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- --[[
- Script shared by eletronix ]]
- Player = game:GetService("Players").LocalPlayer
- local unlocks = Instance.new("StringValue")
- unlocks.Name = "Unlocks"
- unlocks.Parent = Player
- unlocks.Value = "Yumigari Ammo+"
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- ModelName = "Weapon"
- attack = false
- attacktype = 1
- Hitdeb = 0
- Neck = Torso.Neck
- local neckcf0 = Neck.C0
- ----------------------------
- --Customize
- Ammo = 200
- if (string.match(Player.Unlocks.Value,"Yumigari Ammo+") ~= nil) then
- MaxAmmo = 45
- else
- MaxAmmo = 45
- end
- mindamage = 100
- maxdamage = 10000
- crtmaxdamage = 999999
- omindamage = mindamage
- omaxdamage = maxdamage
- ocrtmaxdamage = crtmaxdamage
- crtrate = 100/5
- --100%/critpercentage
- oblkbrkr = 0
- blockbreaker = oblkbrkr
- spread = 1.5
- spread = spread*100
- Ammoregen = 1
- if (string.match(Player.Unlocks.Value,"Yumigari Range+") ~= nil) then
- range = 45000
- else
- range = 45000
- end
- rangepower = 20
- CurrentArrow = "Normal"
- handlecolor = BrickColor.new("Smoky grey")
- bcolor = BrickColor.new("Bright red")
- gemcolor = BrickColor.new("Smoky grey")
- arrowtrail = BrickColor.new("White")
- ToolName = "Yumigari"
- ---------------------------------------------------------------------------------------------------------------------------------------
- if Character:findFirstChild("EquippedVal",true) ~= nil then
- Character:findFirstChild("EquippedVal",true).Parent = nil
- end
- ev = Instance.new("BoolValue",Character)
- ev.Name = "EquippedVal"
- ev.Value = false
- if Character:findFirstChild("Block",true) ~= nil then
- Character:findFirstChild("Block",true).Parent = nil
- end
- --player
- player = nil
- --welds
- RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld")
- --what anim
- anim = "none"
- --other var
- player = Player
- ch = Character
- --save shoulders
- AoETrue = {}
- RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
- function RWFunc()
- RW.Part1 = ch["Right Arm"]
- RSH.Part1 = nil
- end
- function LWFunc()
- LW.Part1 = ch["Left Arm"]
- LSH.Part1 = nil
- end
- function RWLFunc()
- RWL.Part1 = ch["Right Leg"]
- RHL.Part1 = nil
- ch["Right Leg"].Name = "RightLeg"
- RightLeg.CanCollide = false
- end
- function LWLFunc()
- LWL.Part1 = ch["Left Leg"]
- LHL.Part1 = nil
- ch["Left Leg"].Name = "LeftLeg"
- LeftLeg.CanCollide = true
- end
- function RWLRem()
- RightLeg.Name = "Right Leg"
- RWL.Part1 = nil
- RHL.Part1 = ch["Right Leg"]
- RightLeg.CanCollide = false
- end
- function LWLRem()
- LeftLeg.Name = "Left Leg"
- LWL.Part1 = nil
- LHL.Part1 = ch["Left Leg"]
- LeftLeg.CanCollide = false
- end
- function RWRem()
- RW.Part1 = nil
- RSH.Part1 = ch["Right Arm"]
- end
- function LWRem()
- LW.Part1 = nil
- LSH.Part1 = ch["Left Arm"]
- end
- if Character:findFirstChild(ModelName,true) ~= nil then
- Character:findFirstChild(ModelName,true).Parent = nil
- RHL.Part1 = ch["Right Leg"]
- LHL.Part1 = ch["Left Leg"]
- RSH.Part1 = ch["Right Arm"]
- LSH.Part1 = ch["Left Arm"]
- end
- local swordholder = Instance.new("Model")
- swordholder.Name = ModelName
- swordholder.Parent = Character
- --derp
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.Parent = swordholder
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Parent = swordholder
- --
- RWL.Part0 = ch.Torso
- RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- RWL.Parent = swordholder
- --
- LWL.Part0 = ch.Torso
- LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- LWL.Parent = swordholder
- local msh1 = Instance.new("CylinderMesh")
- msh1.Scale = Vector3.new(1,1,1)
- local msh2 = Instance.new("CylinderMesh")
- msh2.Scale = Vector3.new(1,1,1)
- local msh3 = Instance.new("CylinderMesh")
- msh3.Scale = Vector3.new(1,1,1)
- local msh4 = Instance.new("BlockMesh")
- msh4.Scale = Vector3.new(2.5,1.2,1.2)
- local msh5 = Instance.new("BlockMesh")
- msh5.Scale = Vector3.new(2.5,1.2,1.2)
- local msh6 = Instance.new("BlockMesh")
- msh6.Scale = Vector3.new(1,1,1)
- local msh7 = Instance.new("BlockMesh")
- msh7.Scale = Vector3.new(1,1,1)
- local msh8 = Instance.new("SpecialMesh")
- msh8.MeshId = "http://www.roblox.com/asset/?id=3270017"
- msh8.Scale = Vector3.new(1,1,30)
- local msh9 = Instance.new("BlockMesh")
- local torsc = false
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- torsc = true
- end
- end
- end
- if torsc then
- msh9 = Instance.new("SpecialMesh")
- msh9.MeshId = "http://www.roblox.com/asset/?id=3270017"
- msh9.Scale = Vector3.new(2.01,1,1.01)
- else
- msh9 = Instance.new("BlockMesh")
- msh9.Scale = Vector3.new(2.01,0.1,1.01)
- end
- local msh10 = Instance.new("CylinderMesh")
- msh10.Scale = Vector3.new(1,1,1)
- local prt1 = Instance.new("Part")
- prt1.formFactor = 3
- prt1.CanCollide = false
- prt1.Name = "Handle"
- prt1.Locked = true
- prt1.Size = Vector3.new(0.3,3,0.3)
- prt1.Parent = swordholder
- msh1.Parent = prt1
- prt1.BrickColor = handlecolor
- local prt2 = Instance.new("Part")
- prt2.formFactor = 3
- prt2.CanCollide = false
- prt2.Name = "Handle2"
- prt2.Locked = true
- prt2.Size = Vector3.new(0.3,1,0.3)
- prt2.Parent = swordholder
- msh2.Parent = prt2
- prt2.BrickColor = handlecolor
- local prt3 = Instance.new("Part")
- prt3.formFactor = 3
- prt3.CanCollide = false
- prt3.Name = "Handle3"
- prt3.Locked = true
- prt3.Size = Vector3.new(0.3,1,0.3)
- prt3.Parent = swordholder
- msh3.Parent = prt3
- prt3.BrickColor = handlecolor
- local prt4 = Instance.new("Part")
- prt4.formFactor = 3
- prt4.CanCollide = false
- prt4.Name = "Handle4"
- prt4.Locked = true
- prt4.Size = Vector3.new(0.3,2,0.3)
- prt4.Parent = swordholder
- msh4.Parent = prt4
- prt4.BrickColor = bcolor
- local prt5 = Instance.new("Part")
- prt5.formFactor = 3
- prt5.CanCollide = false
- prt5.Name = "Handle5"
- prt5.Locked = true
- prt5.Size = Vector3.new(0.3,2,0.3)
- prt5.Parent = swordholder
- msh5.Parent = prt5
- prt5.BrickColor = bcolor
- local prt6 = Instance.new("Part")
- prt6.formFactor = 3
- prt6.CanCollide = false
- prt6.Name = "Handle6"
- prt6.Locked = true
- prt6.Size = Vector3.new(1,2,0.3)
- prt6.Parent = swordholder
- msh6.Parent = prt6
- prt6.BrickColor = bcolor
- local prt7 = Instance.new("Part")
- prt7.formFactor = 3
- prt7.CanCollide = false
- prt7.Name = "Handle7"
- prt7.Locked = true
- prt7.Size = Vector3.new(1,2,0.3)
- prt7.Parent = swordholder
- msh7.Parent = prt7
- prt7.BrickColor = bcolor
- local prt8 = Instance.new("Part")
- prt8.formFactor = 3
- prt8.CanCollide = false
- prt8.Name = "Quiver"
- prt8.Locked = true
- prt8.Size = Vector3.new(1.25,2.25,1.25)
- prt8.Parent = swordholder
- msh8.Parent = prt8
- prt8.BrickColor = handlecolor
- local prt9 = Instance.new("Part")
- prt9.formFactor = 3
- prt9.CanCollide = false
- prt9.Name = "QuiverStrap"
- prt9.Locked = true
- prt9.Size = Vector3.new(1,1,1)
- prt9.Parent = swordholder
- msh9.Parent = prt9
- prt9.BrickColor = handlecolor
- local prt10 = Instance.new("Part")
- prt10.formFactor = 3
- prt10.CanCollide = false
- prt10.Name = "QuiverCover"
- prt10.Locked = true
- prt10.Size = Vector3.new(1,0.2,1)
- prt10.Parent = swordholder
- msh10.Parent = prt10
- prt10.BrickColor = handlecolor
- local msh11 = Instance.new("SpecialMesh")
- msh11.MeshId = "http://www.roblox.com/asset/?id=15887356"
- msh11.TextureId = "http://www.roblox.com/asset/?id=15886781"
- msh11.Scale = Vector3.new(1,1,2.5)
- local prt11 = Instance.new("Part")
- prt11.formFactor = 3
- prt11.CanCollide = false
- prt11.Name = "Arrow"
- prt11.Locked = true
- prt11.Size = Vector3.new(0.2,0.2,2.5)
- prt11.Parent = swordholder
- msh11.Parent = prt11
- local w11 = Instance.new("Weld")
- w11.Parent = prt11
- w11.Part0 = prt11
- w11.Part1 = LeftArm
- w11.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w11.C0 = CFrame.Angles(0,0,math.rad(90)) * CFrame.new(0,1,0)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(0.25)
- if Ammo > 0 then
- prt11.Transparency = 0
- else
- prt11.Transparency = 1
- end
- until false
- end))
- for i = 1,10 do
- local msh0 = Instance.new("SpecialMesh")
- msh0.MeshId = "http://www.roblox.com/asset/?id=15887356"
- msh0.TextureId = "http://www.roblox.com/asset/?id=15886781"
- msh0.Scale = Vector3.new(1,1,2.5)
- local prt0 = Instance.new("Part")
- prt0.formFactor = 3
- prt0.CanCollide = false
- prt0.Name = "Arrow"..i
- prt0.Locked = true
- prt0.Size = Vector3.new(0.2,0.2,2.5)
- prt0.Parent = swordholder
- msh0.Parent = prt0
- local w0 = Instance.new("Weld")
- w0.Parent = prt0
- w0.Part0 = prt0
- w0.Part1 = prt8
- w0.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w0.C0 = CFrame.Angles(math.rad(180), 0,math.rad(360*math.random())) * CFrame.new(math.random(-25,25)/100, math.random(-25,25)/100,-0.315)
- end
- ---
- local String1 = Instance.new("Part")
- String1.formFactor = 3
- String1.CanCollide = false
- String1.Name = "String1"
- String1.Locked = true
- String1.Anchored = true
- String1.Size = Vector3.new(0.2,4,0.2)
- String1.Parent = swordholder
- String1.BrickColor = BrickColor.new("White")
- local strmsh1 = Instance.new("BlockMesh",String1)
- strmsh1.Scale = Vector3.new(0.25,1,0.25)
- local String2 = Instance.new("Part")
- String2.formFactor = 3
- String2.CanCollide = false
- String2.Name = "String2"
- String2.Locked = true
- String2.Anchored = true
- String2.Size = Vector3.new(0.2,4,0.2)
- String2.Parent = swordholder
- String2.BrickColor = BrickColor.new("White")
- local strmsh2 = Instance.new("BlockMesh",String2)
- strmsh2.Scale = Vector3.new(0.25,1,0.25)
- local strmdl = "Bow"
- coroutine.resume(coroutine.create(function()
- repeat
- wait(0.1)
- local top = prt4.CFrame*CFrame.new(0,prt4.Size.y/-2,0)
- local bottom = prt5.CFrame*CFrame.new(0,prt5.Size.y/2,0)
- local oristrpos
- if strmdl == "Bow" then
- oristrpos = CFrame.new((top.p+bottom.p)/2)
- elseif strmdl == "TopArm" then
- oristrpos = RightArm.CFrame * CFrame.new(0,RightArm.Size.y/2,0)
- elseif strmdl == "LeftArm" then
- oristrpos = LeftArm.CFrame * CFrame.new(0,RightArm.Size.y/-2,0)
- end
- local mg1 = (top.p - oristrpos.p).magnitude
- local mg2 = (bottom.p - oristrpos.p).magnitude
- String1.Size = Vector3.new(0.2,mg1,0.2)
- String1.CFrame = CFrame.new((top.p+oristrpos.p)/2,oristrpos.p) * CFrame.Angles(math.rad(90),0,0)
- String2.Size = Vector3.new(0.2,mg2,0.2)
- String2.CFrame = CFrame.new((bottom.p+oristrpos.p)/2,oristrpos.p) * CFrame.Angles(math.rad(90),0,0)
- until false
- end))
- local w1 = Instance.new("Weld")
- w1.Parent = prt1
- w1.Part0 = prt1
- local w2 = Instance.new("Weld")
- w2.Parent = prt2
- w2.Part0 = prt2
- w2.Part1 = prt1
- w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w2.C0 = CFrame.Angles(math.rad(20), 0, 0) * CFrame.new(0, 1.9,-0.15)
- local w3 = Instance.new("Weld")
- w3.Parent = prt3
- w3.Part0 = prt3
- w3.Part1 = prt1
- w3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(-20), 0, 0) * CFrame.new(0, -1.9,-0.15)
- local w4 = Instance.new("Weld")
- w4.Parent = prt4
- w4.Part0 = prt4
- w4.Part1 = prt1
- w4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w4.C0 = CFrame.Angles(math.rad(-55), 0, 0) * CFrame.new(0, 2.85,0.4)
- local w5 = Instance.new("Weld")
- w5.Parent = prt5
- w5.Part0 = prt5
- w5.Part1 = prt1
- w5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w5.C0 = CFrame.Angles(math.rad(55), 0, 0) * CFrame.new(0, -2.85,0.4)
- local w6 = Instance.new("Weld")
- w6.Parent = prt6
- w6.Part0 = prt6
- w6.Part1 = prt1
- w6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.6,0)
- local w7 = Instance.new("Weld")
- w7.Parent = prt7
- w7.Part0 = prt7
- w7.Part1 = prt1
- w7.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w7.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, -0.6,0)
- local w8 = Instance.new("Weld")
- w8.Parent = prt8
- w8.Part0 = prt8
- w8.Part1 = Torso
- w8.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w8.C0 = CFrame.Angles(math.rad(90), 0, math.rad(-80)) * CFrame.new(0, 0.9,-1)
- local w9 = Instance.new("Weld")
- w9.Parent = prt9
- w9.Part0 = prt9
- w9.Part1 = Torso
- w9.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- if torsc then
- w9.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1,0)
- else
- w9.C0 = CFrame.Angles(0, 0, 0) * CFrame.new(0, 1,0)
- end
- local w10 = Instance.new("Weld")
- w10.Parent = prt10
- w10.Part0 = prt10
- w10.Part1 = prt8
- w10.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w10.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0,2.3)
- local RAP = Instance.new("Part")
- RAP.formFactor = 0
- RAP.CanCollide = false
- RAP.Name = "RAPart"
- RAP.Locked = true
- RAP.Size = Vector3.new(1,1,1)
- RAP.Parent = swordholder
- RAP.Transparency = 1
- local w = Instance.new("Weld")
- w.Parent = RAP
- w.Part0 = RAP
- w.Part1 = RightArm
- w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0)
- function unequipweld()
- w1.Part1 = Torso
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, math.rad(0), math.rad(0)) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180),math.rad(180), math.rad(0)) * CFrame.new(-1.15, -0.5, -0.6)
- end
- unequipweld()
- function equipweld()
- w1.Part0 = prt1
- w1.Part1 = RAP
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- end
- function ss(parent,p) --Slash
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function uss(parent,p) --unsheath
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function cs(parent,p) --Magic Charge
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ls(parent,p) --Lazer Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ts(parent,p)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function fs(parent,p) --Fire Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ms(parent,p) --Metal Cling Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\metal.ogg"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function bs(parent,p) --Berserk Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function hs(parent,p) --Arrow Hit Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=16211030"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function as(parent,p) --Arrow Shoot Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=16211041"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ars(parent,p) --Arrow Reload Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2697295"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- --
- --
- function returndmg()
- mindamage = omindamage
- maxdamage = omaxdamage
- crtmaxdamage = ocrtmaxdamage
- end
- function subdmg(sub)
- mindamage = omindamage - sub
- maxdamage = omaxdamage - sub
- crtmaxdamage = ocrtmaxdamage - sub
- end
- function prcntdmg(sub)
- mindamage = math.floor(omindamage - (omindamage*(sub/100)))
- maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100)))
- crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
- end
- function tagHumanoid(humanoid, player)
- local creator_tag = Instance.new("ObjectValue")
- creator_tag.Value = player
- creator_tag.Name = "creator"
- creator_tag.Parent = humanoid
- end
- function untagHumanoid(humanoid)
- if humanoid ~= nil then
- local tag = humanoid:findFirstChild("creator")
- if tag ~= nil then
- tag.Parent = nil
- end
- end
- end
- local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function hideanim()
- attack = true
- w1.Part0 = prt3
- w1.Part1 = RAP
- w1.C0 = CFrame.new(0,-1.75, 0.6) * CFrame.Angles(math.rad(-110), math.rad(0), math.rad(0))
- for i = 0 , 1 , 0.075 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(10+190*i),math.rad(0),math.rad(20-20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(10),math.rad(0),math.rad(-20))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.new(0,-1.75+1.75*i, 0.6-0.6*i) * CFrame.Angles(math.rad(-110-70*i), math.rad(0), math.rad(0))
- end
- strmdl = "Bow"
- w1.Part0 = prt1
- unequipweld()
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(200-200*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(10-10*i),math.rad(0),math.rad(-20+20*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- RWRem()
- LWRem()
- attack = false
- end
- function equipanim()
- attack = true
- RWFunc()
- LWFunc()
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(200*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- w1.Part0 = prt3
- w1.Part1 = RAP
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.Angles(math.rad(-180), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- for i = 0 , 1 , 0.05 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(200-190*i),math.rad(0),math.rad(20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(10*i),math.rad(0),math.rad(-10-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.new(0,-1.75*i, 0.6*i) * CFrame.Angles(math.rad(-180+70*i), math.rad(0), math.rad(0))
- if i > 0.5 then
- strmdl = "TopArm"
- end
- end
- equipweld()
- returnwelds()
- attack = false
- end
- function faketors()
- local T = Instance.new("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = Instance.new("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = Instance.new("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- return wt,T
- end
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = ToolName
- script.Parent = Tool
- end
- Bin = script.Parent
- function damagesplat(dmg,hit,crit,blocked)
- local mo = Instance.new("Model")
- mo.Name = dmg
- local pa = Instance.new("Part",mo)
- pa.formFactor = 3
- pa.Size = Vector3.new(0.8,0.3,0.8)
- if crit then
- pa.BrickColor = BrickColor.new("Bright yellow")
- elseif not crit then
- pa.BrickColor = BrickColor.new("Bright red")
- end
- if blocked then pa.BrickColor = BrickColor.new("Bright blue") end
- pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0)
- pa.Name = "Head"
- local hah = Instance.new("Humanoid")
- hah.Parent = mo
- hah.MaxHealth = 0
- hah.Health = 0
- local bp = Instance.new("BodyPosition")
- bp.P = 14000
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = hit.Position + Vector3.new(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- wait()
- mo.Parent = workspace
- bp.Parent = pa
- wait(1.4)
- mo:remove()
- end))
- return pa
- end
- function damage(hum,dmg,critornot)
- local pa = damagesplat(dmg,hum.Torso,critornot)
- hum:TakeDamage(dmg)
- coroutine.resume(coroutine.create(function()
- tagHumanoid(hum,Player)
- wait(1)
- untagHumanoid(hum)
- end))
- return pa
- end
- function AddAmmo(add)
- Ammo = Ammo + add
- if Ammo > MaxAmmo then
- Ammo = MaxAmmo
- end
- end
- function ADmg(humm,hit)
- if CurrentArrow == "Normal" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(50)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- elseif CurrentArrow == "Poison" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(75)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- if math.random(1,5) == 1 then
- local poisoncount = math.random(2,10)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(1.5)
- poisoncount = poisoncount - 1
- local rndmdamage = math.floor(math.random(mindamage,maxdamage)/2)
- local pa = damage(humm,rndmdamage,false)
- pa.BrickColor = BrickColor.new("Alder")
- until poisoncount <= 0
- end))
- end
- elseif CurrentArrow == "Fire" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(65)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- local firecount = math.random(5,15)
- if humm.Parent:findFirstChild("Fire") ~= nil then
- humm.Parent.Fire.Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- local firemod = Instance.new("Model",humm.Parent)
- firemod.Name = "Fire"
- repeat
- wait(0.5+0.5*math.random())
- firecount = firecount - 1
- local rndmdamage = math.floor(math.random(0,maxdamage/5))
- local pa = damage(humm,rndmdamage,false)
- for i = 1 , 3 do
- wait()
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(10,50)/10)
- shellb1.CFrame = CFrame.new(humm.Torso.CFrame.p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = firemod
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(100,500)/1000
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,0.15+incre,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- until firecount <= 0 or firemod.Parent == nil
- firemod.Parent = nil
- end))
- returndmg()
- end
- end
- function OT(hit) --Normal Damage
- if Hitdeb == 1 then return end
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
- if hum.Health <= 0 then return end
- if hit.Parent:findFirstChild("Block") ~= nil then
- if hit.Parent.Block.Value then
- damagesplat(0,hum.Torso,false,true)
- Hitdeb = 1
- if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
- if hit.Parent.Block.BlockPower.Value <= 1 then
- hit.Parent.Block.Value = false
- elseif hit.Parent.Block.BlockPower.Value > 1 then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
- elseif critrandomizer == 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
- end
- end
- end
- return end end
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- --
- if CurrentArrow == "Poison" then
- if math.random(1,5) == 1 then
- local poisoncount = math.random(1,5)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(1.5)
- poisoncount = poisoncount - 1
- local rndmdamage = math.floor(math.random(mindamage,maxdamage)/2)
- local pa = damage(hum,rndmdamage,false)
- pa.BrickColor = BrickColor.new("Alder")
- until poisoncount <= 0
- end))
- end
- elseif CurrentArrow == "Fire" then
- local firecount = math.random(3,7)
- if hum.Parent:findFirstChild("Fire") ~= nil then
- hum.Parent.Fire.Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- local firemod = Instance.new("Model",hum.Parent)
- firemod.Name = "Fire"
- repeat
- wait(0.5+0.5*math.random())
- firecount = firecount - 1
- local rndmdamage = math.floor(math.random(0,maxdamage/5))
- local pa = damage(hum,rndmdamage,false)
- for i = 1 , 3 do
- wait()
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(10,50)/10)
- shellb1.CFrame = CFrame.new(hum.Torso.CFrame.p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = firemod
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(100,500)/1000
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,0.15+incre,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- until firecount <= 0 or firemod.Parent == nil
- firemod.Parent = nil
- end))
- end
- --
- Hitdeb = 1
- end
- end
- function AoE(p,magnitude)
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local mag = (head.Position - p).magnitude;
- if mag <= magnitude and c[i].Name ~= Character.Name then
- local foundd = false
- for ii = 1 , #AoETrue do
- if AoETrue[ii] == c[i].Name then
- foundd = true
- end
- end
- if foundd then
- end
- --
- if not foundd then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- table.insert(AoETrue,c[i].Name)
- end
- end
- end
- end
- end
- for ii = 1 , #AoETrue do
- table.remove(AoETrue,#AoETrue)
- end
- end
- --
- --
- function effect(Color,Ref,LP,P1)
- local effectsmsh = Instance.new("BlockMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,1,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.2,mg,0.2)
- effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i)
- end
- wait()
- effectsg.Parent = nil
- end))
- end
- --
- con = nil
- function dmgcnnct()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- con = prt11.Touched:connect(OT)
- end
- function dmgdc()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- end
- function rptddmg(value,des,inc)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(inc)
- Hitdeb = 0
- until value == des
- end))
- end
- function atktype(s,e)
- coroutine.resume(coroutine.create(function ()
- attacktype = e
- wait(0.25)
- attacktype = s
- end))
- end
- function shoottrail(mouse)
- local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (prt1.Position-mouse.Hit.p).magnitude/100
- local dir = CFrame.new((prt1.Position+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
- local hit,pos = rayCast(prt1.Position,dir.lookVector,10,Character)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = arrowtrail
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = Vector3.new(1,mg*5,1)
- effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = prt1.Position
- local inc = rangepower
- repeat
- wait() wait()
- rangepos = rangepos - 10
- dir = dir * CFrame.Angles(math.rad(-1),0,0)
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- if hit ~= nil then
- hs(Head,1)
- local effectsmsh = Instance.new("SpecialMesh")
- effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356"
- effectsmsh.TextureId = "http://www.roblox.com/asset/?id=15886781"
- effectsmsh.Scale = Vector3.new(1,1,2.5)
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Arrow"
- effectsg.Locked = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.CFrame = CFrame.new(newpos,pos) + CFrame.new(newpos,pos).lookVector*2.5*2
- local weld = Instance.new("Weld")
- weld.Part0 = effectsg
- weld.Part1 = hit
- local HitPos = effectsg.Position + CFrame.new(newpos,pos).lookVector*0.75
- local CJ = CFrame.new(HitPos)
- local C0 = effectsg.CFrame:inverse() * CJ
- local C1 = hit.CFrame:inverse() * CJ
- weld.C0 = C0
- weld.C1 = C1
- weld.Parent = effectsg
- coroutine.resume(coroutine.create(function()
- wait(15)
- effectsg.Parent = nil
- end))
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Humanoid
- ADmg(hum,hit)
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Parent.Humanoid
- ADmg(hum,hit)
- end
- end
- end
- function Ready(mouse)
- if Ammo <= 0 then Reload() return end
- attack = true
- local wt,t = faketors()
- w9.Part1 = t
- w8.Part1 = t
- Character.Humanoid.WalkSpeed = 5
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(20+60*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5+1.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(-20+110*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), 0, math.rad(0)) * CFrame.new(0.25*i, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(-80*i), 0)
- w11.C0 = CFrame.Angles(math.rad(-90*i),0,math.rad(90-95*i)) * CFrame.new(0,1+1.5*i,0)
- end
- strmdl = "LeftArm"
- for i = 0 , 1 , 0.25 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(80))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5*i, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(90))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), 0, math.rad(0)) * CFrame.new(0.25, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(-80), 0)
- end
- repeat
- wait()
- until not keyhold
- strmdl = "Bow"
- as(Head,1)
- --ss(Head,2)
- for i = 1 , Ammo do
- coroutine.resume(coroutine.create(function()
- shoottrail(mouse)
- end))
- end
- Ammo = 0
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(80))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(90-45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), 0, math.rad(0)) * CFrame.new(0.25, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(-80+40*i), 0)
- end
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(100+10*i),math.rad(0),math.rad(80))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45-10*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), 0, math.rad(0)) * CFrame.new(0.25, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(-40+40*i), 0)
- end
- strmdl = "TopArm"
- w11.C0 = CFrame.Angles(0,0,math.rad(90)) * CFrame.new(0,1,0)
- w9.Part1 = Torso
- w8.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- Character.Humanoid.WalkSpeed = 14
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(110-100*i),math.rad(0),math.rad(80-60*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(45-65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-55+45*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), 0, math.rad(0)) * CFrame.new(0.25-0.25*i, 0, 0)
- end
- attack = false
- end
- function Reload()
- attack = true
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(10-20*i),math.rad(0),math.rad(20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(10-55*i),math.rad(0),math.rad(-20-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w11.C0 = CFrame.Angles(math.rad(90*i),0,math.rad(90-15*i)) * CFrame.new(0,1,0)
- end
- AddAmmo(Ammoregen)
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-10),math.rad(0),math.rad(20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-45),math.rad(0),math.rad(-30-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w11.C0 = CFrame.Angles(math.rad(90-90*i),math.rad(-90*i),math.rad(75)) * CFrame.new(0,1,0)
- end
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-10+20*i),math.rad(0),math.rad(20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-45+55*i),math.rad(0),math.rad(-40+20*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w11.C0 = CFrame.Angles(math.rad(0),math.rad(-90+90*i),math.rad(75+15*i)) * CFrame.new(0,1,0)
- end
- attack = false
- end
- function NormalArrows()
- attack = true
- strmdl = "Bow"
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(20-65*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(-20+65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-25*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45*i)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,0)
- end
- ars(Head,0.5)
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5*i), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-25+30*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+15*i),0,0)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(-45+65*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-5*i), 0, 0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(45-65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-5*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45+45*i)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-5*i),0,0)
- end
- CurrentArrow = "Normal"
- arrowtrail = BrickColor.new("White")
- strmdl = "TopArm"
- attack = false
- end
- function PoisonArrows()
- attack = true
- strmdl = "Bow"
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(20-65*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(-20+65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-25*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45*i)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,0)
- end
- ars(Head,0.5)
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5*i), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-25+30*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+15*i),0,0)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(-45+65*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-5*i), 0, 0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(45-65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-5*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45+45*i)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-5*i),0,0)
- end
- CurrentArrow = "Poison"
- arrowtrail = BrickColor.new("Bright violet")
- strmdl = "TopArm"
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait(0.25+0.75*math.random())
- if Ammo ~= 0 then
- local meshb1 = Instance.new("SpecialMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- meshb1.MeshType = "Sphere"
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3)
- shellb1.CFrame = CFrame.new((prt11.CFrame * CFrame.new(0,0,2)).p)
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- shellb1.BrickColor = BrickColor.new("Alder")
- shellb1.CanCollide = false
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,-0.15,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1,1+3*i,1)
- end
- shellb1.Parent=nil
- end
- until CurrentArrow ~= "Poison"
- end))
- end
- function FireArrows()
- attack = true
- strmdl = "Bow"
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(20-65*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(-20+65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-25*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45*i)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,0)
- end
- ars(Head,0.5)
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5*i), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-25+30*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+15*i),0,0)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(-45+65*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-5*i), 0, 0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(45-65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-5*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45+45*i)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-5*i),0,0)
- end
- CurrentArrow = "Fire"
- arrowtrail = BrickColor.new("Bright red")
- strmdl = "TopArm"
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait(0.1+0.15*math.random())
- if Ammo ~= 0 then
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(10,50)/10)
- shellb1.CFrame = CFrame.new((prt11.CFrame * CFrame.new(0,0,2)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(100,500)/1000
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,0.15+incre,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- until CurrentArrow ~= "Fire"
- end))
- end
- function MeleeArrow()
- if Ammo == 0 then return end
- attack = true
- ss(Head,1)
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(10+35*i),math.rad(0),math.rad(20+50*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(10+80*i),math.rad(0),math.rad(-20-90*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(90*i), 0)
- w11.C0 = CFrame.Angles(math.rad(0),0,math.rad(90)) * CFrame.new(0,1,-1*i)
- w11.C1 = CFrame.Angles(math.rad(0),0,math.rad(0))
- end
- prcntdmg(25)
- dmgcnnct()
- local lp = prt11.CFrame * CFrame.new(0,0,2)
- for i = 0 , 1 , 0.25 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(70+40*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-110+155*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(90), 0)
- w11.C0 = CFrame.Angles(math.rad(0),0,math.rad(90)) * CFrame.new(0,1,-1)
- w11.C1 = CFrame.Angles(math.rad(0),0,math.rad(0))
- local Point = prt11.CFrame * CFrame.new(0,0,2)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(110+30*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1+0.5*i, 0.5, -1) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(45+45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(90), 0)
- w11.C0 = CFrame.Angles(math.rad(0),0,math.rad(90)) * CFrame.new(0,1,-1+1*i)
- w11.C1 = CFrame.Angles(math.rad(90*i),0,math.rad(0)) * CFrame.new(0,1*i,2*i)
- local Point = prt11.CFrame * CFrame.new(0,0,2)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45-35*i),math.rad(0),math.rad(140-120*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-0.5-1*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(90-80*i),math.rad(0),math.rad(90-110*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(90-90*i), 0)
- w11.C0 = CFrame.Angles(math.rad(0),0,math.rad(90)) * CFrame.new(0,1,0)
- w11.C1 = CFrame.Angles(math.rad(90-90*i),0,math.rad(0)) * CFrame.new(0,1-1*i,2-2*i)
- end
- dmgdc()
- returndmg()
- attack = false
- end
- function returnwelds()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(10),math.rad(0),math.rad(20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(10),math.rad(0),math.rad(-20))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- Neck.C0 = neckcf0
- end
- keyhold = false
- function ob1d(mouse)
- hold = true
- if attack then return end
- keyhold = true
- Ready(mouse)
- end
- function ob1u(mouse)
- keyhold = false
- end
- buttonhold = false
- function key(key,mouse)
- if attack then return end
- if key == "f" then
- Reload()
- end
- if key == "q" then
- MeleeArrow()
- end
- if key == "e" then
- NormalArrows()
- end
- if key == "r" then
- PoisonArrows()
- end
- if key == "t" then
- FireArrows()
- end
- end
- function key2(key)
- if key == "f" then
- buttonhold = false
- end
- end
- function s(mouse)
- repeat wait() until not attack
- repeat wait() until not ev.Value
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(function(ke) key(ke,mouse) end)
- mouse.KeyUp:connect(key2)
- equipanim()
- ev.Value = true
- end
- function ds(mouse)
- keyhold = false
- repeat wait() until not attack
- repeat wait() until ev.Value
- hideanim()
- wait(0.1)
- ev.Value = false
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- if PlayerGui:findFirstChild("AmmoMeter") ~= nil then
- PlayerGui:findFirstChild("AmmoMeter").Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- local SG = Instance.new("ScreenGui",PlayerGui)
- SG.Name = "AmmoMeter"
- local frame = Instance.new("Frame",SG)
- frame.Size = UDim2.new(0.2,0,0.1,0)
- frame.Position = UDim2.new(0.5-0.1,0,0.05,0)
- frame.BackgroundColor3 = BrickColor.new("Brown").Color
- local Ammotext = Instance.new("TextLabel",frame)
- Ammotext.Size = UDim2.new(1,0,0.35,0)
- Ammotext.BackgroundTransparency = 1
- Ammotext.Text = "Ammo"
- Ammotext.FontSize = "Size18"
- Ammotext.TextColor3 = BrickColor.new("White").Color
- local backing = Instance.new("ImageLabel",frame)
- backing.Size = UDim2.new(0.8,0,0.45,0)
- backing.Image = "http://www.roblox.com/asset/?id=48965808"
- backing.Position = UDim2.new(0.1,0,0.45,0)
- backing.BackgroundColor3 = BrickColor.new("Smoky grey").Color
- local img = Instance.new("ImageLabel",backing)
- img.Size = UDim2.new(1,0,1,0)
- img.Image = "http://www.roblox.com/asset/?id=48965808"
- img.Position = UDim2.new(0,0,0,0)
- img.BackgroundColor3 = BrickColor.new("Brown").Color
- local percent = Instance.new("TextLabel",backing)
- percent.Size = UDim2.new(1,0,1,0)
- percent.BackgroundTransparency = 1
- percent.TextColor3 = BrickColor.new("White").Color
- percent.Text = Ammo.."/".. MaxAmmo
- percent.FontSize = "Size18"
- local currentam = Instance.new("TextLabel",frame)
- currentam.Size = UDim2.new(0.5,0,0.25,0)
- currentam.Position = UDim2.new(0,0,1,0)
- currentam.BackgroundTransparency = 0
- currentam.BackgroundColor3 = BrickColor.new("Brown").Color
- currentam.TextColor3 = BrickColor.new("White").Color
- currentam.Text = CurrentArrow
- currentam.FontSize = "Size18"
- repeat
- wait()
- pcall(function()
- img.Size = UDim2.new(1*(Ammo/MaxAmmo),0,1,0)
- percent.Text = Ammo.."/".. MaxAmmo
- currentam.Text = CurrentArrow
- end)
- until SG.Parent == nil
- end))
- Character.Humanoid.WalkSpeed = 14
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