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- --------------------------This is an Official script from Duelist--------------------------
- ---{-------------------- -------------------}---
- ---{-------------------- / \ -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- A========A -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- W -------------------}---
- -------------------------------------------------------------------------------------------------------------
- wait(0.016666666666666666)
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- local sick = Instance.new("Sound",Character)
- sick.SoundId = "rbxassetid://190845741"
- sick.Looped = true
- sick.Pitch = 1
- sick.Volume = 1
- sick:Play()
- it = Instance.new
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- equipped = false
- Mouse = Player:GetMouse()
- mana = 0
- local idle = 0
- local Anim = "Idle"
- local ShotTarget = RootPart
- player = nil
- local Stats = Instance.new("Folder", Character)
- Stats.Name = "Stats"
- local Defense = Instance.new("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 0.6
- local Speed = Instance.new("NumberValue", Stats)
- Speed.Name = "Speed"
- Speed.Value = 1.6625
- local Damage = Instance.new("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 1
- local BlockValue = Instance.new("BoolValue", Stats)
- BlockValue.Name = "BlockValue"
- BlockValue.Value = false
- local StaggerHitAnim = Instance.new("BoolValue", Stats)
- StaggerHitAnim.Name = "StaggerHitAnim"
- StaggerHitAnim.Value = false
- local staghitanim = false
- local StaggerAnim = Instance.new("BoolValue", Stats)
- StaggerAnim.Name = "StaggerAnim"
- StaggerAnim.Value = false
- local staganim = false
- local StunAnim = Instance.new("BoolValue", Stats)
- StunAnim.Name = "StunAnim"
- StunAnim.Value = false
- local stunanim = false
- local StunValue = Instance.new("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local mana = 0
- CustomColor = BrickColor.new("Really black")
- Colorpart1 = CustomColor.r
- Colorpart2 = CustomColor.g
- Colorpart3 = CustomColor.b
- local scrn = Instance.new("ScreenGui", PlayerGui)
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- local co1 = 0
- local co2 = 0
- local co3 = 0
- local co4 = 0
- local maxmana = 0
- local maxstun = 1
- local recovermana = 0
- local losestun = 0
- local stunwait = 0
- local manawait = 0
- local skill1mana = 0
- local skill2mana = 0
- local skill3mana = 0
- local skill4mana = 0
- local menuupdatespeed = 0
- local constantupdate = false
- local showstats = false
- local showstunbar = false
- function makeframe(par, trans, pos, size, color, name)
- local frame = Instance.new("Frame")
- frame.Parent = par
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- frame.Name = name
- return frame
- end
- function makelabel(par, text, trans, stroketrans, name)
- local label = Instance.new("TextLabel")
- label.Parent = par
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = stroketrans
- label.TextTransparency = trans
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.Legacy
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- label.Name = name
- return label
- end
- framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 1")
- framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 2")
- framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 3")
- framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 4")
- bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 1")
- bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 2")
- bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 3")
- bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 4")
- text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1")
- text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2")
- text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3")
- text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4")
- manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
- manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
- manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
- healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar")
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
- healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
- if showstunbar == true then
- stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame")
- stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
- stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
- end
- if showstats == true then
- defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 0.39215686274509803, 1), "Defense Frame")
- damageframe = makeframe(scrn, 0.5, ud(0.322, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.39215686274509803, 0.39215686274509803), "Damage Frame")
- speedframe = makeframe(scrn, 0.5, ud(0.4145, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 1, 0.39215686274509803), "Speed Frame")
- defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
- damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
- speedtext = makelabel(speedframe, "Speed: " .. Speed.Value, 1, 1, "Speed Text")
- end
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- ArtificialHeartbeat = Instance.new("BindableEvent", script)
- ArtificialHeartbeat.Name = "ArtificialHeartbeat"
- script:WaitForChild("ArtificialHeartbeat")
- frame = 0.016666666666666666
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHeartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHeartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHeartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function nooutline(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0, c1)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- Humanoid.CameraOffset = vt(0, 12, 0)
- Humanoid.JumpPower = Humanoid.JumpPower * 2
- coroutine.resume(coroutine.create(function()
- Humanoid.MaxHealth = 5100
- wait(0.1)
- Humanoid.Health = Humanoid.MaxHealth
- end))
- m = Instance.new("Model", Character)
- m.Name = "Outer Being"
- healthscript = Character:FindFirstChild("Health")
- if healthscript ~= nil then
- healthscript:Destroy()
- end
- Effects = Instance.new("Folder", m)
- Effects.Name = "Effects"
- local outerbeingtransparency = 1
- local head2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "Head2", vt(0, 0, 0))
- local head2mesh = mesh("SpecialMesh", head2, "Head", "", vt(0, 0, 0), vt(62.5, 31.25, 31.25))
- local torso2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "Torso2", vt(0, 0, 0))
- local torso2mesh = mesh("BlockMesh", torso2, "", "", vt(0, 0, 0), vt(50, 50, 25))
- local leftarm2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "LeftArm2", vt(0, 0, 0))
- local leftarm2mesh = mesh("BlockMesh", leftarm2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- local rightarm2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "RightArm2", vt(0, 0, 0))
- local rightarm2mesh = mesh("BlockMesh", rightarm2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- local leftleg2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "LeftLeg2", vt(0, 0, 0))
- local leftleg2mesh = mesh("BlockMesh", leftleg2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- local rightleg2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "RightLeg2", vt(0, 0, 0))
- local rightleg2mesh = mesh("BlockMesh", rightleg2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- head2.CFrame = Head.CFrame
- torso2.CFrame = Head.CFrame
- leftarm2.CFrame = Head.CFrame
- rightarm2.CFrame = Head.CFrame
- leftleg2.CFrame = Head.CFrame
- rightleg2.CFrame = Head.CFrame
- local head2weld = weld(m, Torso, head2, cf(0, 0, 0), cf(0, 0, 0))
- local torso2weld = weld(m, Torso, torso2, cf(0, 0, 0), cf(0, 0, 0))
- local leftarm2weld = weld(m, Torso, leftarm2, cf(0, 0, 0), cf(0, 0, 0))
- local rightarm2weld = weld(m, Torso, rightarm2, cf(0, 0, 0), cf(0, 0, 0))
- local leftleg2weld = weld(m, Torso, leftleg2, cf(0, 0, 0), cf(0, 0, 0))
- local rightleg2weld = weld(m, Torso, rightleg2, cf(0, 0, 0), cf(0, 0, 0))
- head2weld.C1 = cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0)
- torso2weld.C1 = cf(0, 0, 0)
- rightarm2weld.C1 = cf(0, 2.5, -0.5)
- leftarm2weld.C1 = cf(0, 2.5, -0.5)
- rightleg2weld.C1 = cf(0, 5, 0)
- leftleg2weld.C1 = cf(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- while Humanoid.Health ~= 0 do
- ArtificialHeartbeat.Event:wait()
- head2weld.C0 = cf(0, 4, 0) * Neck.C0
- torso2weld.C0 = cf(0, 0, 0)
- rightarm2weld.C0 = cf(6, 2, 0) * RW.C0
- leftarm2weld.C0 = cf(-6, 2, 0) * LW.C0
- rightleg2weld.C0 = cf(1.5, -4, 0) * RH.C0
- leftleg2weld.C0 = cf(-1.5, -4, 0) * LH.C0
- head2.Transparency = outerbeingtransparency
- torso2.Transparency = outerbeingtransparency
- leftarm2.Transparency = outerbeingtransparency
- rightarm2.Transparency = outerbeingtransparency
- leftleg2.Transparency = outerbeingtransparency
- rightleg2.Transparency = outerbeingtransparency
- end
- end))
- Humanoid.Died:connect(function()
- end)
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("Model") then
- for _, c in pairs(v:GetChildren()) do
- if c:IsA("Part") then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- end
- end
- end
- print([[
- Vanta loaded.
- Unleash your power on your enemies.]])
- function so(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- ArtificialHeartbeat.Event:wait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end))
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function makegui(cframe, text, color)
- local c = Instance.new("Part")
- c.Size = vt(0.2, 0.2, 0.2)
- c.Transparency = 1
- Instance.new("BodyGyro").Parent = c
- c.Parent = Effects
- c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
- local f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = vt(math.huge, math.huge, math.huge)
- f.position = c.Position + vt(0, 6, 0)
- f.Parent = c
- game:GetService("Debris"):AddItem(c, 5)
- c.CanCollide = false
- c.Parent = workspace
- c.CanCollide = false
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(2.5, 0, 2.5, 0)
- bg.StudsOffset = vt(-2, 2, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(2.5, 0, 2.5, 0)
- tl.Text = text
- tl.Font = Enum.Font.SourceSans
- tl.FontSize = Enum.FontSize.Size42
- tl.TextColor3 = color
- tl.TextScaled = false
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- f.Parent = c
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- for i = 1, 5 do
- ArtificialHeartbeat.Event:wait()
- f.position = c.Position - vt(0, 0.5, 0)
- end
- end))
- coroutine.resume(coroutine.create(function()
- wait(2)
- for i = 1, 10 do
- ArtificialHeartbeat.Event:wait()
- tl.TextTransparency = tl.TextTransparency + 0.1
- tl.TextStrokeTransparency = tl.TextStrokeTransparency + 0.1
- f.position = c.Position + vt(0, 0.5, 0)
- end
- c.Parent = nil
- end))
- end
- local CritChance = Instance.new("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 1
- local critchancenumber = 50
- local cancrit = false
- local canpenetratearmor = false
- local cancollidewithhitbox = false
- local sethitblockvaluetofalse = true
- local antiteamkill = false
- local HitPlayerSounds = {
- 199149137,
- 199149186,
- 199149221,
- 199149235,
- 199149269,
- 199149297
- }
- local HitArmorSounds = {
- 199149321,
- 199149338,
- 199149367,
- 199149409,
- 199149452
- }
- local HitWeaponSounds = {
- 199148971,
- 199149025,
- 199149072,
- 199149109,
- 199149119
- }
- local HitBlockSounds = {199148933, 199148947}
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if antiteamkill == true then
- if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
- opponent = game.Players:FindFirstChild(hit.Parent.Name)
- end
- if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
- return
- end
- end
- if hit.Name == "Hitbox" and hit:FindFirstChild("TouchInterest") ~= nil then
- StaggerHitAnim.Value = true
- so("http://roblox.com/asset/?id=" .. HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
- return
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if hit.Parent:findFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
- hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
- end
- elseif hit.Parent:findFirstChild("StunValue") ~= nil then
- hit.Parent:findFirstChild("StunValue").Value = hit.Parent:findFirstChild("StunValue").Value + incstun
- end
- if hit.Parent:findFirstChild("StaggerAnim") ~= nil and stagger == true then
- hit.Parent:findFirstChild("StaggerAnim").Value = true
- end
- if hit.Parent:findFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
- makegui(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- if ranged ~= true then
- if sethitblockvaluetofalse == true then
- hit.Parent.Stats:findFirstChild("BlockValue").Value = false
- end
- StaggerAnim.Value = true
- end
- return
- end
- elseif hit.Parent:findFirstChild("BlockValue") ~= nil and hit.Parent:findFirstChild("BlockValue").Value == true then
- makegui(Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- if ranged ~= true then
- if sethitblockvaluetofalse == true then
- hit.Parent:findFirstChild("BlockValue").Value = false
- end
- StaggerAnim.Value = true
- end
- return
- end
- local D = math.random(minim, maxim) * Damage.Value
- if hit.Parent:FindFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:FindFirstChild("Defense") then
- if canpenetratearmor == true then
- else
- D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
- end
- elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
- end
- elseif hit.Parent:FindFirstChild("Defense") then
- if canpenetratearmor == true then
- else
- D = D / hit.Parent:FindFirstChild("Defense").Value
- end
- elseif hit.Parent:FindFirstChild("Defense") == nil then
- end
- if cancrit == true then
- CritChance.Value = math.random(1, critchancenumber)
- if CritChance.Value == critchancenumber then
- D = D * 2
- end
- end
- h.Health = h.Health - D
- if D <= 3 and staghit == true then
- if ranged ~= true then
- StaggerHitAnim.Value = true
- end
- so("http://roblox.com/asset/?id=" .. HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
- elseif D > 3 and ranged ~= true then
- so("http://roblox.com/asset/?id=" .. HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
- end
- if D > 2 and D < 20 then
- if CritChance.Value == critchancenumber then
- makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0.8627450980392157, 0))
- end
- elseif D >= 20 then
- if CritChance.Value == critchancenumber then
- makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0, 0))
- end
- else
- if D <= 2 then
- if CritChance.Value == critchancenumber then
- makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
- end
- else
- end
- end
- if Type == "Normal" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- end
- end
- function DecreaseStat(Location, CFrame, Stat, Amount, Duration, ShowDebuff)
- if Location[Stat] ~= nil then
- Location[Stat].Value = Location[Stat].Value - Amount
- if ShowDebuff == true then
- if Location[Stat].Name == "Defense" then
- makegui(CFrame, "-Defense", c3(1, 1, 1))
- elseif Location[Stat].Name == "Damage" then
- makegui(CFrame, "-Damage", c3(1, 1, 1))
- elseif Location[Stat].Name == "Speed" then
- makegui(CFrame, "-Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function()
- wait(Duration)
- Location[Stat].Value = Location[Stat].Value + Amount
- end))
- end
- end
- function IncreaseStat(Location, CFrame, Stat, Amount, Duration, ShowBuff)
- if Location[Stat] ~= nil then
- Location[Stat].Value = Location[Stat].Value + Amount
- if ShowBuff == true then
- if Location[Stat].Name == "Defense" then
- makegui(CFrame, "+Defense", c3(1, 1, 1))
- elseif Location[Stat].Name == "Damage" then
- makegui(CFrame, "+Damage", c3(1, 1, 1))
- elseif Location[Stat].Name == "Speed" then
- makegui(CFrame, "+Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function()
- wait(Duration)
- Location[Stat].Value = Location[Stat].Value - Amount
- end))
- end
- end
- function GetDist(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if magni >= mag then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Delay, KnockbackType, incstun, stagger, staghit, ranged)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, RootPart, Delay, KnockbackType, incstun, stagger, staghit, ranged)
- end
- end
- end
- end
- end
- function Lightning(p0, p1, tym, ofs, brickcolor, th, tra, last)
- local magz = (p0 - p1).magnitude
- local curpos = p0
- local trz = {
- -ofs,
- ofs
- }
- for i = 1, tym do
- do
- local li = Instance.new("Part", workspace)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = brickcolor
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = vt(th, th, magz / tym)
- local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude
- li.Size = vt(th, th, magz2)
- li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
- else
- li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
- end
- curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- ArtificialHeartbeat.Event:wait()
- li.Transparency = li.Transparency + 0.1 / last
- end
- end
- end))
- end
- end
- end
- function MagicRing(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicWave(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- if rotate == true then
- Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock2(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- CF = prt.CFrame
- num = math.random(5, 20)
- coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- if rotate == true then
- Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- Part.CFrame = CF2 * cf(0, i * Num, 0)
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh, CF, num)
- end
- function MagicCylinder(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicSphere(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function BreakEffect(brickcolor, rotate, cframe, x1, y1, z1, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
- CF = Part.CFrame
- Numbb = 0
- randnumb = math.random() - math.random()
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- CF = CF * cf(0, 1, 0)
- if rotate == true then
- Part.CFrame = CF * angles(Numbb, 0, 0)
- elseif rotate == false then
- Part.CFrame = CF
- end
- Part.Transparency = i
- Numbb = Numbb + randnumb
- end
- Part.Parent = nil
- end), prt, CF, Numbb, randnumb)
- end
- function ElecEffect(brickcolor, cf, x, y, z, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cf
- xval = math.random()
- yval = math.random()
- zval = math.random()
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.CFrame = Part.CFrame
- xvaal = xvaal - 0.1 * (delay * 10)
- yvaal = yvaal - 0.1 * (delay * 10)
- zvaal = zvaal - 0.1 * (delay * 10)
- Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
- Part.Transparency = i
- end
- Part.Parent = nil
- end), prt, msh, xval, yval, zval)
- end
- function subtractmana(k)
- if k <= mana then
- mana = mana - k
- end
- end
- local idleangle = 0
- local idlen = 0
- local donum = 0
- local sine = 0
- local change = 1
- local val = 0
- local walkinganim = false
- local handidle = false
- local walk = 0
- local someangle = 0
- local change2 = 1
- local stundelay = 0
- local manadelay = 0
- local dieanim = false
- local robloxidleanimation = Instance.new("Animation", Torso)
- robloxidleanimation.Name = "robloxidleanimation"
- robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- Animator = Humanoid:findFirstChild("Animator")
- Animate = Character:findFirstChild("Animate")
- Running = Head:FindFirstChild("Running")
- if Running ~= nil then
- Running.Volume = 0
- end
- local startequipped = false
- local startequippedwithequipanimation = true
- local disableanimator = true
- local disableanimate = false
- local alternatewalk = false
- local customwalk = false
- local hidemenu = false
- local allowmenutofunction = false
- local allowabilitestofunction = false
- local canunequiporequip = false
- local allowidle = false
- local allowwalking = false
- local disablemovingarms = false
- local usemotorsinsteadofwelds = false
- local leftarm = false
- local rightarm = false
- local allowhopperbin = false
- local allowstunbar = false
- local walkspeeddependsonspeedvalue = true
- local alternatemanaregensystem = false
- local showhealthmanaandstunnumbers = false
- local changebarcolorsifnotenoughmana = false
- local disablejumpifstaggeredorstunned = false
- if hidemenu == true then
- for _, v in pairs(scrn:children()) do
- if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
- v.Visible = false
- end
- end
- end
- if disablejumpifstaggeredorstunned == true then
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (StaggerAnim.Value == true or StunAnim.Value == true) then
- Humanoid.Jump = false
- end
- end)
- end
- if allowmenutofunction == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" and b.Name ~= "Text 1" and b.Name ~= "Text 2" and b.Name ~= "Text 3" and b.Name ~= "Text 4" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- ArtificialHeartbeat.Event:wait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- if allowmenutofunction == true and allowabilitestofunction == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" and b.Name ~= "Health Text" and b.Name ~= "Mana Text" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- ArtificialHeartbeat.Event:wait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- if allowhopperbin == true then
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Weapon Name"
- script.Parent = Tool
- end
- Bin = script.Parent
- end
- if disablemovingarms == true then
- RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- RSH, LSH = nil, nil
- if usemotorsinsteadofwelds == true then
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- else
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- end
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = Torso
- LSH.Parent = Torso
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = Character["Right Arm"]
- RW.Parent = nil
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = Character["Left Arm"]
- LW.Parent = nil
- else
- RW = Torso["Right Shoulder"]
- LW = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
- LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
- end
- if allowidle == true then
- coroutine.resume(coroutine.create(function()
- while true do
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle + 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle - 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- idleangle = 0
- end
- end))
- end
- function equipanim()
- attack = true
- local equipvelocity = Instance.new("BodyVelocity", Torso)
- equipvelocity.P = 500
- equipvelocity.maxForce = vt(math.huge, math.huge, math.huge)
- equipvelocity.Velocity = Vector3.new(0, 10, 0)
- for i = 0, 1, 0.02 do
- ArtificialHeartbeat.Event:wait()
- MagicBlock(CustomColor, true, Torso.CFrame * cf(math.random(-5, 5), math.random(-5, 5), math.random(-5, 5)), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(2.5, 2.5, 0), 0.15)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- wait()
- outerbeingtransparency = outerbeingtransparency - 0.05
- end
- outerbeingtransparency = 0.5
- end))
- equipvelocity.Velocity = Vector3.new(0, 0, 0)
- MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.01)
- MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.01)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 1)
- so("http://roblox.com/asset/?id=203691653", Torso, 1, 1)
- so("http://roblox.com/asset/?id=203691562", Torso, 1, 1)
- so("http://roblox.com/asset/?id=160740121", Torso, 1, 1.5)
- for i = 0, 1, 0.02 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(90)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-90)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- equipvelocity:Destroy()
- Speed.Value = Speed.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- attack = false
- end
- function unequipanim()
- attack = true
- coroutine.resume(coroutine.create(function()
- Humanoid.MaxHealth = math.huge
- wait(0.1)
- Humanoid.Health = Humanoid.MaxHealth
- end))
- local equipvelocity = Instance.new("BodyVelocity", Torso)
- equipvelocity.P = 500
- equipvelocity.maxForce = vt(math.huge, math.huge, math.huge)
- equipvelocity.Velocity = Vector3.new(0, 1, 0)
- so("http://roblox.com/asset/?id=183763515", Torso, 1, 0.4)
- for i = 0, 1, 0.005 do
- ArtificialHeartbeat.Event:wait()
- MagicBlock(CustomColor, true, Torso.CFrame * cf(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- BreakEffect(CustomColor, false, Torso.CFrame, 1, 25, 1, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(20 + math.random(-10, 10)), math.rad(0), math.rad(0 + math.random(-10, 10))), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(2.5, 2.5, 0), 0.15)
- end
- MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.01)
- MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.01)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.6)
- so("http://roblox.com/asset/?id=203691653", Torso, 1, 0.6)
- so("http://roblox.com/asset/?id=203691562", Torso, 1, 0.6)
- for i = 1, 2 do
- so("http://roblox.com/asset/?id=160867463", Torso, 1, 0.8)
- so("http://roblox.com/asset/?id=297472596", Torso, 1, 0.8)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.01 do
- wait()
- outerbeingtransparency = outerbeingtransparency + 0.005
- end
- outerbeingtransparency = 1
- end))
- Face.Transparency = 1
- for _, v in pairs(Character:children()) do
- if v:IsA("Part") and v.ClassName ~= "Model" then
- coroutine.resume(coroutine.create(function(Part)
- for i = 0, 1, 0.01 do
- wait()
- Part.Transparency = Part.Transparency + 0.01
- end
- Part.Anchored = true
- Part.Transparency = 1
- end), v)
- elseif v:IsA("Hat") then
- coroutine.resume(coroutine.create(function(Hat)
- for i = 0, 1, 0.01 do
- wait()
- Hat.Transparency = Hat.Transparency + 0.01
- end
- Hat.Anchored = true
- Hat.Transparency = 1
- end), v.Handle)
- end
- end
- local deathnum = 0
- for i = 0, 1, 0.005 do
- ArtificialHeartbeat.Event:wait()
- if deathnum >= 10 then
- deathnum = 0
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = Torso.CFrame * cf(math.random(-15, 15), math.random(-15, 15), math.random(-15, 15))
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- MagicBlock(CustomColor, true, refpart.CFrame, 30, 30, 30, 0.5, 0.5, 0.5, 0.01)
- MagicSphere(CustomColor, refpart.CFrame, 60, 60, 60, 1, 1, 1, 0.01)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.6)
- end
- BreakEffect(CustomColor, false, Torso.CFrame, 1, 50, 1, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(0 + math.random(-40, 40))), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0 + math.random(-40, 40)), math.rad(0 + math.random(-40, 40)), math.rad(0 + math.random(-40, 40))), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40 + math.random(-40, 40)), math.rad(0), math.rad(40 + math.random(-40, 40))) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40 + math.random(-40, 40)), math.rad(0), math.rad(-40 + math.random(-40, 40))) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(-40 + math.random(-40, 40))), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(40 + math.random(-40, 40))), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- deathnum = deathnum + 1
- end
- Humanoid.MaxHealth = 0
- Humanoid.Health = 0
- equipvelocity.Velocity = Vector3.new(0, 0, 0)
- MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.008)
- MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.008)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.4)
- so("http://roblox.com/asset/?id=203691653", Torso, 1, 0.4)
- so("http://roblox.com/asset/?id=203691562", Torso, 1, 0.4)
- so("http://roblox.com/asset/?id=160867463", Torso, 1, 1.2)
- attack = false
- end
- if startequipped == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- Speed.Value = Speed.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- elseif startequippedwithequipanimation == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- end
- function StaggerHit()
- attack = true
- attack = false
- end
- function Stagger()
- attack = true
- attack = false
- end
- function Stun()
- attack = true
- attack = false
- end
- function EAbility()
- attack = true
- attack = false
- end
- function attackone()
- attack = true
- attack = false
- end
- function attacktwo()
- attack = true
- attack = false
- end
- function attackthree()
- attack = true
- attack = false
- end
- function attackfour()
- attack = true
- attack = false
- end
- function Move1()
- attack = true
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.04 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- local orbnumber = math.random(20, 40)
- coroutine.resume(coroutine.create(function()
- for i = 1, orbnumber do
- wait()
- local orbblastpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt())
- local orbblastmesh = mesh("SpecialMesh", orbblastpart, "Sphere", "", vt(0, 0, 0), vt(10, 10, 10))
- orbblastpart.Anchored = true
- game:GetService("Debris"):AddItem(orbblastpart, 5)
- orbblastpart.CFrame = cf(Mouse.hit.p + vt(math.random(-10, 10), math.random(50, 100), math.random(-10, 10)))
- MagicBlock(CustomColor, true, rightarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05)
- MagicSphere(CustomColor, orbblastpart.CFrame, 10, 10, 10, 0.5, 0.5, 0.5, 0.05)
- so("http://roblox.com/asset/?id=183763498", orbblastpart, 1, 1.2)
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- local spread = vt(math.random(-16, 16), math.random(-16, 16), math.random(-16, 16)) * (Part.Position - (Part.Position + vt(0, -1, 0))).magnitude / 100
- local TheHit = Part.Position + vt(0, -1, 0)
- local MouseLook = cf((Part.Position + TheHit) / 2, TheHit + spread)
- local hit, pos = rayCast(Part.Position, MouseLook.lookVector, 999, Character)
- local mag = (Part.Position - pos).magnitude
- MagicCylinder(CustomColor, cf((Part.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 1, mag * 5, 1, 0.25, 0, 0.25, 0.025)
- MagicBlock(CustomColor, true, Part.CFrame, 8, 8, 8, 0.25, 0.25, 0.25, 0.05)
- Part.Parent = nil
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = cf(pos)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- MagicBlock(CustomColor, true, Part.CFrame, 8, 8, 8, 0.25, 0.25, 0.25, 0.05)
- MagicBlock(CustomColor, true, refpart.CFrame, 15, 15, 15, 3, 3, 3, 0.05)
- MagicRing(CustomColor, refpart.CFrame * angles(math.rad(90), math.rad(math.random(-60, 60)), math.rad(math.random(-60, 60))), 1, 1, 1, 1, 1, 1, 0.025)
- so("http://roblox.com/asset/?id=183763487", refpart, 1, 1)
- Damagefunc(hit, 20, 40, 1, "Normal", RootPart, 0, 1, 0, nil, true, true)
- MagniDamage(refpart, 15, 5, 10, 0, "Normal", 0, 1, 0, nil, true, true)
- end
- end), orbblastpart)
- end
- end))
- for i = 0, 1, (0.015 + orbnumber / 10000) / 2 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- attack = false
- end
- function Move2()
- attack = true
- local oldspeedvalue = Speed.Value
- Speed.Value = 0
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(2, 5, 0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(-2, 5, 0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.015 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(2, 5, 0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(-2, 5, 0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- so("http://www.roblox.com/asset/?id=169445121", Torso, 1, 0.6)
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- MagicBlock(CustomColor, true, leftarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05)
- MagicBlock(CustomColor, true, rightarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 9 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(35)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 7, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 7, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-1.8, 3.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = RootPart.CFrame * cf(0, 500, -20)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- local TheHit = refpart.Position + vt(0, -1, 0)
- local MouseLook = cf((refpart.Position + TheHit) / 2, TheHit)
- local hit, pos = rayCast(refpart.Position, MouseLook.lookVector, 999, Character)
- local mag = (refpart.Position - pos).magnitude
- local refpart2 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart2.CFrame = cf(pos)
- refpart2.Anchored = true
- game:GetService("Debris"):AddItem(refpart2, 1)
- MagicCylinder(CustomColor, cf((refpart.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 5, mag * 5, 5, 0.1, 0, 0.1, 0.025)
- if hit ~= nil then
- MagicBlock(CustomColor, true, refpart2.CFrame, 15, 15, 15, 1.5, 1.5, 1.5, 0.01)
- MagicSphere(CustomColor, refpart2.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- MagicWave(CustomColor, refpart2.CFrame, 5, 5, 5, 1, 1.5, 1, 0.025)
- MagicRing(CustomColor, refpart2.CFrame * angles(math.rad(90), 0, 0), 2.5, 2.5, 2.5, 2, 2, 2, 0.025)
- so("http://roblox.com/asset/?id=87784452", refpart2, 1, 0.8)
- so("http://roblox.com/asset/?id=183763515", refpart2, 1, 0.8)
- MagniDamage(refpart2, 25, 20, 50, math.random(10, 30), "Normal", 0, 1, 0, nil, true, true)
- end
- for i = 0, 1, 0.02 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 9 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(35)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 7, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 7, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-1.8, 3.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- Speed.Value = Speed.Value + oldspeedvalue
- attack = false
- end
- function Move3()
- attack = true
- local oldspeedvalue = Speed.Value
- Speed.Value = 0
- so("http://www.roblox.com/asset/?id=169445046", rightleg2, 1, 0.6)
- for i = 0, 1, 0.05 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 11.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(40), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(20)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.05 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 11.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(40), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(20)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- MagicSphere(CustomColor, RootPart.CFrame * cf(2.5, -3, -2), 10, 4, 10, 2.5, 1.5, 2.5, 0.025)
- local num = 0
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = RootPart.CFrame * cf(2.5, 0, -6)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 3)
- for i = 1, 4 do
- local refpart2 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart2.CFrame = refpart.CFrame * cf(2.5, 0, num)
- refpart2.Anchored = true
- game:GetService("Debris"):AddItem(refpart2, 1)
- local TheHit = refpart2.Position + vt(0, -1, 0)
- local MouseLook = cf((refpart2.Position + TheHit) / 2, TheHit)
- local hit, pos = rayCast(refpart2.Position, MouseLook.lookVector, 999, Character)
- if hit ~= nil then
- local refpart3 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart3.CFrame = cf(pos)
- refpart3.Anchored = true
- game:GetService("Debris"):AddItem(refpart3, 1)
- MagicSphere(CustomColor, refpart3.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- MagicWave(CustomColor, refpart3.CFrame, 5, 5, 5, 1, 1, 1, 0.025)
- so("http://www.roblox.com/asset/?id=161006093", refpart3, 1, 0.6)
- MagniDamage(refpart3, 20, 20, 30, math.random(5, 20), "Normal", 0, 1, 0, nil, true, true)
- end
- num = num - 20
- wait(0.4)
- end
- Speed.Value = Speed.Value + oldspeedvalue
- attack = false
- end
- function Move4()
- attack = true
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.04 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- local orbpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt())
- local orbmesh = mesh("SpecialMesh", orbpart, "Sphere", "", vt(0, 0, 0), vt(15, 15, 15))
- local orbweld = weld(orbpart, Torso, orbpart, cf(0, 0, 0), cf(0, -15, 0))
- game:GetService("Debris"):AddItem(orbpart, 5)
- so("http://roblox.com/asset/?id=137463716", orbpart, 1, 0.6)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 0.7, 0.005 do
- ArtificialHeartbeat.Event:wait()
- Mesh.Scale = Mesh.Scale + vt(0.25, 0.25, 0.25)
- MagicBlock(CustomColor, true, orbpart.CFrame, 15, 15, 15, 1, 1, 1, 0.05)
- local orbchargeeffect = part(3, Effects, "SmoothPlastic", 0, 0, CustomColor, "Effect", vt())
- local orbchargeeffectmesh = mesh("SpecialMesh", orbchargeeffect, "Sphere", "", vt(0, 0, 0), vt(2, math.random(10, 15), 2))
- local orbchargecframe = angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))) * cf(0, math.random(10, 20), 0)
- orbchargeeffect.CFrame = orbpart.CFrame * orbchargecframe
- orbchargeeffect.Anchored = true
- game:GetService("Debris"):AddItem(orbchargeeffect, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, 0.1 do
- ArtificialHeartbeat.Event:wait()
- Part.Transparency = i
- Part.CFrame = Part.CFrame * cf(0, -1, 0)
- end
- Part.Parent = nil
- end), orbchargeeffect, orbchargeeffectmesh)
- end
- wait(0.5)
- local range = 999
- local MainPos = Part.Position
- local MainPos2 = Mouse.Hit.p
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, range, ShotTarget.Parent)
- local mag = (MainPos - pos).magnitude
- MagicCylinder(CustomColor, cf((MainPos + pos) / 2, pos) * angles(math.rad(90), 0, 0), 10, mag * 5, 10, 0.25, 0, 0.25, 0.005)
- for i = 1, 5 do
- local ringcf = cf((MainPos + pos) / 2, pos) * angles(math.rad(-90), 0, 0) * cf(0, mag / 5 * (i / 2), 0)
- MagicRing(CustomColor, ringcf * angles(math.rad(90), 0, 0), 1, 1, 1, 0.25, 0.25, 0.25, 0.005)
- end
- for i = 0, 5 do
- local ringcf = cf((MainPos + pos) / 2, pos) * angles(math.rad(-90), 0, 0) * cf(0, -mag / 5 * (i / 2), 0)
- MagicRing(CustomColor, ringcf * angles(math.rad(90), 0, 0), 1, 1, 1, 0.25, 0.25, 0.25, 0.005)
- end
- so("http://roblox.com/asset/?id=183763506", Part, 1, 0.6)
- so("http://roblox.com/asset/?id=178452221", Part, 1, 0.6)
- so("http://www.roblox.com/asset/?id=87767777", Part, 1, 1)
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = cf(pos)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- MagicBlock(CustomColor, true, refpart.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- MagicSphere(CustomColor, refpart.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- so("http://roblox.com/asset/?id=183763506", refpart, 1, 0.6)
- so("http://roblox.com/asset/?id=178452221", refpart, 1, 0.6)
- so("http://www.roblox.com/Asset?ID=87767777", refpart, 1, 1)
- Damagefunc(hit, 30, 70, 50, "Normal", RootPart, 0, 1, 0, nil, true, true)
- MagniDamage(refpart, 20, 10, 30, 40, "Normal", 0, 1, 0, nil, true, true)
- end
- for i = 0, 1, 0.01 do
- ArtificialHeartbeat.Event:wait()
- Mesh.Scale = Mesh.Scale + vt(0.5, 0.5, 0.5)
- Part.Transparency = Part.Transparency + 0.01
- end
- Part.Parent = nil
- end), orbpart, orbmesh)
- for i = 0, 1, 0.004 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- attack = false
- end
- hold = false
- Mouse.Button1Down:connect(function()
- if attack == true or equipped == false then
- return
- end
- hold = true
- if attacktype == 1 then
- attacktype = 2
- attackone()
- elseif attacktype == 2 then
- attacktype = 3
- attacktwo()
- elseif attacktype == 3 then
- attacktype = 4
- attackthree()
- elseif attacktype == 4 then
- attacktype = 1
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- wait()
- end
- end
- if attack == false then
- attacktype = 1
- end
- end))
- end)
- if allowhopperbin == true then
- function ob1u(Mouse)
- hold = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if key == "f" and canunequiporequip == true and attack == false then
- if equipped == false then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- elseif equipped == true then
- equipped = false
- unequipanim()
- ArtificialHeartbeat.Event:wait()
- if disablemovingarms == true then
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = Torso
- LSH.Parent = Torso
- end
- if disableanimator == true then
- Animator.Parent = Humanoid
- end
- if disableanimate == true then
- Animate.Disabled = false
- end
- end
- end
- if key == "e" and attack == false and equipped == true then
- EAbility()
- end
- if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and mana >= skill1mana then
- subtractmana(skill1mana)
- cooldown1 = 0
- Move1()
- end
- if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and mana >= skill2mana then
- subtractmana(skill2mana)
- cooldown2 = 0
- Move2()
- end
- if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and mana >= skill3mana then
- subtractmana(skill3mana)
- cooldown3 = 0
- Move3()
- end
- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and mana >= skill4mana then
- subtractmana(skill4mana)
- cooldown4 = 0
- Move4()
- end
- if key == "m" then
- hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
- if hitfloor == nil then
- RootPart.CFrame = RootPart.CFrame * cf(0, 12, 0)
- end
- end
- end)
- if allowhopperbin == true then
- function key2(key)
- end
- end
- if allowhopperbin == true then
- function s(Mouse)
- Mouse.Button1Down:connect(function()
- ob1d(Mouse)
- end)
- Mouse.Button1Up:connect(function()
- ob1u(Mouse)
- end)
- Mouse.KeyDown:connect(key)
- Mouse.KeyUp:connect(key2)
- end
- end
- if allowhopperbin == true then
- function ds(Mouse)
- end
- end
- if allowhopperbin == true then
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- end
- function updateskills()
- if allowabilitestofunction == true then
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.03333333333333333
- if cooldown1 >= co1 then
- cooldown1 = co1
- end
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.03333333333333333
- if cooldown2 >= co2 then
- cooldown2 = co2
- end
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.03333333333333333
- if cooldown3 >= co3 then
- cooldown3 = co3
- end
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.03333333333333333
- elseif cooldown4 >= co4 then
- cooldown4 = co4
- end
- if changebarcolorsifnotenoughmana == true then
- if mana <= skill1mana then
- bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar4.BackgroundColor3 = skillcolorscheme
- end
- if mana <= skill2mana then
- bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar3.BackgroundColor3 = skillcolorscheme
- end
- if mana <= skill3mana then
- bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar1.BackgroundColor3 = skillcolorscheme
- end
- if mana <= skill4mana then
- bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar2.BackgroundColor3 = skillcolorscheme
- end
- elseif changebarcolorsifnotenoughmana == false then
- bar1.BackgroundColor3 = skillcolorscheme
- bar2.BackgroundColor3 = skillcolorscheme
- bar3.BackgroundColor3 = skillcolorscheme
- bar4.BackgroundColor3 = skillcolorscheme
- end
- end
- if alternatemanaregensystem == false then
- if mana <= maxmana then
- mana = mana + recovermana / 30
- elseif mana >= maxmana then
- mana = maxmana
- end
- elseif alternatemanaregensystem == true then
- if mana >= maxmana then
- mana = maxmana
- elseif manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- mana = mana + 1
- end
- end
- if allowstunbar == true then
- if 0 >= StunValue.Value then
- StunValue.Value = 0
- elseif stundelay <= stunwait then
- stundelay = stundelay + 1
- else
- stundelay = 0
- StunValue.Value = StunValue.Value - 1
- end
- elseif allowstunbar == false then
- StunValue.Value = 0
- end
- end
- if allowmenutofunction == true then
- ArtificialHeartbeat.Event:connect(function()
- updateskills()
- if allowabilitestofunction == true then
- framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- manacover:TweenSize(ud(1 * (mana / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- if allowstunbar == true then
- stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- if showhealthmanaandstunnumbers == true then
- manatext.Text = "Mana [" .. mana .. "]"
- healthtext.Text = "Health [" .. Humanoid.Health .. "]"
- if allowstunbar == true then
- stuntext.Text = "Stun [" .. StunValue.Value .. "]"
- end
- end
- if showstats == true then
- defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- speedframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- defensetext.Text = "Defense: " .. Defense.Value
- damagetext.Text = "Damage: " .. Damage.Value
- speedtext.Text = "Speed: " .. Speed.Value
- end
- end)
- end
- ArtificialHeartbeat.Event:connect(function()
- if Humanoid.Health < 100 and dieanim == false then
- dieanim = true
- unequipanim()
- end
- if Humanoid.Health > 0 then
- if walkspeeddependsonspeedvalue == true then
- if 0 > Speed.Value or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Speed.Value
- end
- end
- if StunValue.Value >= maxstun then
- StunValue.Value = 0
- StunAnim.Value = true
- end
- if StaggerAnim.Value == true and staganim == false then
- coroutine.resume(coroutine.create(function()
- staganim = true
- while attack == true do
- ArtificialHeartbeat.Event:wait()
- end
- Stagger()
- StaggerAnim.Value = false
- staganim = false
- end))
- end
- if StaggerHitAnim.Value == true and staghitanim == false then
- coroutine.resume(coroutine.create(function()
- staghitanim = true
- while attack == true do
- ArtificialHeartbeat.Event:wait()
- end
- StaggerHit()
- StaggerHitAnim.Value = false
- staghitanim = false
- end))
- end
- if StunAnim.Value == true and stunanim == false or 100 <= StunValue.Value then
- coroutine.resume(coroutine.create(function()
- StunValue.Value = 0
- stunanim = true
- while attack == true do
- ArtificialHeartbeat.Event:wait()
- end
- Stun()
- StunAnim.Value = false
- stunanim = false
- end))
- end
- sine = sine + change
- someangle = someangle % 100 + change2 / 10
- local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
- hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.002
- else
- donum = donum - 0.002
- end
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if not (idle >= 500) or attack == false then
- end
- if leftarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- end
- if rightarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- end
- if allowwalking == true then
- if Anim == "Walk" and equipped == true then
- if alternatewalk == false then
- if walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif Anim ~= "Walk" and equipped == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- end
- if velderp > 1 and hitfloor == nil then
- Anim = "Jump"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(20)) * RWC0, 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * LWC0, 0.1)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.1)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1)
- end
- elseif velderp < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(60)) * RWC0, 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.1)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.1)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.075)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * RWC0, 0.075)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.075)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.075)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.075)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.075)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.075)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.075)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.075)
- end
- elseif torvel > 1 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 0.5
- if walk >= 20 then
- walk = 0
- if walkinganim == true then
- walkinganim = false
- elseif walkinganim == false then
- walkinganim = true
- end
- end
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * RWC0, 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.1)
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1)
- end
- end
- end
- end
- end)
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