.3)
- end
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Really black"),1)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Institutional white"),1)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.01,2)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.01,2)
- attack = false
- char.Humanoid.WalkSpeed = 16
- char.Humanoid.JumpPower = 50
- end
- local magicult = function()
- attack = true
- char.Humanoid.WalkSpeed = 0
- char.Humanoid.JumpPower = 0
- local kekke = 0
- local coold = 1
- coroutine.resume(coroutine.create(function()
- while kekke == 0 do
- block(RightArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(.33,.33,.33),Vector3.new(2,2,2),Vector3.new(.5,.5,.5),.025,BrickColor.new("Really black"),1)
- block(LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(.33,.33,.33),Vector3.new(2,2,2),Vector3.new(0.5,0.5,0.5),.025,BrickColor.new("Institutional white"),1)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(0)),BrickColor.new("Institutional white"),Vector3.new(10,10,10),Vector3.new(-.2,-.2,-.2),0.1,2)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(180)),BrickColor.new("Really black"),Vector3.new(10,10,10),Vector3.new(-.2,-.2,-.2),0.1,2)
- magn(0.5,char.Torso,20)
- wait(coold)
- end
- kekke = 0
- end))
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- for i = 0,1,0.012 do
- wait()
- coold = coold
- print(coold)
- magn(0.5,char.Torso,10)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-60)), 0.05)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.05)
- end
- kekke = 1
- for i = 0,1,0.01 do
- wait()
- kekke = kekke + 0.1
- block(RightArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Really black"),1)
- block(LeftArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Institutional white"),1)
- end
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(110,50000,110),Vector3.new(30,-1,30),0.05,2)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(110,50000,110),Vector3.new(30,-1,30),0.05,2)
- wait(2)
- kekke = 100
- magn(90,char.Torso,100)
- for i = 0,1,0.05 do
- wait()
- kekke = kekke + 0.1
- block(RightArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Really black"),1)
- block(LeftArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Institutional white"),1)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(110,-90,110),Vector3.new(0,0,0),0.01,1)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(110,-90,110),Vector3.new(0,0,0),0.01,1)
- end
- attack = false
- char.Humanoid.Health = 1
- ult = false
- weapon.Handle2.Weld.Part0 = RightArm
- mana = mana - 400
- char.Humanoid.WalkSpeed = 24
- char.Humanoid.JumpPower = 50
- end
- local swordtransform = function()
- attack = true
- char.Humanoid.WalkSpeed = 0
- char.Humanoid.JumpPower = 0
- local kekke = 0
- local kekke1 = 0
- local kekke2 = 0
- local kekke3 = 0
- local coold = 1
- for i = 0,1,0.01 do
- wait()
- magn(0.5,char.Torso,10)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(-1,-1,-1),.2,BrickColor.new("Really black"),1)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,1,1),Vector3.new(1,0,0),.05,BrickColor.new("Institutional white"),1)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- end
- --[[coroutine.resume(coroutine.create(function()
- while attack == true do
- kekke1 = math.random(0,180)
- kekke2 = math.random(0,180)
- kekke3 = math.random(0,180)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(kekke3)),BrickColor.new("Institutional white"),Vector3.new(5,10,5),Vector3.new(-.5,1,-.5),0.1,1)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(180+kekke3)),BrickColor.new("Really black"),Vector3.new(5,10,5),Vector3.new(-.5,1,-.5),0.1,1)
- magn(0.5,char.Torso,20)
- wait(coold)
- end
- end))]]
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Really black"),1)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Institutional white"),1)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(210,-190,210),Vector3.new(-2,1,-2),0.01,2)
- wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(210,-190,210),Vector3.new(-2,1,-2),0.01,2)
- for i = 0,1,0.01 do
- wait()
- coold = coold - 0.01
- print(coold)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Really black"),1)
- block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Institutional white"),1)
- kekke = kekke + 0.5
- block(char.Torso.CFrame*CFrame.new(math.random(-kekke,kekke),0,math.random(-kekke,kekke)),Vector3.new(1,1,1),Vector3.new(0,kekke/2,0),.2,BrickColor.new("Institutional white"),2)
- block(char.Torso.CFrame*CFrame.new(math.random(-kekke,kekke),0,math.random(-kekke,kekke)),Vector3.new(1,1,1),Vector3.new(0,kekke/2,0),.2,BrickColor.new("Really black"),2)
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(40)), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(-40)), 0.3)
- end
- attack = false
- sword1.Transparency = 0.4
- sword2.Transparency = 0.4
- sword11.Transparency = 0.4
- sword21.Transparency = 0.4
- sword12.Transparency = 0.4
- sword22.Transparency = 0.4
- char.Humanoid.WalkSpeed = 24
- char.Humanoid.JumpPower = 50
- end
- local ultimate = function()
- ult = true
- weapon.Handle.Weld.Part0 = weapon.Handle2
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -.1, 2.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- weapon.Handle2.Weld.Part0 = char.Torso
- weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(0, 0, .8) * CFrame.Angles(math.rad(90), math.rad(180), math.rad(0)), 1)
- if equipped == false then
- equipcheck = false
- magictransform()
- elseif equipped == true then
- equipcheck = true
- equipped = false
- char.Humanoid.MaxHealth = 200
- swordtransform()
- char.Humanoid.Health = 200
- sword1.Transparency = 0.4
- sword2.Transparency = 0.4
- sword11.Transparency = 0.4
- sword21.Transparency = 0.4
- sword12.Transparency = 0.4
- sword22.Transparency = 0.4
- end
- while ult == true do
- if Anim == "Walk" then
- weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(0, 0, .8) * CFrame.Angles(math.rad(100), math.rad(180), math.rad(0)), .3)
- else
- weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(0, 0, .8) * CFrame.Angles(math.rad(90), math.rad(180), math.rad(0)), .3)
- end
- wait()
- end
- end
- play:GetMouse().Button1Down:connect(function()
- if attack == false and throwing == false then
- if combo == 1 and attack == false and throwing == false and equipped == true then
- attack1()
- combo = 2
- elseif combo == 2 and attack == false and throwing == false and equipped == true then
- attack2()
- combo = 1
- elseif combo == 1 and attack == false and throwing == false and equipped == false and mana >= 15 then
- mana = mana - 15
- if ult == false then
- attack3()
- else
- if equipcheck == false then
- magicattack3()
- else
- mana = mana + 15
- swordattack3()
- end
- end
- combo = 2
- elseif combo == 2 and attack == false and throwing == false and equipped == false and mana >= 20 and throwing == false then
- mana = mana - 20
- if ult == false then
- attack4()
- combo = 1
- else
- if equipcheck == false then
- magicattack4()
- combo = 1
- else
- mana = mana + 20
- swordattack4()
- combo = 3
- end
- end
- elseif combo == 3 and attack == false and throwing == false and equipped == false and equipcheck == true and mana >= 10 then
- mana = mana + 0
- swordattack5()
- combo = 4
- elseif combo == 4 and attack == false and throwing == false and equipped == false and equipcheck == true and mana >= 10 then
- mana = mana + 0
- swordattack6()
- combo = 1
- end
- end
- end)
- play:GetMouse().Button1Up:connect(function()
- if charging == true then
- charging = false
- end
- end)
- play:GetMouse().KeyDown:connect(function(k)
- k = k:lower()
- if k == "z" and attack == false and throwing == false and mana >= 25 then
- if ult == false then
- mana = mana - 25
- shieldbash()
- end
- if ult == true then
- if equipcheck == false then
- mana = mana - 25
- supershieldbash()
- else
- swordspin()
- mana = mana - 25
- end
- end
- elseif k == "e" and attack == false and throwing == false then
- ult = false
- sword1.Transparency = 1
- sword2.Transparency = 1
- sword11.Transparency = 1
- sword21.Transparency = 1
- sword12.Transparency = 1
- sword22.Transparency = 1
- char.Humanoid.MaxHealth = 100
- if combo >= 3 then
- combo = 1
- end
- weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(.5, 0.05, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-90)), 1)
- weapon.Handle2.Weld.Part0 = RightArm
- equip()
- elseif k == "x" and attack == false and throwing == false and mana >= 35 then
- if ult == false then
- mana = mana - 35
- if equipped == true then
- comboattack()
- elseif equipped == false then
- teleportback()
- end
- else
- if equipcheck == false then
- superteleportback()
- else
- swordcombo()
- end
- end
- elseif k == "x" and attack == true and parry == false and mana >= 15 then
- mana = mana - 15
- char.Humanoid.Health = char.Humanoid.Health - 10
- elseif k == "c" and attack == false and throwing == false and mana >= 20 and orb == false then
- orb = true
- orbs()
- elseif k == "c" and orb == true then
- orb = false
- elseif k == "h" and attack == false and throwing == false and mana >= 200 then
- if ult == false then
- ultimate()
- else
- if mana >= 400 then
- if equipcheck == false then
- magicult()
- else
- swordult()
- equip()
- end
- end
- end
- end
- end)
- local keke = 0
- coroutine.resume(coroutine.create(function()
- while true do
- pasthp = char.Humanoid.Health
- wait(.5)
- if char.Humanoid.Health < pasthp then
- parry = true
- if equipped == true then
- char.Humanoid.Health = char.Humanoid.Health + (pasthp-char.Humanoid.Health)/2
- mana = mana + (pasthp-char.Humanoid.Health)*2
- CreateSound("rbxassetid://10209583",weapon.Handle2,.1,1)
- print("Blocked!")
- end
- if ult == true and equipcheck == false and mana >= (pasthp-char.Humanoid.Health)*2 then
- mana = mana - (pasthp-char.Humanoid.Health)*2
- block(char.Torso.CFrame,Vector3.new((1*(pasthp-char.Humanoid.Health)/5),(1*(pasthp-char.Humanoid.Health)/5),(1*(pasthp-char.Humanoid.Health)/5)),Vector3.new(0.5,.5,.5),0.1,char.Torso.BrickColor,1)
- char.Humanoid.Health = pasthp
- end
- end
- end
- end))
- coroutine.resume(coroutine.create(function()
- while true do
- mana = mana + 1
- if ult == true and equipcheck == false then
- mana = mana + 4
- end
- if mana >= 400 then
- mana = 400
- end
- wait(.5)
- end
- end))
- coroutine.resume(coroutine.create(function()
- while true do
- keke = keke + 1
- if keke > 10 then
- keke = 0
- end
- if asdrot <= 360 then
- asdrot = asdrot + 2
- else
- asdrot = 0
- end
- manabar:TweenSize(UDim2.new(1 * (mana /400), 0, 1, 0), "Out", "Quad", 0.5)
- if sit == true then
- mana = mana + .33
- end
- if ult == true and equipcheck == false then
- block(LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(0,0.333,0),Vector3.new(1,1,1),Vector3.new(0.1,0.1,0.1),0.2,BrickColor.new("Institutional white"),1)
- block(RightArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(0,0.333,0),Vector3.new(1,1,1),Vector3.new(0.1,0.1,0.1),0.2,BrickColor.new("Really black"),1)
- end
- if riding == true and attack == false and debounce2 == false then
- coroutine.resume(coroutine.create(function()
- debounce2 = true
- magn(3,6,model.spinneblock,5)
- wait(0.2)
- debounce2 = false
- end))
- end
- sine = sine + change
- torsovel = (char.HumanoidRootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- if sit == false then
- if char.HumanoidRootPart.Velocity.Y > 1 then
- Anim = "Jump"
- if attack == false and sit == false then
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -.5 + 0.1 * math.cos((sine) / 20), -0.4) * RHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-40)), 0.3)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -.5 + 0.1 * math.cos((sine) / 20), -0.4) * LHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(40)), 0.3)
- end
- elseif torsovel < 1 then
- Anim = "Idle"
- change = 1
- if attack == false and sit == false then
- if equipped == true then
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(70)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- end
- if equipped == false then
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- if ult == false then
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.3)
- else
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- if ult == false then
- weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(.5, .05, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-90)), 0.3)
- end
- end
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1 + 0.1 * math.cos((sine) / 20), 0) * RHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 + 0.1 * math.cos((sine) / 20), 0.1) * LHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- elseif 2 < torsovel then
- Anim = "Walk"
- if attack == false and sit == false then
- if equipped == true then
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(70)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
- weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1)
- end
- if equipped == false then
- char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.3)
- char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(-20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)), 0.3)
- end
- if ult == false then
- weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(.5, 0.05, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-90)), 0.3)
- end
- end
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1 + 0.1 * math.cos((sine) / 20), 0) * RHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0 - 50 * math.cos((sine) / 3))), 0.3)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 + 0.1 * math.cos((sine) / 20), 0.1) * LHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0 - 50 * math.cos((sine) / 3))), 0.3)
- end
- end
- wait()
- end
- end))
- while true do
- wait()
- end
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