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- -- Fixed and edited by wanTH092
- wait(1)
- local ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- script.Name = "Chaos"
- local Player = game.Players.LocalPlayer
- repeat
- wait()
- until Player
- local Character = Player.Character
- repeat
- wait()
- until Character
- local C_Fold = Instance.new("Folder", Player.PlayerScripts)
- C_Fold.Name = "Chaos Folder"
- script.Parent = C_Fold
- if script.ClassName == "LocalScript" or script.ClassName == "Script" then
- if game.CreatorId == 1 then
- script.Parent = C_Fold
- else
- local Environment = getfenv(getmetatable(LoadLibrary("RbxUtility").Create).__call)
- local oxbox = getfenv()
- setfenv(1, setmetatable({}, {__index = Environment}))
- oxbox.script:Destroy()
- end
- end
- if script ~= true then
- print("Escaped Sandbox")
- else
- warn("Failed sandbox escape")
- end
- local Mouse = Player:GetMouse()
- local LeftArm = Character:WaitForChild("Left Arm")
- local RightArm = Character:WaitForChild("Right Arm")
- local LeftLeg = Character:WaitForChild("Left Leg")
- local RightLeg = Character:WaitForChild("Right Leg")
- local Head = Character:WaitForChild("Head")
- local Torso = Character:WaitForChild("Torso")
- local RootPart = Character:WaitForChild("HumanoidRootPart")
- local Humanoid = Character:WaitForChild("Humanoid")
- local LeftShoulder = Torso:WaitForChild("Left Shoulder")
- local RightShoulder = Torso:WaitForChild("Right Shoulder")
- local LeftHip = Torso:WaitForChild("Left Hip")
- local RightHip = Torso:WaitForChild("Right Hip")
- local Neck = Torso:WaitForChild("Neck")
- local RootJoint = RootPart:WaitForChild("RootJoint")
- local Camera = workspace.CurrentCamera
- local FLeftShoulder, FRightShoulder = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftShoulder.Name = "LS"
- FRightShoulder.Name = "RS"
- local FLeftHip, FRightHip = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftHip.Name = "LH"
- FRightHip.Name = "RH"
- local FRootJoint = Instance.new("Weld", RootPart)
- FRootJoint.Name = "RJ"
- local F1, F2, F3 = Instance.new("Folder", Character), Instance.new("Folder"), Instance.new("Folder")
- F1.Name = "Parts Folder"
- F2.Parent = F1
- F2.Name = "Effects"
- F3.Parent = F1
- F3.Name = "Extra Parts"
- local Drag_To_Part = Instance.new("Part", F3)
- Drag_To_Part.Transparency = 1
- Drag_To_Part.Name = "Drag-to-part"
- Drag_To_Part.Size = Vector3.new(0.2, 0.2, 0.2)
- Drag_To_Part.Anchored = false
- Drag_To_Part.CanCollide = false
- Drag_To_Part.Locked = true
- local DTPWeld = Instance.new("Weld", Drag_To_Part)
- DTPWeld.Part0 = RootPart
- DTPWeld.Part1 = Drag_To_Part
- local WepWeld, WepWeld2, WepWeld3, SheWeld = nil, nil, nil, nil
- local NLSC0 = LeftShoulder.C0
- local NLSC1 = LeftShoulder.C1
- local NRSC0 = RightShoulder.C0
- local NRSC1 = RightShoulder.C1
- local NLHC0 = LeftHip.C0
- local NLHC1 = LeftHip.C1
- local NRHC0 = RightHip.C0
- local NRHC1 = RightHip.C1
- local NNC0 = Neck.C0
- local NNC1 = Neck.C1
- local NRJC0 = RootJoint.C0
- local NRJC1 = RootJoint.C1
- local Handle, Hit_Box, Handle2, Hit_Box2, TEHandle, TESHandle, TEHit_Box, CEP = nil, nil, nil, nil, nil, nil, nil, nil
- local chatServ = game:GetService("Chat")
- local runServ = game:GetService("RunService")
- local debServ = game:GetService("Debris")
- local CurrentSpeed = 16
- local Current_Anim = "Idle"
- local Attack_Num = 1
- local Damage_Buff = 0
- local Max_Health = 200
- local Last_Health = Max_Health
- local idle = 1
- local idlenum = 1
- local idlenum2 = 1
- local walk = 1
- local walknum = 1
- local walknum2 = 1
- local Effects = {}
- local DragTable = {}
- local InputTable = {}
- local InputFrameTable = {}
- local TEBladeP = {}
- local TEBEffect, c1, c2 = nil, nil, nil
- local RGyro = Instance.new("BodyGyro")
- RGyro.MaxTorque = Vector3.new(0, 0, 0)
- RGyro.P = 2000
- local LLCF = CFrame.new()
- local SWP = Instance.new("BoolValue")
- local ControlScript = Player.PlayerScripts:WaitForChild("ControlScript")
- local Z_Pressed = false
- local Debounces = {Equipped = false, Equipping = false, HasWep = false, DuelWielding = false, Attacking = false, Locked_On = false, Can_Double_Jump = false, AnimOverride = false, Guarding = false, Crouching = false, JumpAnim = false, DoubleJumpAnim = false, KeyStrokeEnabled = false, Successful_KeyStroke = false, KeyStroke_CoolDown = false, UIAction = false, ZeroGravity = false, DoubleJumping = false, Charging_Erupt = false, Guarding = false, Transformed = false, DisableJump = false, Dashing = false, Hovering = false, TEWield = false, TESWield = false, CanGuard = true, SpedUp = false, HurrSlash = false, Stompped = false}
- local rad = math.rad
- local huge = math.huge
- local rand = math.random
- local Vec = Vector3.new
- local Cf = CFrame.new
- local Euler = CFrame.fromEulerAnglesXYZ
- local BC = BrickColor.new
- local Col3 = Color3.new
- local Inst = Instance.new
- local Ud2 = UDim2.new
- local FONT = "SourceSansLight"
- local DecName = "MadeBy" .. Player.Name .. ""
- local GodMode = true
- local OP_HEALTH = runServ.RenderStepped:connect(function()
- if GodMode and RootJoint.Parent ~= nil then
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- wait()
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- end
- end
- )
- local Colour1 = BC("Bright red")
- local Colour2 = BC("Really black")
- local Colour3 = BC("Smoky grey")
- local Chaos_UI = Inst("ScreenGui", Player.PlayerGui)
- Chaos_UI.Name = "Chaos UI"
- local ColMain, KP, Moves, OM = Inst("Frame", Chaos_UI), Inst("Frame", Chaos_UI), Inst("ScrollingFrame", Chaos_UI), Inst("TextButton", Chaos_UI)
- ColMain.Name = "ColorUI"
- ColMain.Position = Ud2(0.85, 0, 0.5, 0)
- ColMain.Size = Ud2(0.15, 0, 0.5, 0)
- ColMain.Style = "DropShadow"
- local col1, Done = Inst("Frame", ColMain), Inst("TextButton", ColMain)
- local ccol1, cc1 = Inst("TextBox", col1), Inst("TextLabel", col1)
- col1.BackgroundTransparency = 1
- col1.Name = "Col1"
- col1.Size = Ud2(1, 0, 0.2, 0)
- ccol1.BackgroundTransparency = 1
- ccol1.Name = "Colour"
- ccol1.Position = Ud2(0.3, 0, 0, 0)
- ccol1.Size = Ud2(0.7, 0, 1, 0)
- ccol1.Font = FONT
- ccol1.Text = "Really red"
- ccol1.TextColor3 = Col3(1, 1, 1)
- ccol1.TextScaled = true
- cc1.BackgroundTransparency = 1
- cc1.Name = "Col"
- cc1.Size = Ud2(0.3, 0, 1, 0)
- cc1.Font = FONT
- cc1.Text = "Colour 1:"
- cc1.TextColor3 = Col3(1, 1, 1)
- cc1.TextScaled = true
- local col2 = col1:Clone()
- col2.Parent = ColMain
- col2.Name = "Col2"
- col2.Position = Ud2(0, 0, 0.3, 0)
- col2:WaitForChild("Colour").Text = "Really black"
- col2:WaitForChild("Col").Text = "Colour 2:"
- local col3 = col1:Clone()
- col3.Parent = ColMain
- col3.Name = "Col3"
- col3.Position = Ud2(0, 0, 0.6, 0)
- col3:WaitForChild("Colour").Text = "Fawn brown"
- col3:WaitForChild("Col").Text = "Colour 3:"
- Done.BackgroundColor3 = Col3(0, 1, 0)
- Done.BorderSizePixel = 0
- Done.Name = "Done"
- Done.Position = Ud2(0.08, 0, 0.8, 0)
- Done.Size = Ud2(0.85, 0, 0.15, 0)
- Done.Font = FONT
- Done.Text = "Done!"
- Done.TextColor3 = Col3(1, 1, 1)
- Done.TextScaled = true
- KP.Name = "KeysPressed"
- KP.Position = Ud2(0, 0, 0.9, 0)
- KP.Size = Ud2(0.25, 0, 0.1, 0)
- KP.Style = "DropShadow"
- local KPTemplate = Inst("TextLabel", KP)
- KPTemplate.BackgroundTransparency = 1
- KPTemplate.Name = "Template"
- KPTemplate.Size = Ud2(0.125, 0, 1, 0)
- KPTemplate.Font = FONT
- KPTemplate.Text = ">"
- KPTemplate.TextColor3 = Col3(1, 1, 1)
- KPTemplate.TextScaled = true
- Moves.BackgroundColor3 = Col3(0.28235294117647, 0.28235294117647, 0.28235294117647)
- Moves.BackgroundTransparency = 0.8
- Moves.BorderSizePixel = 0
- Moves.Name = "Moves"
- Moves.Position = Ud2(-0.2, 0, 0.4, 0)
- Moves.Size = Ud2(0.2, 0, 0.5, 0)
- Moves.ScrollBarThickness = 8
- OM.Name = "VML"
- OM.Position = Ud2(0.002, 0, 0.83, 0)
- OM.Size = Ud2(0.05, 0, 0.08, 0)
- OM.Visible = false
- OM.Style = "RobloxRoundButton"
- OM.Font = FONT
- OM.Text = "View Move List"
- OM.TextColor3 = Col3(1, 1, 1)
- OM.TextScaled = true
- local Title = Inst("TextLabel", Moves)
- Title.BackgroundTransparency = 1
- Title.Name = "Title"
- Title.Size = Ud2(1, 0, 0.014, 0)
- Title.Font = FONT
- Title.Text = "Move List"
- Title.TextColor3 = Col3(1, 1, 1)
- Title.TextScaled = true
- Title.TextStrokeTransparency = 0
- CreateWeaponPart = function(className, parent, Brickcolor, Material, Transparency, Reflectance, Name, Position, Rotation, Size, MeshClass, MeshScale, MeshId, MeshType)
- local Part = Instance.new(className, parent)
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Transparency = Transparency
- Part.Reflectance = Reflectance
- Part.Material = Material
- Part.Name = Name
- Part.Anchored = true
- Part.CanCollide = false
- Part.Locked = true
- Part.Size = Size
- Part.Position = Position
- Part.Rotation = Rotation
- Part.TopSurface = "SmoothNoOutlines"
- Part.BottomSurface = "SmoothNoOutlines"
- Part.FrontSurface = "SmoothNoOutlines"
- Part.BackSurface = "SmoothNoOutlines"
- Part.RightSurface = "SmoothNoOutlines"
- Part.LeftSurface = "SmoothNoOutlines"
- local Mesh = Instance.new(MeshClass, Part)
- Mesh.Scale = MeshScale
- if MeshClass == "SpecialMesh" then
- Mesh.MeshId = MeshId
- Mesh.MeshType = MeshType
- end
- return Part
- end
- local Denial = Inst("Model", Character)
- Denial.Name = "Denial"
- local Despair = Inst("Model")
- Despair.Name = "Despair"
- local The_End = Inst("Model")
- The_End.Name = "The End"
- local The_End_Sheath = Inst("Model")
- The_End_Sheath.Name = "The End\'s Sheath"
- local CArmour = Inst("Model")
- CArmour.Name = "ChaosArmour"
- CreateWeapon = function()
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeCorner", Vec(0, 7.2, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "SpecialMesh", Vec(0.625, 0.625, 1.25), "", "Sphere")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeCorner", Vec(1.4, 8.4, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "SpecialMesh", Vec(0.625, 0.625, 1.25), "", "Sphere")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeEdge", Vec(1.4, 5.3, -272.2), Vec(0, 0, 0), Vec(0.4, 6.2, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeEdge", Vec(0, 4.7, -272.2), Vec(0, 0, 0), Vec(0.4, 5, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.3, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 1, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.4, 5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.3, 5.1, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.1, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.1, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 1, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.3, 5.8, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.2, 5.5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.6, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.3, 5.9, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.7, 5, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.4, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.8, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.9, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1, 6, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.4, 6, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.7, 7.8, -272.2), Vec(0, 90, 0), Vec(0.2, 1.2, 1.4), "SpecialMesh", Vec(1.25, 1, 1), "", "Wedge")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.7, 3.6, -272.2), Vec(0, 0, 0), Vec(1.4, 2.8, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.7, 6.6, -272.2), Vec(0, 0, 0), Vec(1.4, 1.2, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1, 5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.2, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.3, 5.2, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.7, 6, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.4, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(0.2, 5.5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.6, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "SmoothPlastic", 0, 0, "BladeRing", Vec(0.7, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 0.2, 0.2), "SpecialMesh", Vec(0.9, 0.9, 2), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeTop", Vec(0.683, 7.786, -272.2), Vec(180, 0, 49.399), Vec(0.4, 1.8, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(1.4, 2.1, -272.2), Vec(0, 0, 0), Vec(0.4, 0.2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0, 2.1, -272.2), Vec(0, 0, 0), Vec(0.4, 0.2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(1.1, 1.28, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.5, -272.2), Vec(0, 0, 0), Vec(0.6, 0.6, 0.2), "BlockMesh", Vec(1.1, 1, 1.28), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.1, -272.2), Vec(0, 0, 0), Vec(1.4, 0.2, 0.2), "BlockMesh", Vec(1, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.5, -272.2), Vec(0, 0, 0), Vec(0.6, 0.6, 0.2), "BlockMesh", Vec(1, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.2, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.15, 1.28), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(1, 1.3, 1), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.6, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.4, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "")
- Handle = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Handle", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.9, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.1, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.7, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.5, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.3, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.1, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.9, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.7, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.5, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.3, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "HandleNeon", Vec(0.7, 1, -272.2), Vec(0, 0, 0), Vec(1, 2, 0.2), "CylinderMesh", Vec(0.85, 0.9, 0.85), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(0.7, 0, -272.2), Vec(0, 0, 0), Vec(1, 0.4, 0.2), "CylinderMesh", Vec(1.15, 0.3, 1.15), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(0.7, 2, -272.2), Vec(0, 0, 0), Vec(1, 0.4, 0.2), "CylinderMesh", Vec(1.15, 0.3, 1.15), "", "")
- Hit_Box = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Hitbox", Vec(0.7, 5.4, -272.2), Vec(0, 0, 0), Vec(2.2, 6.8, 0.6), "BlockMesh", Vec(0, 0, 0), "", "")
- for _,K in pairs(Denial:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,Part in pairs(Denial:GetChildren()) do
- -- DECOMPILER ERROR at PC1728: Unhandled construct in 'MakeBoolean' P1
- if Part:IsA("Part") and Part.Name ~= "Handle" then
- local x = Handle
- local y = Part
- local W = Instance.new("Weld")
- W.Part0 = x
- W.Part1 = y
- local CJ = CFrame.new(x.Position)
- local C0 = x.CFrame:inverse() * CJ
- local C1 = y.CFrame:inverse() * CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = x
- x.Anchored = false
- y.Anchored = false
- end
- do
- do
- Part.Anchored = false
- -- DECOMPILER ERROR at PC1753: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- Handle.Anchored = true
- end
- local d = false
- Done.MouseButton1Click:connect(function()
- if not d then
- d = true
- Colour1 = col1:WaitForChild("Colour").Text
- Colour2 = col2:WaitForChild("Colour").Text
- Colour3 = col3:WaitForChild("Colour").Text
- debServ:AddItem(ColMain, 0)
- OM.Visible = true
- CreateWeapon()
- GodMode = false
- Handle.Anchored = false
- WepWeld = Inst("Motor6D", Handle)
- WepWeld.Name = "Handle Joint"
- WepWeld.Part0 = Torso
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf(1.5, -1, 0.6) * Euler(rad(-90), rad(0), rad(90))
- Humanoid.MaxHealth = Max_Health
- wait(0.1)
- Humanoid.Health = Max_Health
- end
- end
- )
- Create_Moves_In_List = function()
- local ah = 0.012
- local am = 0.012
- local move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "CTRL - Enable/Disable Keystrokes"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "R - Corrupt Guard(Cannont be duelwielding)"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "F - Equip/Unequip"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "G - Equip/Unequip Denial"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "E - Disrupt"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "Z - Fatal Blow(Denial unequipped)/Hate Wave(Denial equipped)"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "X - Axel"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "C - /Dark Eruption(Denial equipped)"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Space"
- move.Text = " "
- move.Position = Ud2(0, 0, ah, 0)
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "---KeyStrokes---"
- move.Position = Ud2(0, 0, ah, 0)
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "ASDEA - Kogeki Sokudo Kojo"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "ASDDC - Awaken"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "XWW - Hurricane Slash (Must have The End equipped.)"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "SSZ - Stomp (Must be Awakened.)"
- move.Position = Ud2(0, 0, ah, 0)
- move.TextXAlignment = "Left"
- ah = ah + am
- end
- Create_Moves_In_List()
- local mopen = false
- OM.MouseButton1Click:connect(function()
- if not Debounces.UIAction and not mopen then
- Debounces.UIAction = true
- OM.Text = "Hide Move List"
- mopen = true
- Moves:TweenPosition(Ud2(0.002, 0, 0.4, 0), _, "Bounce", 0.6, true)
- OM:TweenPosition(Ud2(0.202, 0, 0.83, 0), _, "Bounce", 0.6, true)
- wait(0.3)
- Debounces.UIAction = false
- else
- if not Debounces.UIAction and mopen then
- Debounces.UIAction = true
- OM.Text = "View Move List"
- mopen = false
- Moves:TweenPosition(Ud2(-0.2, 0, 0.4, 0), _, "Bounce", 0.6, true)
- OM:TweenPosition(Ud2(0.002, 0, 0.83, 0), _, "Bounce", 0.6, true)
- wait(0.3)
- Debounces.UIAction = false
- end
- end
- end
- )
- local Holder = CreateWeaponPart("Part", F3, "Bright blue", "SmoothPlastic", 1, 0, "GripPart", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "")
- Holder.Anchored = false
- local HWeld = Inst("Motor6D", RightArm)
- HWeld.Name = "Grip Joint"
- HWeld.Part0 = RightArm
- HWeld.Part1 = Holder
- HWeld.C0 = Cf(0, -1, 0)
- local Holder2 = CreateWeaponPart("Part", F3, "Bright red", "SmoothPlastic", 1, 0, "GripPart", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "")
- Holder2.Anchored = false
- local HWeld2 = Inst("Motor6D", LeftArm)
- HWeld2.Name = "Grip Joint"
- HWeld2.Part0 = LeftArm
- HWeld2.Part1 = Holder2
- HWeld2.C0 = Cf(0, -1, 0)
- local DED = false
- Humanoid.Changed:connect(function()
- if Humanoid.Health < 0.01 or Humanoid.Parent == nil then
- wait()
- if (Humanoid.Health == 0 and not DED) or Humanoid.Parent == nil and not DED then
- print("ded")
- DED = true
- if Hit_Box then
- Hit_Box.CanCollide = true
- end
- debServ:AddItem(Denial, 36)
- Denial.Parent = workspace
- end
- end
- if Humanoid.Jump and Debounces.DisableJump then
- Humanoid.Jump = false
- end
- end
- )
- Player.CharacterRemoving:connect(function()
- if not DED then
- print("ur just gone fam")
- DED = true
- if Hit_Box then
- Hit_Box.CanCollide = true
- end
- debServ:AddItem(Denial, 36)
- Denial.Parent = workspace
- end
- end
- )
- repeat
- repeat
- runServ.Stepped:wait()
- until Handle
- until Hit_Box
- print("Handle and Hitbox created")
- CreatePart = function(className, parent, Brickcolor, Material, Transparency, Reflectance, Name, Size, Position, Rotation, MeshClass, MeshScale, MeshId, MeshType)
- local Part = Instance.new(className, parent)
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Transparency = Transparency
- Part.Reflectance = Reflectance
- Part.Material = Material
- Part.Name = Name
- Part.Anchored = true
- Part.CanCollide = false
- Part.Locked = true
- Part.Size = Size
- Part.Position = Position
- Part.Rotation = Rotation
- Part.TopSurface = "SmoothNoOutlines"
- Part.BottomSurface = "SmoothNoOutlines"
- Part.FrontSurface = "SmoothNoOutlines"
- Part.BackSurface = "SmoothNoOutlines"
- Part.RightSurface = "SmoothNoOutlines"
- Part.LeftSurface = "SmoothNoOutlines"
- local Mesh = Instance.new(MeshClass, Part)
- Mesh.Scale = MeshScale
- if MeshClass == "SpecialMesh" then
- Mesh.MeshId = MeshId
- Mesh.MeshType = MeshType
- end
- return Part
- end
- Protector = function(object)
- if object:IsA("BasePart") or object:IsA("BodyMover") or object:IsA("JointInstance") or object:IsA("Light") then
- game:GetService("RunService").Stepped:wait()
- if object.Name ~= DecName then
- debServ:AddItem(object, 0)
- if object:IsA("BodyMover") then
- RootPart.Velocity = Vec(0, 0, 0)
- coroutine.resume(coroutine.create(function()
- wait()
- RootPart.Velocity = Vec(0, 0, 0)
- end
- ))
- end
- end
- end
- end
- Momentum_Cancel = function(partfam)
- if partfam ~= nil then
- local MC = function()
- if Humanoid.WalkSpeed + 50 < partfam.Velocity.Magnitude and not Debounces.Attacking and not Debounces.DoubleJumping then
- local stopper = Inst("BodyVelocity", partfam)
- stopper.Name = DecName
- stopper.MaxForce = Vec(huge, huge, huge)
- stopper.Velocity = Vec(1, 1, 1)
- debServ:AddItem(stopper, 0.05)
- end
- end
- partfam.Changed:connect(MC)
- end
- end
- for _,child in pairs(Character:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- Momentum_Cancel(child)
- end
- end
- for _,child in pairs(Denial:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- end
- end
- local FrameRate = 0.033333333333333
- local TimeFrame = 0
- local allowframeloss = false
- local tossremainder = false
- local lastframe = tick()
- ArtificialHB:Fire()
- runServ.Heartbeat:connect(function(s, p)
- TimeFrame = TimeFrame + s
- if FrameRate <= TimeFrame then
- if allowframeloss then
- ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(TimeFrame / FrameRate) do
- ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- TimeFrame = 0
- else
- TimeFrame = TimeFrame - FrameRate * math.floor(TimeFrame / FrameRate)
- end
- end
- end
- )
- swait = function(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- MakeText = function(text, font, duration, tcr, tcg, tcb, scr, scg, scb, cFrame)
- local tpart = Instance.new("Part")
- tpart.Parent = F2
- tpart.Transparency = 1
- tpart.Name = "hoi hoi"
- tpart.Anchored = true
- tpart.CanCollide = false
- tpart.Locked = true
- tpart.Size = Vector3.new(0.2, 0.2, 0.2)
- tpart.CFrame = cFrame * CFrame.new(math.random(-2, 2), 0, math.random(-2, 2))
- local bill = Instance.new("BillboardGui")
- bill.Parent = tpart
- bill.AlwaysOnTop = true
- bill.Name = "HUHHHHHNAAAA"
- bill.Size = UDim2.new(4, 0, 4, 0)
- bill.StudsOffset = Vector3.new(0, 1, 0)
- local counter = 0
- local textl = Instance.new("TextLabel")
- textl.Parent = bill
- textl.Name = "WHYYYYYYYY"
- textl.BackgroundTransparency = 1
- textl.Size = UDim2.new(1, 0, 1, 0)
- textl.Font = font
- textl.Text = text
- textl.TextColor3 = Color3.new(tcr / 255, tcg / 255, tcb / 255)
- textl.TextScaled = true
- textl.TextStrokeColor3 = Color3.new(scr / 255, scg / 255, scb / 255)
- textl.TextStrokeTransparency = 0
- coroutine.resume(coroutine.create(function()
- while textl.TextTransparency < 1 do
- swait()
- if bill.StudsOffset.Y >= 5 then
- if duration <= counter then
- textl.TextTransparency = textl.TextTransparency + 0.15
- textl.TextStrokeTransparency = textl.TextStrokeTransparency + 0.15
- end
- end
- counter = counter + 0.1
- bill.StudsOffset = Vec(0, bill.StudsOffset.Y + 0.15, 0)
- end
- debServ:AddItem(bill, 0)
- debServ:AddItem(textl, 0)
- debServ:AddItem(tpart, 0)
- end))
- end
- Apply_Buff = function(amount, duration)
- coroutine.resume(coroutine.create(function()
- if amount > 0 and duration > 0 then
- Damage_Buff = Damage_Buff + amount
- MakeText("+" .. amount .. " Damage", FONT, 0.3, 255, 0, 0, 0, 0, 0, RootPart.CFrame)
- wait(duration)
- Damage_Buff = Damage_Buff - amount
- MakeText("-" .. amount .. " Damage", FONT, 0.3, 255, 0, 0, 0, 0, 0, RootPart.CFrame)
- end
- end
- ))
- end
- Apply_Health_Buff = function(amount, duration)
- coroutine.resume(coroutine.create(function()
- if amount > 0 and duration > 0 then
- Max_Health = Max_Health + amount
- coroutine.resume(coroutine.create(function()
- wait()
- Humanoid.Health = Humanoid.Health + amount
- end
- ))
- MakeText("+" .. amount .. " Max Health", FONT, 0.3, 255, 170, 0, 0, 0, 0, RootPart.CFrame)
- wait(duration)
- Max_Health = Max_Health - amount
- MakeText("-" .. amount .. " Max Health", FONT, 0.3, 255, 170, 0, 0, 0, 0, RootPart.CFrame)
- end
- end
- ))
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- FindHum = function(parent)
- local hm = nil
- for _,HM in pairs(parent:GetChildren()) do
- if HM:IsA("Humanoid") then
- hm = HM
- end
- end
- return hm
- end
- Sound = function(parent, ID, Volume, Pitch, Looped)
- local sound = Inst("Sound", parent)
- sound.SoundId = ID
- sound.Volume = Volume
- sound.Pitch = Pitch
- sound.Looped = Looped
- sound:Play()
- return sound
- end
- local DamageFunction = function(Hit, IsRan, MinDam, MaxDam, HKB, Knockback, DamType, Property, Duration, HDrag, DragDuration, SoEff, SoID, SoPit, SoVol)
- local humanoid = FindHum(Hit.Parent)
- if humanoid and humanoid ~= Humanoid then
- local IsSafe = true
- local Deb = humanoid:FindFirstChild("ChaosDebounce")
- if Deb then
- local Cre = Deb:FindFirstChild("Creator")
- if Cre and Cre.Value == Player.UserId then
- IsSafe = false
- end
- end
- if IsSafe then
- local deb = Inst("BoolValue", humanoid)
- deb.Name = "ChaosDebounce"
- local cre = Inst("NumberValue", deb)
- cre.Name = "Creator"
- cre.Value = Player.UserId
- debServ:AddItem(deb, Duration)
- debServ:AddItem(cre, Duration)
- local Damage = 1
- if IsRan then
- Damage = rand(MinDam, MaxDam)
- else
- Damage = MaxDam
- end
- local this_nigga_had_op_health = false
- if SoEff then
- local HitSound = Sound(Hit, "http://roblox.com/asset/?id=" .. SoID .. "", SoVol, SoPit, false)
- debServ:AddItem(HitSound, 6)
- end
- -- DECOMPILER ERROR at PC100: Unhandled construct in 'MakeBoolean' P1
- if (DamType == "Compensate" or string.sub(DamType, 1, 10) == "Compensate") and (humanoid.MaxHealth >= 100000 or humanoid.MaxHealth == 0) then
- if humanoid.MaxHealth >= 1000000000 or humanoid.MaxHealth == 0 then
- humanoid.MaxHealth = 100
- this_nigga_had_op_health = true
- end
- Damage = Damage * (humanoid.MaxHealth / 100)
- end
- if humanoid.MaxHealth >= 100000000 or humanoid.MaxHealth == 0 then
- this_nigga_had_op_health = true
- humanoid.MaxHealth = 100
- end
- if Damage_Buff > 0 then
- Damage = Damage * Damage_Buff
- end
- humanoid.Health = humanoid.Health - Damage
- if humanoid.MaxHealth / 4 <= Damage then
- MakeText("-" .. Damage .. "", "SourceSansBold", 0.3, 170, 0, 0, 255, 85, 0, Hit.CFrame)
- else
- local mtc = BC(Colour1).Color
- MakeText("-" .. Damage .. "", FONT, 0.3, mtc.r * 255, mtc.g * 255, mtc.b * 255, 0, 0, 0, Hit.CFrame)
- end
- do
- if HKB and (DamType ~= "SkyRocket" or DamType ~= "Compensate-SkyRocket") then
- if Property.Name ~= "Point" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local KBCF = Cf(Hit.Position, Property.Position)
- Hit.Velocity = KBCF.lookVector * -Knockback
- else
- do
- Hit.Velocity = Property.CFrame.lookVector * Knockback
- if (DamType == "Normal" and DamType == "Stun") or DamType == "Compensate-Stun" then
- MakeText("Stunned", FONT, 0.3, 255, 255, 0, 0, 0, 0, Hit.CFrame)
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local pos = Inst("BodyPosition", Hit)
- pos.MaxForce = Vec(huge, huge, huge)
- pos.Position = Hit.Position
- debServ:AddItem(pos, Duration * 10)
- else
- do
- if DamType == "LifeSteal" or DamType == "Compensate-LifeSteal" then
- Humanoid.Health = Humanoid.Health + Damage / 2
- MakeText("+" .. Damage / 2, FONT, 0.4, 0, 0, 0, 0, 255, 0, RootPart.CFrame)
- else
- if DamType == "MomentumStopper" or DamType == "Compensate-MomentumStopper" then
- local vel = Inst("BodyVelocity", Hit)
- vel.Name = "MomentumStopper"
- vel.MaxForce = Vec(huge, huge, huge)
- vel.Velocity = Vec(0, 0, 0)
- debServ:AddItem(vel, 3)
- else
- do
- if DamType == "Knockdown" or DamType == "Compensate-Knockdown" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- else
- if DamType == "SkyRocket" or DamType == "Compensate-SkyRocket" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- Hit.Velocity = Vec(0, Knockback, 0)
- if rand(1, 4) == 1 then
- local Twista = Inst("BodyAngularVelocity", Hit)
- Twista.MaxTorque = Vec(1000000, 1000000, 1000000)
- Twista.AngularVelocity = Vec(rand(-2, 2) * (Knockback / 2), rand(-2, 2) * (Knockback / 2), rand(-2, 2) * (Knockback / 2))
- debServ:AddItem(Twista, 0.01)
- end
- else
- do
- if DamType == "FreezeStun" or DamType == "Compensate-FreezeStun" then
- MakeText("Stunned", FONT, 0.3, 0, 0, 0, 255, 170, 0, Hit.CFrame)
- coroutine.resume(coroutine.create(function()
- local ti = 0
- local hHead = Hit.Parent:FindFirstChild("Head")
- if hHead then
- hHead = Hit
- local h = Inst("Part", F2)
- h.Size = Vec(0.2, 0.2, 0.2)
- h.CanCollide = false
- h.Transparency = 1
- h.Position = hHead.Position
- local hWELD = Inst("Weld", h)
- hWELD.Part0 = hHead
- hWELD.Part1 = h
- hWELD.C0 = Cf(0, -4, 0)
- repeat
- ti = ti + 0.1
- for _,p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = true
- end
- end
- swait()
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local p1 = hHead.Position + Vec(rand(-200, 200) / 100, -(hHead.Size.y * 1.5), rand(-200, 200) / 100)
- local p0 = h.Position
- Lightning(p0, p1, 5, 3, Colour1, "Neon", 0.1, 0.2, 0.2)
- until Duration * 12 <= ti
- for _,p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- debServ:AddItem(h, 0)
- end
- end
- ))
- else
- if DamType == "KnockDownFreezeStun" or DamType == "Compensate-KnockDownFreezeStun" then
- MakeText("Stunned", FONT, 0.3, 0, 0, 0, 255, 64, 0, Hit.CFrame)
- coroutine.resume(coroutine.create(function()
- local ti = 0
- local scf = nil
- local h = Inst("Part", F2)
- h.Size = Vec(0.2, 0.2, 0.2)
- h.CanCollide = false
- h.Anchored = true
- h.Transparency = 1
- h.Position = Hit.Position
- h.CFrame = h.CFrame * Euler(rad(-90), 0, 0)
- local IL = {Character, Hit.Parent}
- local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(h.Position, h.CFrame.lookVector.Unit * 999), IL, true, true)
- if Ground then
- Hit.CFrame = Cf(Pos) * Euler(rad(-90), 0, 0)
- scf = Cf(Pos) * Euler(rad(-90), 0, 0)
- end
- repeat
- ti = ti + 0.1
- for _,p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = true
- end
- end
- Hit.CFrame = scf
- swait()
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- until Duration * 7 <= ti
- for _,p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- debServ:AddItem(h, 0)
- end
- ))
- end
- end
- if HDrag then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local pos = Inst("BodyPosition", Hit)
- pos.MaxForce = Vec(huge, huge, huge)
- pos.Position = Drag_To_Part.Position
- local d = Inst("NumberValue", pos)
- d.Name = "Duration"
- d.Value = DragDuration
- table.insert(DragTable, pos)
- end
- do
- if this_nigga_had_op_health then
- coroutine.resume(coroutine.create(function()
- swait()
- Damage = Damage * 2
- humanoid.Health = humanoid.Health - Damage
- MakeText("-" .. Damage .. "", FONT, 0.4, 0, 0, 0, 0, 0, 91, Hit.CFrame)
- end
- ))
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- MagniDamage = function(Part, range, isRan, mindam, maxdam, hkb, knock, DType, dur, hd, dd, soe, soid, sopit, sovol)
- for _,c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- if hum and hum ~= Humanoid then
- local head = c:FindFirstChild("Head")
- local tor = c:FindFirstChild("Torso")
- local larm = c:FindFirstChild("Left Arm")
- local rarm = c:FindFirstChild("Right Arm")
- local lleg = c:FindFirstChild("Left Leg")
- local rleg = c:FindFirstChild("Right Leg")
- local Dis = range
- local Par = nil
- if head then
- local Mag = (head.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = head
- end
- end
- if tor then
- local Mag = (tor.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = tor
- end
- end
- if rarm then
- local Mag = (rarm.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = rarm
- end
- end
- if larm then
- local Mag = (larm.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = larm
- end
- end
- if rleg then
- local Mag = (rleg.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = rleg
- end
- end
- if lleg then
- local Mag = (lleg.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = lleg
- end
- end
- if Par then
- DamageFunction(Par, isRan, mindam, maxdam, hkb, knock, DType, Part, dur, hd, dd, soe, soid, sopit, sovol)
- end
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC113: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point = Torso.CFrame * Cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- effect = function(Color, Ref, LP, P1, returnn)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = F2
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.5, mg, 0.5)
- effectsg.CFrame = Cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- coroutine.resume(coroutine.create(function(Part, Mesh)
- if not returnn then
- for i = 0, 1, 0.05 do
- swait()
- Part.Transparency = 1 * i
- Mesh.Scale = Vector3.new(0.5 - 0.5 * i, 1, 0.5 - 0.5 * i)
- end
- Part.Parent = nil
- end
- end
- ), effectsg, effectsmsh)
- end
- local CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- part = function(parent, reflectance, transparency, brickcolor, name, size, material)
- local fp = Inst("Part")
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = Inst(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- MagicBlock = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Block1", Delay, x3, y3, z3})
- end
- MagicBlock2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Disappear", Delay, x3, y3, z3})
- end
- MagicSpikeBall = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/Asset/?id=9982590", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Block1", Delay, x3, y3, z3})
- end
- MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3})
- end
- MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3})
- end
- MagicWave2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Wave", Delay, x3, y3, z3})
- end
- MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(0.2, 0.2, 0.2), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- Effects[#Effects + 1] = {prt, "Cylinder", Delay, x3, y3, z3}
- end
- MagicCylinder2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(0.2, 0.2, 0.2), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- Effects[#Effects + 1] = {prt, "Cylinder", Delay, x3, y3, z3}
- end
- MagicBlood = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Blood", Delay, x3, y3, z3})
- end
- MagicRing = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3})
- end
- MagicRing2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Blood", Delay, x3, y3, z3})
- end
- ElecEffect = function(brickCol, Mat, cff, x, y, z)
- local prt = part(F2, 0, 0, brickCol, "Part", Vec(1, 1, 1), Mat)
- prt.Anchored = true
- prt.CFrame = cff * Cf(rand(-x, x), rand(-y, y), rand(-z, z))
- prt.CFrame = Cf(prt.Position)
- debServ:AddItem(prt, 2)
- local xval = math.random() / 2
- local yval = math.random() / 2
- local zval = math.random() / 2
- local msh = mesh("BlockMesh", prt, "", "", Vec(0, 0, 0), Vec(xval, yval, zval))
- Effects[#Effects + 1] = {prt, "Elec", 0.1, x, y, z, xval, yval, zval}
- end
- Lightning = function(p0, p1, tym, ofs, col, mat, th, tra, last)
- local magz = (p0 - p1).magnitude
- local curpos = p0
- local trz = {-ofs, ofs}
- for i = 1, tym do
- local li = Instance.new("Part", F2)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = BrickColor.new(col)
- li.Material = mat
- li.Material = "Neon"
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = Vector3.new(th, th, magz / tym)
- local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude
- li.Size = Vector3.new(th, th, magz2)
- li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2)
- game:GetService("Debris"):AddItem(li, last)
- else
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2)
- curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
- game:GetService("Debris"):AddItem(li, last)
- end
- end
- end
- Triangle = function(a, b, c, tcol, tmat)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b - a).magnitude and edg1 >= 0 then
- a = a
- elseif edg2 <= (c - b).magnitude and edg2 >= 0 then
- a = b
- elseif edg3 <= (a - c).magnitude and edg3 >= 0 then
- a = c
- else
- return
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Inst("WedgePart", F2)
- w1.Material = tmat
- w1.BrickColor = BC(tcol)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vec(0.2, width, len1)
- w1.Size = sz
- local sp = Inst("SpecialMesh", w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vec(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Transparency = 0.7
- debServ:AddItem(w1, 25)
- table.insert(Effects, {w1, "Disappear", 0.045})
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- if len2 > 0.01 then
- local w2 = Inst("WedgePart", F2)
- w2.Material = tmat
- w2.BrickColor = BC(tcol)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vec(0.2, width, len2)
- w2.Size = sz
- local sp = Inst("SpecialMesh", w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vec(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Transparency = 0.7
- debServ:AddItem(w2, 25)
- table.insert(Effects, {w2, "Disappear", 0.045})
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- return unpack(list)
- end
- Bringer = function()
- for i,d in pairs(DragTable) do
- if d and d:IsA("BodyPosition") then
- local tem = d:FindFirstChild("Time")
- if not tem then
- tem = Inst("NumberValue", d)
- tem.Name = "Time"
- tem.Value = 0
- end
- local Dur = d:FindFirstChild("Duration")
- if not Dur then
- Dur = Inst("NumberValue", d)
- Dur.Name = "Duration"
- Dur.Value = 1.5
- end
- if tem.Value < Dur.Value then
- tem.Value = tem.Value + 0.1
- d.P = 20000
- d.Position = Drag_To_Part.Position
- else
- debServ:AddItem(tem, 0)
- debServ:AddItem(Dur, 0)
- debServ:AddItem(d, 0)
- table.remove(DragTable, i)
- end
- end
- end
- end
- MakeHitBox = function(size, part, customcf, c0, c1)
- local hbox = Inst("Part", F2)
- hbox.Transparency = 1
- hbox.Anchored = false
- hbox.CanCollide = false
- hbox.Locked = true
- hbox.CFrame = part.CFrame
- hbox.Size = size
- hbox:BreakJoints()
- local hbw = Inst("Weld", hbox)
- hbw.Part0 = part
- hbw.Part1 = hbox
- if customcf then
- hbw.C0 = c0
- hbw.C1 = c1
- else
- hbw.C0 = Cf(0, -(part.Size.y / 4 + size.y / 4), 0)
- end
- return hbox
- end
- HTEB = function()
- coroutine.resume(coroutine.create(function()
- if #TEBladeP > 0 and TEBEffect ~= nil then
- TEBEffect.Enabled = false
- for _,b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = 1
- end
- end
- end
- end
- ))
- end
- FITEB = function(Rate)
- coroutine.resume(coroutine.create(function()
- if #TEBladeP > 0 and TEBEffect ~= nil then
- TEBEffect.Enabled = true
- for _,b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = 1
- end
- end
- for i = 1, 0, -(0.1 * (Rate / 100)) do
- swait()
- for _,b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = i
- end
- end
- end
- for _,b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = 0
- end
- end
- TEBEffect.Enabled = false
- end
- end
- ))
- end
- AssumeNormalJoints = function()
- for i = 0, 1, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(90), 0), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, rad(-90), 0), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-90), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(rad(-90), 0, 0), 0.3)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- LeftShoulder.Part0 = Torso
- LeftShoulder.Part1 = LeftArm
- RightShoulder.Part0 = Torso
- RightShoulder.Part1 = RightArm
- FLeftShoulder.Part0 = nil
- FLeftShoulder.Part1 = nil
- FRightShoulder.Part0 = nil
- FRightShoulder.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RootJoint.Part0 = RootPart
- RootJoint.Part1 = Torso
- FRootJoint.Part0 = nil
- FRootJoint.Part1 = nil
- end
- ClickCombo = function()
- Debounces.Attacking = true
- if not Debounces.HasWep and Debounces.Transformed and Debounces.TEWield and not Debounces.TESWield then
- if Attack_Num == 1 then
- Attack_Num = 2
- for i = 0, 1, 0.1 do
- swait()
- local SwingSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(160), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.6, 0.5, -1) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-150), rad(-50), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-25)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- RootPart.Velocity = RootPart.CFrame.lookVector * 52
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445073", 1, 1.8, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- local hit = TEHit_Box.Touched:connect(function(part)
- DamageFunction(part, false, 0, 600, true, 30, "Compensate", RootPart, 0.2, false, _, true, 153092227, 1.4, 0.4)
- end
- )
- for i = 0, 0.6, 0.1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 6
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- else
- if not c1 then
- c1 = c2
- end
- end
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.96, 0.5) * Euler(rad(-10), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(80), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.5, 0) * Euler(0, rad(-3), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.8, 0.1) * Euler(rad(-20), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.6, -0.4) * Euler(rad(-5), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- -- DECOMPILER ERROR at PC844: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC844: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC844: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit:disconnect()
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- elseif Attack_Num == 2 then
- Attack_Num = 3
- for i = 0, 1, 0.1 do
- swait()
- local SwingSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.95, 0.5) * Euler(rad(180), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.4) * Euler(rad(170), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.45, 0.8, -0.95) * Euler(rad(150), 0, rad(40)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445092", 1, 1, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- local hit = TEHit_Box.Touched:connect(function(part)
- DamageFunction(part, false, 0, 1000, true, 30, "Compensate", RootPart, 0.2, false, _, true, 153092227, 1.4, 0.4)
- end
- )
- for i = 0, 0.9, 0.1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 6
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.8, 0.6) * Euler(rad(146), 0, rad(-40)), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, rad(-5), 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.3) * Euler(0, rad(-65), rad(-40)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-20), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.5) * Euler(rad(20), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(65), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(20), rad(60), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -2.2, 0) * Euler(0, rad(60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1.3, 0.1) * Euler(rad(-80), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.1, -0.6) * Euler(rad(-10), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- -- DECOMPILER ERROR at PC1710: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC1710: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC1710: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit:disconnect()
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- elseif Attack_Num == 3 then
- Attack_Num = 1
- for i = 0, 1, 0.1 do
- swait()
- local SwingSpeed = 0.2
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(80), 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-60), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.4, 0) * Euler(0, rad(-60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.6, 0) * Euler(rad(-4), rad(80), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.6, 0.14) * Euler(rad(-6), rad(-75), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector * 50
- local hit = TEHit_Box.Touched:connect(function(part)
- DamageFunction(part, false, 0, 500, true, 50, "Compensate", RootPart, 0.2, false, _, true, 153092227, 1.4, 0.4)
- end
- )
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445073", 1, 1, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- for i = 0, 0.9, 0.1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 6
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.5
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1, 0.5, -0.7) * Euler(0, rad(150), rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-5), 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.4, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.6, 0) * Euler(rad(-4), rad(80), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.6, 0.14) * Euler(rad(-6), rad(-75), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- -- DECOMPILER ERROR at PC2548: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC2548: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC2548: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit:disconnect()
- end
- end
- if Debounces.Transformed and not Debounces.TEWield and Debounces.TESWield then
- if Attack_Num == 1 then
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.6
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(6)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-8), 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(25), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector * 60
- for i = 0, 0.2, 0.1 do
- swait()
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagniDamage(Holder, 7, false, 0, 8, true, rand(-1, 1) * 60, "Compensate-SkyRocket", 0.1, false, 0, true, "386946017", rand(0.8, 1.2), 0.4)
- local SwingSpeed = 0.7
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-8), 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-55), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- Attack_Num = 2
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame * Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, 0.07)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame * Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, 0.07)
- elseif Attack_Num == 2 then
- Attack_Num = 3
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.6
- MagicCircle(BC(Colour2), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, 0.1)
- MagicBlock(BC(Colour1), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, 0.1)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- MagniDamage(LeftLeg, 10, false, 0, 2, true, -20, "Compensate", 0.1, false, 0, false, _, "", "")
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-10), 0, rad(6)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-30), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(30), rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-40), rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector * 60
- for i = 0, 0.4, 0.1 do
- swait()
- local SwingSpeed = 0.5
- MagicCircle(BC(Colour2), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, 0.1)
- MagicBlock(BC(Colour1), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, 0.1)
- MagniDamage(LeftLeg, 7, false, 0, 8, true, 90, "Compensate-SkyRocket", 0.1, false, 0, false, _, "", "")
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(96), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-10), 0, rad(6)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-20), 0, rad(-12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(20), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-20), rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(80), rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- MagicCircle(BC(Colour2), "Neon", LeftLeg.CFrame, 0, 0, 0, 7, 7, 7, 0.1)
- MagicBlock(BC(Colour1), "Neon", LeftLeg.CFrame, 0, 0, 0, 7, 7, 7, 0.1)
- MagniDamage(LeftLeg, 12, false, 0, 12, true, 30, "Compensate", 0.1, false, 0, false, _, "", "")
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- elseif Attack_Num == 3 then
- Attack_Num = 1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- Humanoid.WalkSpeed = 3
- for i = 0, 1.2, 0.1 do
- swait()
- local SwingSpeed = 0.2
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.1, 0.325, -1.27) * Euler(rad(60), 0, rad(-25)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.6, 0.5, -0.4) * Euler(rad(8), rad(-50), 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(13), rad(-60), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.6, 0) * Euler(rad(-17), rad(70), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, 0, -0.4) * Euler(rad(-6), 0, rad(17)), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.95, 0.1) * Euler(rad(-40), 0, rad(14)), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- WepWeld3.Parent = nil
- WepWeld3.Part0 = Holder
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Holder.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.C1 = TEHandle.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.Parent = TEHandle
- FITEB(800)
- Debounces.DisableJump = true
- local SlashS = Sound(TEHandle, "http://www.roblox.com/asset/?id=161006195", 1, 1.5, false)
- debServ:AddItem(SlashS, 6)
- local hit = (TEHit_Box.Touched:connect(function(part)
- DamageFunction(part, false, 0, 333, true, 10, "Compensate-FreezeStun", RootPart, 0.4, false, _, false, _, "", "")
- end
- ))
- c1 = nil
- c2 = nil
- for i = 0, 1.5, 0.1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 6
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.5
- if i < 0.5 then
- RootPart.Velocity = RootPart.CFrame.lookVector * 220
- else
- RootPart.Velocity = Vec(0, 0, 0)
- Humanoid.WalkSpeed = 0
- end
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, 0, 0) * Euler(rad(-90), 0, 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(40), rad(12), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.6, 0.6, 0) * Euler(rad(-10), 0, rad(-15)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.3, 0) * Euler(rad(-15), rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.7, 0) * Euler(rad(-20), rad(-10), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.7, 0.2) * Euler(rad(10), rad(30), rad(-3)), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- -- DECOMPILER ERROR at PC5148: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC5148: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC5148: LeaveBlock: unexpected jumping out IF_STMT
- end
- HTEB()
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.6
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.1, 0.325, -1.27) * Euler(rad(60), 0, rad(-25)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.6, 0.5, -0.4) * Euler(rad(8), rad(-50), 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(13), rad(-60), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.6, 0) * Euler(rad(-17), rad(70), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, 0, -0.4) * Euler(rad(-6), 0, rad(17)), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.95, 0.1) * Euler(rad(-40), 0, rad(14)), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- local Sheath = Sound(TESHandle, "rbxasset://sounds\\unsheath.wav", 1, 1, false)
- debServ:AddItem(Sheath, 6)
- hit:disconnect()
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- WepWeld3.Part0 = TESHandle
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Cf(0, 0, 0)
- WepWeld3.C1 = Cf(0, 3, 0) * Euler(0, rad(180), 0)
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- end
- end
- if Debounces.Transformed and not Debounces.TEWield and not Debounces.TESWield then
- for i = 0, 0.15, 0.1 do
- swait()
- local SwingSpeed = 0.8
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagniDamage(Holder, 3, false, 0, 3, false, 0, "Compensate", 0, false, 0, false, _, "", "")
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(6)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-8), 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(25), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector * 60
- for i = 0, 0.15, 0.1 do
- swait()
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame * Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, 0.1)
- MagniDamage(Holder, 8, false, 0, 10, true, rand(-1, 1) * 30, "Compensate-SkyRocket", 0.1, false, 0, true, "153092296", 1, 1)
- local SwingSpeed = 0.8
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-8), 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-55), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame * Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, 0.07)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame * Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, 0.07)
- end
- if not Debounces.HasWep and not Debounces.Transformed then
- if Attack_Num == 1 then
- Attack_Num = 2
- local HBox = MakeHitBox(Vec(1.6, 1.6, 1.6), RightArm, false, "", "")
- local hit = HBox.Touched:connect(function(part)
- DamageFunction(part, true, 6, 7, true, 5, "Normal", RootPart, 0.8, false, _, false, _, "", "")
- end
- )
- for i = 0, 0.4, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.3) * Euler(rad(90), 0, rad(-80)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(80), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- for i = 0, 0.7, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(80)), 0.5)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.5)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.5, 0.3, -0.8) * Euler(rad(90), 0, rad(80)), 0.5)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.5)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(0), rad(-80), 0), 0.5)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.5)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(80), 0), 0.5)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.5)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.5)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.5)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.5)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.5)
- end
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- elseif Attack_Num == 2 then
- Attack_Num = 3
- local HBox = MakeHitBox(Vec(1.6, 1.6, 1.6), LeftArm, false, "", "")
- local hit = HBox.Touched:connect(function(part)
- DamageFunction(part, true, 6, 7, true, 5, "Normal", RootPart, 0.8, false, _, false, _, "", "")
- end
- )
- for i = 0, 0.4, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(80)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.5, 0.3, -0.8) * Euler(rad(90), 0, rad(80)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(0), rad(-80), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(80), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- for i = 0, 0.7, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.5)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.5)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.3) * Euler(rad(90), 0, rad(-80)), 0.5)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.5)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(80), 0), 0.5)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.5)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.5)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.5)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.5)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.5)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.5)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.5)
- end
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- elseif Attack_Num == 3 then
- Attack_Num = 4
- local HBox = MakeHitBox(Vec(2, 2, 2), LeftLeg, false, "", "")
- local hit = HBox.Touched:connect(function(part)
- DamageFunction(part, true, 9, 10, false, 70, "SkyRocket", RootPart, 0.8, false, _, false, _, "", "")
- end
- )
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.8, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(8)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-8)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-30), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(30), rad(90), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-40), rad(-90), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector * 60
- for i = 0, 1.4, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(0), 0, rad(14)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(20), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-20), rad(90), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(80), rad(-90), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- elseif Attack_Num == 4 then
- Attack_Num = 1
- local HBox = MakeHitBox(Vec(2.4, 2.4, 2.4), RightLeg, false, "", "")
- local hit = HBox.Touched:connect(function(part)
- DamageFunction(part, true, 11, 12, true, 50, "Knockdown", RootPart, 1.5, false, _, false, _, "", "")
- end
- )
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.5, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.2) * Euler(rad(120), 0, rad(-80)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(60), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, -0.6) * Euler(0, rad(120), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(rad(10), rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0.4) * Euler(0, rad(-50), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(rad(10), rad(-90), 0), 0.3)
- end
- Humanoid.WalkSpeed = 0
- RootPart.Velocity = RootPart.CFrame.lookVector * 100
- for i = 0, 1.6, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(60), 0, rad(16)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(30), 0, rad(-60)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(30), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-60), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.6, 0) * Euler(rad(60), rad(-250), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.4, -0.6, 0) * Euler(rad(10), rad(0), rad(30)), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(0), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -0.4, 0) * Euler(rad(30), 0, rad(-60)), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(20), 0), 0.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- end
- end
- if Debounces.HasWep and not Debounces.Transformed and not Debounces.DuelWielding then
- if Attack_Num == 1 then
- Attack_Num = 2
- for i = 0, 0.2, 0.1 do
- swait()
- local SwingSpeed = 0.6
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.96, 0.5) * Euler(rad(-10), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(80)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local hit = (Hit_Box.Touched:connect(function(part)
- DamageFunction(part, true, 7, 8, true, 10, "Compensate", RootPart, 0.12, false, _, false, _, "", "")
- end
- ))
- c1 = nil
- c2 = nil
- for i = 0, 0.5, 0.1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 5
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.98, -0.4) * Euler(rad(20), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.6, 0.5, -1) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-160), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-25)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-17), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(30), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- -- DECOMPILER ERROR at PC9336: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC9336: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC9336: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit:disconnect()
- elseif Attack_Num == 2 then
- Attack_Num = 3
- for i = 0, 0.6, 0.1 do
- swait()
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(160), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.6, 0.5, -1) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-150), rad(-50), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-25)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local hit = (Hit_Box.Touched:connect(function(part)
- DamageFunction(part, true, 10, 11, true, 10, "Compensate", RootPart, 0.12, false, _, false, _, "", "")
- end
- ))
- c1 = nil
- c2 = nil
- for i = 0, 0.5, 0.1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 5
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.96, 0.5) * Euler(rad(-10), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(80), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- -- DECOMPILER ERROR at PC10116: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC10116: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC10116: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit:disconnect()
- elseif Attack_Num == 3 then
- Attack_Num = 1
- for i = 0, 0.7, 0.1 do
- swait()
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.9, 0.6) * Euler(rad(160), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.4) * Euler(rad(160), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.6, 0.8, -0.95) * Euler(rad(120), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- c1 = nil
- c2 = nil
- local hit2 = Hit_Box.Touched:connect(function(part)
- DamageFunction(part, true, 11, 12, true, 10, "Compensate", RootPart, 0.2, false, _, false, _, "", "")
- end
- )
- for i = 0, 1, 0.1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 5
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.5
- Humanoid.WalkSpeed = 5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.8, 0.6) * Euler(rad(146), 0, rad(-40)), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, rad(-5), 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.3) * Euler(0, rad(-65), rad(-40)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-20), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.5) * Euler(rad(20), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(65), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(20), rad(60), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- -- DECOMPILER ERROR at PC10906: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC10906: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC10906: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit2:disconnect()
- end
- end
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Attacking = false
- end
- --fixed by kent911t
- Disrupt = function()
- Debounces.Attacking = true
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local BV = Inst("BodyVelocity", RootPart)
- BV.Name = DecName
- BV.MaxForce = Vec(huge, huge, huge)
- BV.Velocity = RootPart.CFrame.lookVector * 150
- local hbox = MakeHitBox(Vec(8, 8, 16), RootPart, true, Cf(0, 0, 4), Cf())
- DTPWeld.C0 = Cf(0, 0, -2) * Euler(rad(90), 0, 0)
- Humanoid.WalkSpeed = 0
- local hit = hbox.Touched:connect(function(part)
- DamageFunction(part, true, 29, 30, false, 0, "LifeSteal", RootPart, 0.1, true, 2, false, _, "", "")
- end
- )
- for i = 0, 1, 0.1 do
- swait()
- if Debounces.HasWep then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), 0.3)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), 0.3)
- end
- MagicBlock(BrickColor.new(Colour2), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 8, 8, 8, 16, 16, 16, 0.1)
- MagicCircle(BrickColor.new(Colour1), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 5, 0.1, 5, 15, 0.2, 15, 0.1)
- MagicWave2(BrickColor.new(Colour1), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 1, 3, 1, 3, 6, 3, 0.1)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-40), 0, rad(10)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-40), 0, rad(-10)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0.2) * Euler(rad(50), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-60), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-12), rad(90), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- debServ:AddItem(hbox, 0)
- debServ:AddItem(BV, 0)
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- Debounces.Attacking = false
- DTPWeld.C0 = Cf(0, 0, 0)
- hit:disconnect()
- end
- local GH = 5000
- local VHealth = Inst("DoubleConstrainedValue")
- VHealth.MaxValue = GH * 4
- VHealth.MinValue = 0
- VHealth.Value = GH * 4
- Corrupt_Guard = function()
- Debounces.Attacking = true
- Debounces.CanGuard = false
- Humanoid.WalkSpeed = 0
- local LHealth = Humanoid.Health
- GodMode = true
- local MakeGuard = function()
- local guard = Inst("Part", workspace)
- guard.BrickColor = BC(Colour1)
- guard.Material = "SmoothPlastic"
- guard.Transparency = 0.3
- guard.Anchored = true
- guard.Name = "Guard"
- guard.Anchored = true
- guard.CanCollide = false
- guard.Locked = true
- guard.Size = Vec(5.6, 5.6, 1.6)
- local gm = Inst("SpecialMesh", guard)
- gm.MeshId = "http://www.roblox.com/asset/?id=1185246"
- gm.Scale = Vec(12, 12, 5)
- gm.TextureId = "http://www.roblox.com/asset/?id=74697410"
- local vc = BC(Colour1).Color
- gm.VertexColor = Vec(vc.r, vc.g, vc.b)
- guard.CFrame = RootPart.CFrame * Cf(0, 0, -2.2)
- local DBModel = Inst("Model", workspace)
- DBModel.Name = "DamageBox"
- local gdb = Inst("Part", DBModel)
- gdb.Transparency = 1
- gdb.Anchored = true
- gdb.CanCollide = true
- gdb.Locked = true
- gdb.Size = Vec(8, 8, 6)
- gdb.CFrame = guard.CFrame * Cf(0, 0, -3.2)
- gdb.Name = "Head"
- local gdt = Inst("Part", DBModel)
- gdt.Transparency = 1
- gdt.Anchored = true
- gdt.CanCollide = true
- gdt.Locked = true
- gdt.Size = Vec(8, 8, 6)
- gdt.CFrame = guard.CFrame * Cf(0, 0, -3.2)
- gdt.Name = "Torso"
- local kthen = Inst("Weld", gdb)
- kthen.Part0 = gdb
- kthen.Part1 = gdt
- local GHealth = Inst("Humanoid", DBModel)
- GHealth.MaxHealth = GH
- coroutine.resume(coroutine.create(function()
- runServ.Stepped:wait()
- GHealth.Health = GHealth.MaxHealth
- end
- ))
- return guard, GHealth, gdb, gdt, DBModel
- end
- local Guard, GuardHealth, GDB, GDT, DBM = MakeGuard()
- local Projectiles = {}
- local Ignore = {Character}
- local DontHeal = false
- local Check = function(pro)
- local isSafe = false
- for _,g in pairs(Projectiles) do
- if g[1] ~= pro then
- isSafe = true
- end
- end
- return isSafe
- end
- --fixed by kent911t
- runServ.Stepped:wait()
- repeat
- Humanoid.WalkSpeed = 0
- Humanoid.MaxHealth = huge
- runServ.Stepped:wait()
- Humanoid.Health = huge
- RootPart.Velocity = Vec(0, 0, 0)
- if Guard and GuardHealth and GDB and GDT and DBM and not DontHeal and Guard.Parent ~= nil and GuardHealth.Parent ~= nil and GDB.Parent ~= nil and GDT.Parent ~= nil and DBM.Parent ~= nil and GuardHealth.Health ~= 0 then
- GuardHealth.MaxHealth = GH
- Guard.CFrame = RootPart:GetRenderCFrame() * Cf(0, 0, -2.2)
- GDB.CFrame = Guard:GetRenderCFrame() * Cf(0, 0, -3.2)
- GDT.CFrame = Guard:GetRenderCFrame() * Cf(0, 0, -3.2)
- if GuardHealth.Health ~= GuardHealth.MaxHealth then
- local HealthLost = GuardHealth.MaxHealth - GuardHealth.Health
- LHealth = LHealth + HealthLost / 2
- VHealth.Value = VHealth.Value - HealthLost
- Apply_Buff(HealthLost / (GH / (GH / 160)), 25)
- MakeText("+" .. HealthLost / 2 .. "", FONT, 0.4, 0, 170, 0, 0, 255, 0, RootPart.CFrame)
- GuardHealth.Health = GuardHealth.MaxHealth
- RootPart.Velocity = RootPart.CFrame.lookVector * -(30 + HealthLost / (GH / 50))
- end
- else
- do
- debServ:AddItem(Guard, 0)
- debServ:AddItem(GuardHealth, 0)
- debServ:AddItem(GDB, 0)
- debServ:AddItem(DBM, 0)
- Guard = MakeGuard()
- do
- local s1 = Sound(RootPart, "http://roblox.com/asset/?id=233091161", 1, 1.4, false)
- debServ:AddItem(s1, 3)
- MagicRing(BrickColor.new(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(0, 0, 0) * Euler(rad(90), 0, 0), 2, 2, 4, 8, 8, 16, 0.05)
- DBM.Parent = F2
- Apply_Buff(10, 120)
- MagniDamage(RootPart, 40, false, 0, 1e+19, true, 9e+15, "Compensate", 0.01, false, 0, false, _, "", "")
- DBM.Parent = workspace
- repeat
- repeat
- repeat
- repeat
- runServ.Stepped:wait()
- until Guard
- until GuardHealth
- until GDB
- until DBM
- local GuardSpeed = 0.5
- if Debounces.HasWep then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), GuardSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), GuardSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), GuardSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), GuardSpeed)
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.51, 0.53, 0.2) * Euler(0, 0, rad(12)), GuardSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(40), 0), GuardSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.4, -0.5) * Euler(rad(-210), 0, 0), GuardSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-50), 0), GuardSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-12), 0, 0), GuardSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-50), 0), GuardSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0.5, -1, 0) * Euler(0, rad(-50), 0), GuardSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), GuardSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0.15) * Euler(0, rad(90), 0), GuardSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(105), 0), GuardSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0.3) * Euler(0, rad(-90), 0), GuardSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-120), 0), GuardSpeed)
- end
- end
- end
- until not Debounces.Guarding or Humanoid.Health < 0.01 or VHealth.Value == VHealth.MinValue
- do
- debServ:AddItem(Guard, 0)
- debServ:AddItem(GuardHealth, 0)
- debServ:AddItem(GDB, 0)
- debServ:AddItem(DBM, 0)
- GodMode = false
- Humanoid.MaxHealth = Max_Health
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Attacking = false
- wait(0.15)
- Humanoid.Health = LHealth
- coroutine.resume(coroutine.create(function()
- wait(1)
- Debounces.CanGuard = true
- end
- ))
- end
- end
- Fatal_Blow = function()
- Debounces.Attacking = true
- local PlusSize = 0
- local Del = 0
- local Continue = false
- local K = Mouse.KeyUp:connect(function(key)
- if key == "z" and Z_Pressed then
- Continue = true
- Z_Pressed = false
- end
- end
- )
- local psm = 1
- local gy = Inst("BodyGyro", RootPart)
- gy.Name = DecName
- gy.MaxTorque = Vec(0, 3000, 0)
- repeat
- gy.CFrame = Cf(RootPart.Position, Mouse.Hit.p)
- if Del >= 3 then
- PlusSize = PlusSize + 0.15 * psm
- else
- Del = Del + 0.1
- end
- if 15 * psm - 0.15 <= PlusSize then
- psm = psm + 0.1
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(4)), 0.4)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), 0.4)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.4)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-60), 0), 0.4)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.4)
- RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0) * Euler(0, rad(90), 0), 0.4)
- RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0) * Euler(0, rad(90), 0), 0.4)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-90), 0), 0.4)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(0, rad(-90), 0), 0.4)
- MagicBlood(BrickColor.new(Colour1), "Neon", LeftArm:GetRenderCFrame() * Cf(0, -0.5, 0) * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), 0.1, 2, 0.1, 0.1, 2, 0.1, 0.05)
- swait()
- until Continue or PlusSize >= 5000
- debServ:AddItem(gy, 0)
- K:disconnect()
- local FB = coroutine.create(function()
- MagicRing(BrickColor.new(Colour2), "Neon", LeftArm:GetRenderCFrame() * Cf(0, -0.5, 0) * Euler(rad(90), 0, 0), 0.1, 0.1, 0.1, 1, 1, 0.1, 0.05)
- MagicRing(BrickColor.new(Colour1), "Neon", LeftArm:GetRenderCFrame() * Cf(0, -0.5, 0) * Euler(rad(90), 0, 0), 0.1, 0.1, 0.1, 0.6, 0.6, 0.1, 0.05)
- MagicRing(BrickColor.new(Colour1), "Neon", LeftArm:GetRenderCFrame() * Cf(0, -0.5, 0) * Euler(rad(90), 0, 0), 0.1, 0.1, 0.1, 0.3, 0.3, 0.1, 0.05)
- RootPart.Velocity = RootPart.CFrame.lookVector * -60
- local s = Sound(LeftArm, "http://roblox.com/asset/?id=231917750", 1, 1.6, false)
- debServ:AddItem(s, 2)
- local Orb = Inst("Part", F2)
- Orb.Material = "Neon"
- Orb.BrickColor = BC(Colour1)
- Orb.Transparency = 0.5
- Orb.Name = "Orb"
- Orb.Anchored = false
- Orb.CanCollide = false
- Orb.Locked = true
- Orb.Size = Vec(1.4, 1.4, 1.4)
- local OrbM = Inst("SpecialMesh", Orb)
- OrbM.MeshType = "Sphere"
- local Ring1 = Inst("Part", F2)
- Ring1.Transparency = 0.5
- Ring1.BrickColor = BC(Colour1)
- Ring1.Name = "Ring"
- Ring1.Anchored = false
- Ring1.CanCollide = false
- Ring1.Locked = true
- Ring1.Size = Vec(0.2, 0.2, 0.2)
- local Ring1M = Inst("SpecialMesh", Ring1)
- Ring1M.MeshId = "http://www.roblox.com/asset/?id=3270017"
- Ring1M.Scale = Vec(2, 2, 2)
- local Ring2 = Inst("Part", F2)
- Ring2.Transparency = 0.5
- Ring2.BrickColor = BC(Colour1)
- Ring2.Name = "Ring"
- Ring2.Anchored = false
- Ring2.CanCollide = false
- Ring2.Locked = true
- Ring2.Size = Vec(0.2, 0.2, 0.2)
- local Ring2M = Inst("SpecialMesh", Ring2)
- Ring2M.MeshId = "http://www.roblox.com/asset/?id=3270017"
- Ring2M.Scale = Vec(2, 2, 2)
- local Rm1 = Inst("Motor", Ring1)
- Rm1.Part0 = Orb
- Rm1.Part1 = Ring1
- Rm1.DesiredAngle = 1e+28
- Rm1.MaxVelocity = rad(6)
- Rm1.C0 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- Rm1.C1 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- local Rm2 = Inst("Motor", Ring2)
- Rm2.Part0 = Orb
- Rm2.Part1 = Ring2
- Rm2.DesiredAngle = 1e+28
- Rm2.MaxVelocity = rad(6)
- Rm2.C0 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- Rm2.C1 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- Orb.CFrame = LeftArm.CFrame * Cf(0, -(0.5 + Orb.Size.Y / 2), 0)
- local dir = CFrame.new(LeftArm.Position, Mouse.Hit.p)
- local Vel = Inst("BodyVelocity", Orb)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = dir.lookVector * (190 + PlusSize / 12)
- debServ:AddItem(Orb, 40 + PlusSize / 2)
- debServ:AddItem(Ring1, 40 + PlusSize / 2)
- debServ:AddItem(Ring2, 40 + PlusSize / 2)
- local hit = Orb.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- if (hum and hum ~= Humanoid and Orb.Anchored == false) or part.Anchored == true and Orb.Anchored == false and part.Name ~= "OrbBlast" and part.Name ~= "hoi hoi" and part.Name ~= "Effect" then
- Orb.Anchored = true
- Orb.Transparency = 1
- local s = Sound(Orb, "http://roblox.com/asset/?id=233856079", 1, 1, false)
- debServ:AddItem(s, 2)
- debServ:AddItem(Ring1, 0)
- debServ:AddItem(Vel, 0)
- debServ:AddItem(Ring2, 0)
- DamageFunction(part, false, 0, 8 + PlusSize * 2, false, 0, "Compensate-Stun", RootPart, 0.2, true, 2, false, _, "", "")
- local Blast = Inst("Part", F2)
- Blast.BrickColor = BC(Colour2)
- Blast.Material = "Neon"
- Blast.Transparency = 1
- Blast.Name = "OrbBlast"
- Blast.Anchored = true
- Blast.CanCollide = false
- Blast.Locked = true
- Blast.Size = Vec(0.2, 0.2, 0.2)
- Blast.CFrame = Orb.CFrame
- local Bm = Inst("SpecialMesh", Blast)
- Bm.MeshType = "Sphere"
- Bm.Scale = Vec(0, 0, 0)
- local Range = 0
- MagicCircle(BrickColor.new(Colour1), "Neon", Blast:GetRenderCFrame(), 0, 0, 0, 20 + PlusSize * 2.5, 20 + PlusSize * 2.5, 20 + PlusSize * 2.5, 0.05)
- MagicRing(BrickColor.new(Colour1), "Neon", Blast:GetRenderCFrame() * Euler(rad(90), rad(90), 0), 0, 0, 0, 5 + PlusSize * 2.5, 5 + PlusSize * 2.5, 4 + PlusSize * 2.5, 0.05)
- MagicRing(BrickColor.new(Colour1), "Neon", Blast:GetRenderCFrame() * Euler(rad(22.5), 0, 0), 0, 0, 0, 10 + PlusSize * 2.5, 10 + PlusSize * 2.5, 4 + PlusSize * 2.5, 0.05)
- MagicRing(BrickColor.new(Colour1), "Neon", Blast:GetRenderCFrame() * Euler(rad(-22.5), 0, 0), 0, 0, 0, 15 + PlusSize * 2.5, 15 + PlusSize * 2.5, 4 + PlusSize * 2.5, 0.05)
- for t = 0, 1, 0.18 do
- swait()
- Range = t * (10 + PlusSize * 1.5)
- Blast.Transparency = (-2 + t) * -1 / 2
- Bm.Scale = Vec(t * (120 + PlusSize * 6), t * (120 + PlusSize * 6), t * (120 + PlusSize * 6))
- MagniDamage(Blast, Range, true, 6 + PlusSize / 10, 7 + PlusSize / 10, false, 0, "Compensate-Normal", 0.01, false, 0, false, _, "", "")
- end
- for t = 0, 2, 0.08 do
- swait()
- MagniDamage(Blast, Range, true, 4 + PlusSize / 10, 5 + PlusSize / 10, false, 0, "Compensate-LifeSteal", 0.2, false, 0, false, _, "", "")
- end
- for t = 1, 0, -0.22 do
- swait()
- Range = t * (10 + PlusSize * 1.5)
- Blast.Transparency = (-2 + t) * -1 / 2
- Bm.Scale = Vec(t * (120 + PlusSize * 6), t * (120 + PlusSize * 6), t * (120 + PlusSize * 6))
- MagniDamage(Blast, Range, true, 6 + PlusSize / 10, 7 + PlusSize / 10, false, 0, "Compensate-Normal", 0.01, false, 0, false, _, "", "")
- end
- debServ:AddItem(Blast, 0)
- debServ:AddItem(Orb, 0)
- end
- end
- )
- repeat
- swait()
- until Orb.Parent == nil
- debServ:AddItem(Orb, 0)
- hit:disconnect()
- end
- )
- for i = 0, 0.4, 0.1 do
- swait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), 0.4)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(90), 0, rad(-70)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), 0.4)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.4)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-70), 0), 0.4)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.4)
- RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0) * Euler(0, rad(90), 0), 0.4)
- RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0) * Euler(0, rad(90), 0), 0.4)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-90), 0), 0.4)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(0, rad(-90), 0), 0.4)
- end
- coroutine.resume(FB)
- Debounces.Attacking = false
- end
- local WaveNum = 1
- Hate_Wave = function()
- Debounces.Attacking = true
- local MakeWave = function()
- local Wave = Inst("Model", F2)
- Wave.Name = "Wave"
- local WM = Inst("Part", Wave)
- WM.BrickColor = BC(Colour1)
- WM.Material = "Neon"
- WM.Name = "WavePart"
- WM.Position = Vec(10.3, 7.6, -239.4)
- WM.Rotation = Vec(-180, 0, -180)
- WM.Anchored = true
- WM.CanCollide = false
- WM.Locked = true
- WM.Size = Vec(1, 2.4, 1)
- local W1 = Inst("Part", Wave)
- W1.BrickColor = BC(Colour1)
- W1.Material = "Neon"
- W1.Name = "WavePart"
- W1.Position = Vec(10.3, 9.648, -239.664)
- W1.Rotation = Vec(165, 0, -180)
- W1.Anchored = true
- W1.CanCollide = false
- W1.Locked = true
- W1.Size = Vec(1, 2.1, 1)
- local W2 = Inst("Part", Wave)
- W2.BrickColor = BC(Colour1)
- W2.Material = "Neon"
- W2.Name = "WavePart"
- W2.Position = Vec(10.3, 11.4, -240.4)
- W2.Rotation = Vec(150, 0, -180)
- W2.Anchored = true
- W2.CanCollide = false
- W2.Locked = true
- W2.Size = Vec(1, 2, 1)
- local W3 = Inst("Part", Wave)
- W3.BrickColor = BC(Colour1)
- W3.Material = "Neon"
- W3.Name = "WavePart"
- W3.Position = Vec(10.3, 5.552, -239.663)
- W3.Rotation = Vec(-165, 0, -180)
- W3.Anchored = true
- W3.CanCollide = false
- W3.Locked = true
- W3.Size = Vec(1, 2.1, 1)
- local W4 = Inst("Part", Wave)
- W4.BrickColor = BC(Colour1)
- W4.Material = "Neon"
- W4.Name = "WavePart"
- W4.Position = Vec(10.3, 3.8, -240.4)
- W4.Rotation = Vec(-150, 0, -180)
- W4.Anchored = true
- W4.CanCollide = false
- W4.Locked = true
- W4.Size = Vec(1, 2, 1)
- local WH = Inst("Part", Wave)
- WH.Transparency = 1
- WH.Name = "WaveHitbox"
- WH.Position = Vec(10.3, 7.6, -240.2)
- WH.Rotation = Vec(-180, 0, -180)
- WH.Anchored = true
- WH.CanCollide = false
- WH.Locked = true
- WH.Size = Vec(5, 12, 8)
- for _,w in pairs(Wave:GetChildren()) do
- if w:IsA("BasePart") and w ~= WH then
- local W = Inst("Weld", WH)
- W.Part0 = WH
- W.Part1 = w
- W.C0 = WH.CFrame:inverse() * Cf(WH.Position)
- W.C1 = w.CFrame:inverse() * Cf(WH.Position)
- local M = Inst("BlockMesh", w)
- M.Scale = Vec(0, 1, 1)
- end
- end
- local SiP = {NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(1, 0.188, 0)}
- local TrP = {NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(1, 1, 0)}
- local PE = Inst("ParticleEmitter", WH)
- PE.Color = ColorSequence.new(BC(Colour1).Color)
- PE.LightEmission = 1
- PE.Size = NumberSequence.new(SiP)
- PE.Transparency = NumberSequence.new(TrP)
- PE.EmissionDirection = "Back"
- PE.Lifetime = NumberRange.new(0.2, 0.8)
- PE.Rate = 500
- PE.Rotation = NumberRange.new(60, 120)
- PE.RotSpeed = NumberRange.new(120, 360)
- PE.Speed = NumberRange.new(30)
- return Wave, WH
- end
- if WaveNum == 1 then
- WaveNum = 2
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.96, 0.5) * Euler(rad(-10), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(80)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- for i = 0, 0.2, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.98, -0.4) * Euler(rad(20), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.6, 0.5, -1) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-160), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-25)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-17), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(30), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _,p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame * Euler(0, 0, rad(90))
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB, "http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part)
- DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, 0.2, false, 0, false, _, "", "")
- end
- )
- repeat
- swait()
- until Wave.Parent == nil
- hit:disconnect()
- end
- ))
- elseif WaveNum == 2 then
- WaveNum = 3
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(160), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.6, 0.5, -1) * Euler(0, 0, rad(45)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-150), rad(0), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-25)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- for i = 0, 0.2, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.96, 0.5) * Euler(rad(-10), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(45)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(80), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _,p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame * Euler(0, 0, rad(45))
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB, "http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part)
- DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, 0.2, false, 0, false, _, "", "")
- end
- )
- repeat
- swait()
- until Wave.Parent == nil
- hit:disconnect()
- end
- ))
- elseif WaveNum == 3 then
- WaveNum = 4
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(0), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(-90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(135), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(45), rad(-45)), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(80), 0, rad(-40)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end--fixed by kent911t
- for i = 0, 0.2, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(0), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(-90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-25), 0, rad(0)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), rad(-10)), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-20), 0, rad(-25)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(82), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(100), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _,p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame * Euler(0, 0, rad(-45))
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB, "http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part)
- DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, 0.2, false, 0, false, _, "", "")
- end
- )
- repeat
- swait()
- until Wave.Parent == nil
- hit:disconnect()
- end
- ))
- elseif WaveNum == 4 then
- WaveNum = 1
- for i = 0, 0.3, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.9, 0.6) * Euler(rad(160), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.4) * Euler(rad(160), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.6, 0.8, -0.95) * Euler(rad(120), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- for i = 0, 0.2, 0.1 do
- swait()
- local SwingSpeed = 0.7
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.8, 0.6) * Euler(rad(146), 0, rad(-40)), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, rad(-5), 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.3) * Euler(0, rad(-65), rad(-40)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-20), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.5) * Euler(rad(20), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(65), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(20), rad(60), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _,p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB, "http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part)
- DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, 0.2, false, 0, false, _, "", "")
- end
- )
- repeat
- swait()
- until Wave.Parent == nil
- hit:disconnect()
- end
- ))
- end
- Debounces.Attacking = false
- end
- Dark_Eruption = function()
- Debounces.Attacking = true
- local EPower = 0
- local BuffDelay = 0
- repeat
- if BuffDelay < 3.9 then
- BuffDelay = BuffDelay + 0.1
- else
- EPower = EPower + 0.25
- end
- MagicBlock(BrickColor.new(Colour1), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- MagicBlock(BrickColor.new(Colour1), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- MagicBlock(BrickColor.new(Colour2), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- MagicBlock(BrickColor.new(Colour2), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- Humanoid.WalkSpeed = 5
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.95, 0.5) * Euler(rad(180), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.4) * Euler(rad(170), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.45, 0.8, -0.95) * Euler(rad(150), 0, rad(40)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- wait()
- until not Debounces.Charging_Erupt
- Debounces.DisableJump = true
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local hit = Hit_Box.Touched:connect(function(part)
- DamageFunction(part, false, 0, 20 + EPower / 4, true, 40, "Compensate-Knockdown", Hit_Box, 0.2, false, 0, false, _, "", "")
- end
- )
- for i = 0, 0.4, 0.1 do
- swait()
- local SwingSpeed = 0.55
- Humanoid.WalkSpeed = 0
- MagicBlock(BrickColor.new(Colour1), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- MagicBlock(BrickColor.new(Colour1), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- MagicBlock(BrickColor.new(Colour2), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- MagicBlock(BrickColor.new(Colour2), "Neon", Hit_Box:GetRenderCFrame() * Cf(0.9, rand(-3, 3), 0), 0.1, 0, 0.1, 0.65, 0.65, 0.65, 0.05)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -0.8, 0.6) * Euler(rad(146), 0, rad(-40)), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, rad(-5), 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.3) * Euler(0, rad(-65), rad(-40)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-20), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.5) * Euler(rad(20), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(65), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(20), rad(60), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -2.2, 0) * Euler(0, rad(60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1.3, 0.1) * Euler(rad(-80), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.1, -0.6) * Euler(rad(-10), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 10 do
- swait()
- local Point = Inst("Part", F2)
- do
- Point.Anchored = true
- Point.Name = "Point"
- Point.CanCollide = false
- Point.Transparency = 1
- Point.Locked = true
- Point.Size = Vec(0.2, 0.2, 0.2)
- Point.CFrame = RootPart.CFrame * Cf(0, -3, -(11 * i))
- local P2 = Inst("Part", Point)
- P2.Anchored = true
- P2.CanCollide = false
- P2.Name = "Point"
- P2.Transparency = 1
- P2.Locked = true
- P2.Size = Vec(0.2, 0.2, 0.2)
- P2.CFrame = Point.CFrame * Cf(0, 10, 0)
- local P3 = Inst("Part", Point)
- P3.Anchored = true
- P3.Name = "Point"
- P3.CanCollide = false
- P3.Transparency = 1
- P3.Locked = true
- P3.Size = Vec(0.2, 0.2, 0.2)
- P3.CFrame = Point.CFrame * Cf(0, -10, 0)
- local s1 = Sound(Point, "http://roblox.com/asset/?id=233091161", 0.4, 3, false)
- debServ:AddItem(s1, 3)
- local s2 = Sound(Point, "http://roblox.com/asset/?id=231917744", 1, 2, false)
- debServ:AddItem(s2, 3)
- MagicCircle(BrickColor.new(Colour1), "SmoothPlastic", Point:GetRenderCFrame(), 0.1, 0, 0.1, 5, 0.5, 5, 0.08)
- MagicCircle(BrickColor.new(Colour1), "SmoothPlastic", Point:GetRenderCFrame(), 0.1, 0, 0.1, 1, 50, 1, 0.08)
- MagicCircle(BrickColor.new(Colour2), "Neon", Point:GetRenderCFrame(), 0.06, 0, 0.06, 4.6, 0.46, 4.6, 0.06)
- MagicCircle(BrickColor.new(Colour2), "Neon", Point:GetRenderCFrame(), 0.06, 0, 0.06, 0.6, 46, 0.6, 0.06)
- MagicBlock(BrickColor.new(Colour1), "SmoothPlastic", Point:GetRenderCFrame(), 0.1, 0.1, 0.1, 2, 2, 2, 0.08)
- MagicBlock(BrickColor.new(Colour2), "Neon", Point:GetRenderCFrame(), 0.1, 0.1, 0.1, 2, 2, 2, 0.06)
- coroutine.resume(coroutine.create(function()
- for i = 0, 0.4, 0.1 do
- swait()
- MagniDamage(Point, 12, true, 8 + EPower, 9 + EPower, true, 90, "Compensate-LifeSteal", 0.01, false, 0, false, _, "", "")
- MagniDamage(P2, 12, true, 8 + EPower, 9 + EPower, true, 90, "Compensate-LifeSteal", 0.01, false, 0, false, _, "", "")
- MagniDamage(P3, 12, true, 8 + EPower, 9 + EPower, true, 90, "Compensate-LifeSteal", 0.01, false, 0, false, _, "", "")
- end
- debServ:AddItem(Point, 0)
- end
- ))
- end
- end
- end
- ))
- wait(0.55)
- hit:disconnect()
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.DisableJump = false
- Debounces.Attacking = false
- end
- Axel = function(Upward)
- Debounces.Attacking = true
- if not Debounces.HasWep then
- if Current_Anim == "Idle" or Current_Anim == "Walking" then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local t = 0.6
- local VelPart = RootPart
- local tim = 1
- local Speed = 100
- local HBSize = Vec(3, 5, 3)
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = VelPart.CFrame.lookVector * 0
- if Upward then
- tim = 1.4
- HBSize = Vec(5, 7, 5)
- Speed = 250
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(1, 1, 1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = LeftLeg
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, -0.5, 0) * Euler(rad(-90), 0, 0)
- LVW.C1 = Cf(0, 0, 0) * Euler(0, 0, rad(-20))
- VelPart = LVec
- Vel.Velocity = RootPart.CFrame.lookVector * -15 + Vec(0, 25, 0)
- local noscope = 0
- local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false)
- debServ:AddItem(j, 2)
- for i = 0, 1.4, 0.1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope + 30
- end
- local JumpSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- local HBox = MakeHitBox(HBSize, LeftLeg, true, Cf(0, -(HBSize.Y / 4), 0), Cf())
- local T = 0
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- local Axeld = part.Parent:FindFirstChild("Axeld")
- if hum and hum ~= Humanoid and not Axeld then
- tim = tim + 1.2
- local ax = Inst("BoolValue", part.Parent)
- ax.Name = "Axeld"
- local QuickDelay = Inst("BodyPosition", RootPart)
- QuickDelay.Name = DecName
- QuickDelay.MaxForce = Vec(huge, huge, huge)
- QuickDelay.Position = RootPart.Position
- debServ:AddItem(QuickDelay, 0.3)
- debServ:AddItem(ax, 0.4)
- DamageFunction(part, true, 20, 21, false, 150, "SkyRocket", RootPart, 0.1, false, 0, false, _, "", "")
- end
- end
- )
- repeat
- Vel.Velocity = VelPart.CFrame.lookVector * Speed
- MagicBlock(BrickColor.new(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -5, -1), 3, 3, 3, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -4, -1), 2, 2, 2, 6, 6, 6, 0.1)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(15), rad(70)), t)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), t)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.9) * Euler(rad(90), 0, 0), t)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-70)), t)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.3) * Euler(rad(-35), rad(60), 0), t)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), t)
- if not Upward then
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(40), rad(-80), 0), t)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t)
- else
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(100), rad(-80), 0), t)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t)
- end
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -0.5, -0.7) * Euler(rad(-30), 0, 0), t)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, rad(25)), t)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.8, -1, -0.15) * Euler(rad(-20), rad(60), 0), t)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(-40), 0, 0), t)
- T = T + 0.1
- swait()
- until tim <= T
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- if Upward then
- debServ:AddItem(VelPart, 0)
- end
- if not Upward then
- for i = 0, 1.4, 0.1 do
- swait()
- Humanoid.WalkSpeed = 0
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(70)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(70), 0, rad(60)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.35, -0.5) * Euler(rad(-45), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.4, 0) * Euler(rad(-20), rad(-60), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1.8, -0.7) * Euler(0, rad(20), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -1.4, -0.6) * Euler(0, rad(60), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- end
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- end
- if Current_Anim == "Falling" or Current_Anim == "Jumping" then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local t = 0.6
- local HBox = MakeHitBox(Vec(3, 5, 3), LeftLeg, true, Cf(0, -1.25, 0), Cf())
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(1, 1, 1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = LeftLeg
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, -0.5, 0) * Euler(rad(-90), 0, 0)
- LVW.C1 = Cf(0, 0, 0) * Euler(0, 0, rad(-20))
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = LVec.CFrame.lookVector * 0
- local FallDamage = 0
- local CanDiveKick = true
- local TouchedGround = false
- local BuffN = 3
- local ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 5, Character)
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- if hum and hum ~= Humanoid and CanDiveKick then
- CanDiveKick = false
- FallDamage = FallDamage + 4
- Vel.Velocity = RootPart.CFrame.lookVector * -8 + Vec(0, 20, 0)
- local noscope = 0
- local s = Sound(part, "http://roblox.com/asset/?id=401057895", 1, 1, false)
- debServ:AddItem(s, 2)
- local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false)
- debServ:AddItem(j, 2)
- DamageFunction(part, false, 0, 45, false, 0, "LifeSteal", RootPart, 0.1, false, 0, false, _, "", "")
- Apply_Buff(BuffN, 15)
- if BuffN > 0 then
- BuffN = BuffN - 0.1
- end
- for i = 0, 1.4, 0.1 do
- swait()
- Vel.Velocity = RootPart.CFrame.lookVector * -8 + Vec(0, 22, 0)
- if noscope ~= 360 then
- noscope = noscope + 30
- end
- local JumpSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- CanDiveKick = true
- end
- end
- )
- repeat
- swait()
- if CanDiveKick then
- FallDamage = FallDamage + 1
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(15), rad(70)), t)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), t)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.9) * Euler(rad(90), 0, 0), t)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-70)), t)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.3) * Euler(rad(-35), rad(60), 0), t)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), t)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-5), rad(-80), 0), t)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -0.5, -0.7) * Euler(rad(-30), 0, 0), t)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, rad(25)), t)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.8, -1, -0.15) * Euler(rad(-20), rad(60), 0), t)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(-40), 0, 0), t)
- Vel.Velocity = LVec.CFrame.lookVector * 150
- MagicBlock(BrickColor.new(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -5, -1), 3, 3, 3, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -4, -1), 2, 2, 2, 6, 6, 6, 0.1)
- ground = rayCast(LVec.Position, LVec.CFrame.lookVector, 15, Character)
- if ground and ground.Anchored == true then
- TouchedGround = true
- end
- end
- until TouchedGround
- MagicWave(ground.BrickColor, ground.Material, Cf(pos), 0, 0, 0, 3, 1, 3, 0.1)
- local WaveP = Inst("Part", F2)
- WaveP.Transparency = 1
- WaveP.Anchored = true
- WaveP.CanCollide = false
- WaveP.Locked = true
- WaveP.CFrame = Cf(pos)
- MagniDamage(WaveP, 25, true, 4 + (FallDamage), 5 + (FallDamage), false, 0, "Stun", 0.06 + (FallDamage) / 100, false, 0, false, _, "", "")
- debServ:AddItem(WaveP, 3)
- local boo = Sound(WaveP, "http://roblox.com/asset/?id=157878578", 1, 1, false)
- debServ:AddItem(boo, 0.4)
- debServ:AddItem(HBox, 0)
- debServ:AddItem(LVec, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- for i = 0, 1.8, 0.1 do
- swait()
- Humanoid.WalkSpeed = 0
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(70)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(70), 0, rad(60)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.35, -0.5) * Euler(rad(-45), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.4, 0) * Euler(rad(-20), rad(-60), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1.8, -0.7) * Euler(0, rad(20), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -1.4, -0.6) * Euler(0, rad(60), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- end
- if Debounces.HasWep and not Debounces.DuelWielding then
- if Current_Anim == "Idle" or Current_Anim == "Walking" then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local t = 0.6
- local VelPart = RootPart
- local tim = 1
- local Speed = 150
- local HBSize = Vec(4, 8, 3)
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = VelPart.CFrame.lookVector * 0
- if Upward then
- tim = 1.4
- Speed = 300
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- -- DECOMPILER ERROR at PC2022: Overwrote pending register: R11 in 'AssignReg'
- LVec.Size = Vec(2, 2, 2--[[pos]])
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = RootPart
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, 0, 0) * Euler(rad(50), 0, 0)
- VelPart = LVec
- Vel.Velocity = RootPart.CFrame.lookVector * -15 + Vec(0, 25, 0)
- local noscope = 0
- local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false)
- debServ:AddItem(j, 2)
- for i = 0, 1.4, 0.1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope + 30
- end
- local JumpSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), JumpSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), JumpSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- local HBox = MakeHitBox(HBSize, Hit_Box, true, Cf(), Cf())
- local T = 0
- local Penetrates = 0
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- local p = part.Parent:FindFirstChild("Penetrated")
- local tor = part.Parent:FindFirstChild("Torso")
- if hum and hum ~= Humanoid and not p and tor then
- if not Upward then
- tim = tim + 1.2
- else
- tim = tim + 1.6
- end
- DamageFunction(part, false, 0, 30, false, 0, "Compensate", RootPart, 0.1, false, _, false, _, "", "")
- local Penetrate = Inst("Part")
- if hum.MaxHealth / 12 < hum.Health then
- debServ:AddItem(Penetrate, 0)
- Penetrate = Inst("Weld", HBox)
- Penetrate.Part0 = HBox
- Penetrate.Part1 = tor
- Penetrate.C0 = Cf(0, 2.6 - Penetrates, 0) * Euler(rad(90), 0, rad(-90))
- end
- local P = Inst("BoolValue", part.Parent)
- P.Name = "Penetrated"
- debServ:AddItem(P, 4)
- debServ:AddItem(Penetrate, 2)
- if Penetrates ~= 6 then
- Penetrates = Penetrates + 1
- end
- local rip = runServ.RenderStepped:connect(function()
- hum.PlatformStand = true
- DamageFunction(part, false, 0, 0 + Penetrates, false, 0, "Compensate", RootPart, 0.02, false, _, false, _, "", "")
- end
- )
- repeat
- swait()
- until Penetrate.Parent == nil or T == tim or hum.Health <= hum.MaxHealth / 12
- hum.PlatformStand = false
- if Penetrates ~= 6 then
- Penetrates = Penetrates - 1
- end
- debServ:AddItem(P, 0)
- debServ:AddItem(Penetrate, 0)
- rip:disconnect()
- end
- end
- )
- repeat
- Vel.Velocity = VelPart.CFrame.lookVector * Speed
- MagicBlock(BrickColor.new(Colour1), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 5, 5, 5, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 4, 4, 4, 6, 6, 6, 0.1)
- MagicBlock(BrickColor.new(Colour1), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 5, 5, 5, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 4, 4, 4, 6, 6, 6, 0.1)
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(-0.7, -0.15, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(180), 0, rad(-20)), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.3) * Euler(0, rad(-50), 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-90), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(60), 0, rad(80)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(65), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(20), rad(70), 0), SwingSpeed)
- if not Upward then
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0.65, -1, 0) * Euler(0, rad(70), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0.65, -1, 0) * Euler(rad(50), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, rad(-70), 0), SwingSpeed)
- end
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -1, 0) * Euler(0, rad(-70), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(rad(50), 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-60), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(50), 0, 0), SwingSpeed)
- T = T + 0.1
- swait()
- until tim <= T
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- if Upward then
- debServ:AddItem(VelPart, 0)
- end
- if not Upward then
- for i = 0, 1.4, 0.1 do
- swait()
- Humanoid.WalkSpeed = 0
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.52, 0.2) * Euler(rad(30), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.2, 0) * Euler(rad(-40), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1, -0.4) * Euler(rad(-12), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.5, -0.6, -0.5) * Euler(rad(40), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- end
- if Current_Anim == "Falling" or Current_Anim == "Jumping" then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local Speed = 150
- local HBSize = Vec(4, 8, 3)
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = RootPart.CFrame.lookVector * 0
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(2, 2, 1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = RootPart
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, 0, 0) * Euler(rad(-60), 0, 0)
- local HBox = MakeHitBox(HBSize, Hit_Box, true, Cf(), Cf())
- local FallDamage = 0
- local Penetrates = 0
- local ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 30, Character)
- local TouchedGround = false
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- local p = part.Parent:FindFirstChild("Penetrated")
- local tor = part.Parent:FindFirstChild("Torso")
- if hum and hum ~= Humanoid and not p and tor then
- DamageFunction(part, false, 0, 25, false, 0, "Compensate", RootPart, 0.1, false, _, false, _, "", "")
- local Penetrate = Inst("Part")
- if hum.MaxHealth / 12 < hum.Health then
- debServ:AddItem(Penetrate, 0)
- Penetrate = Inst("Weld", HBox)
- Penetrate.Part0 = HBox
- Penetrate.Part1 = tor
- Penetrate.C0 = Cf(0, 2.6 - Penetrates, 0) * Euler(rad(90), 0, rad(-90))
- end
- local P = Inst("BoolValue", part.Parent)
- P.Name = "Penetrated"
- debServ:AddItem(P, 4)
- debServ:AddItem(Penetrate, 2)
- if Penetrates ~= 6 then
- Penetrates = Penetrates + 1
- end
- local rip = runServ.RenderStepped:connect(function()
- hum.PlatformStand = true
- DamageFunction(part, false, 0, 0 + Penetrates * 2 + FallDamage, false, 0, "Compensate", RootPart, 0.01, false, _, false, _, "", "")
- end
- )
- repeat
- swait()
- until Penetrate.Parent == nil or hum.Health <= hum.MaxHealth / 12 or TouchedGround
- hum.PlatformStand = false
- if Penetrates ~= 6 then
- Penetrates = Penetrates - 1
- end
- debServ:AddItem(P, 0)
- debServ:AddItem(Penetrate, 0)
- rip:disconnect()
- end
- end
- )
- repeat
- Vel.Velocity = LVec.CFrame.lookVector * Speed
- FallDamage = FallDamage + 1
- MagicBlock(BrickColor.new(Colour1), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 5, 5, 5, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 4, 4, 4, 6, 6, 6, 0.1)
- MagicBlock(BrickColor.new(Colour1), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 5, 5, 5, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", HBox:GetRenderCFrame() * Cf(rand(-3, 3), 4, rand(-3, 3)), 4, 4, 4, 6, 6, 6, 0.1)
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(-0.7, -0.15, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(180), 0, rad(-20)), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.3) * Euler(0, rad(-50), 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(-90), 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(60), 0, rad(80)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(65), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(20), rad(70), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0.65, -1, 0) * Euler(rad(-60), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, rad(-70), 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -1, 0) * Euler(0, rad(-70), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(rad(50), 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-60), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(50), 0, 0), SwingSpeed)
- ground = rayCast(LVec.Position, LVec.CFrame.lookVector, 30, Character)
- if ground and ground.Anchored == true then
- TouchedGround = true
- end
- swait()
- until TouchedGround
- MagicWave(ground.BrickColor, ground.Material, Cf(pos), 0, 0, 0, 8, 1, 8, 0.1)
- local WaveP = Inst("Part", F2)
- WaveP.Transparency = 1
- WaveP.Anchored = true
- WaveP.CanCollide = false
- WaveP.Locked = true
- WaveP.CFrame = Cf(pos)
- MagniDamage(WaveP, 40, true, 2 + (FallDamage), 6 + (FallDamage), false, 0, "Compensate-Stun", 0.1 + (FallDamage) / 100, false, 0, false, _, "", "")
- debServ:AddItem(WaveP, 3)
- local boo = Sound(WaveP, "http://roblox.com/asset/?id=157878578", 1, 1, false)
- debServ:AddItem(boo, 0.4)
- debServ:AddItem(HBox, 0)
- debServ:AddItem(LVec, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- if not Upward then
- for i = 0, 1.8, 0.1 do
- swait()
- Humanoid.WalkSpeed = 0
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.52, 0.2) * Euler(rad(30), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.2, 0) * Euler(rad(-40), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1, -0.4) * Euler(rad(-12), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.5, -0.6, -0.5) * Euler(rad(40), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- end
- end
- end
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- Debounces.Attacking = false
- end
- Equip_Denial = function()
- Debounces.Equipping = true
- Attack_Num = 1
- for i = 0, 0.5, 0.1 do
- swait()
- local equips = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(25), 0, 0), equips)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), equips)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, 0), equips)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), equips)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, 0), equips)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), equips)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.2) * Euler(-rad(10), 0, 0), equips)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(20), 0), equips)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), equips)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), equips)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), equips)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), equips)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), equips)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), equips)
- end
- WepWeld.Part0 = Holder
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf() * Euler(rad(90), 0, rad(90))
- WepWeld.C1 = Cf() * Euler(0, rad(180), 0)
- CurrentSpeed = 12
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.HasWep = true
- Debounces.Equipping = false
- end
- Unequip_Denial = function()
- Debounces.Equipping = true
- Attack_Num = 1
- LeftShoulder.Part0 = nil
- LeftShoulder.Part1 = nil
- FLeftShoulder.Part0 = Torso
- FLeftShoulder.Part1 = LeftArm
- FLeftShoulder.C0 = LeftShoulder.C0
- FLeftShoulder.C1 = LeftShoulder.C1
- for i = 0, 0.5, 0.1 do
- swait()
- local equips = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(25), 0, 0), equips)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), equips)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, rad(90)), equips)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), equips)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, 0), equips)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), equips)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, 0), equips)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), equips)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.2) * Euler(-rad(10), 0, 0), equips)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(20), 0), equips)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), equips)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), equips)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), equips)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), equips)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), equips)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), equips)
- end
- WepWeld.Part0 = Torso
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf(1.5, -1, 0.6) * Euler(rad(-90), 0, rad(90))
- WepWeld.C1 = Cf() * Euler(0, 0, 0)
- CurrentSpeed = 20
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.HasWep = false
- Debounces.Equipping = false
- end
- EquipTES = function()
- if not Debounces.TESWield then
- Debounces.Equipping = true
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- SheWeld.Parent = nil
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.Parent = TESHandle
- Debounces.Equipping = false
- Debounces.TESWield = true
- CurrentSpeed = 16
- Humanoid.WalkSpeed = CurrentSpeed
- else
- Debounces.Equipping = true
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- CurrentSpeed = 6
- Humanoid.WalkSpeed = CurrentSpeed
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -0.2) * Euler(rad(100), 0, 0)
- Debounces.Equipping = false
- Debounces.TESWield = false
- end
- end
- EquipTE = function()
- if not Debounces.TEWield then
- Debounces.Equipping = true
- Humanoid.WalkSpeed = 0
- Debounces.DisableJump = true
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.7, 0.1 do
- swait()
- local SwingSpeed = 0.3
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- SheWeld.Parent = nil
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.Parent = TESHandle
- for i = 0, 0.7, 0.1 do
- swait()
- local SwingSpeed = 0.3
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.1, 0.325, -1.27) * Euler(rad(60), 0, rad(-25)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.6, 0.5, -0.4) * Euler(rad(8), rad(-50), 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-8), rad(-15), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(15), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(9), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(6), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- WepWeld3.Parent = nil
- WepWeld3.Part0 = Holder
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Holder.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.C1 = TEHandle.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.Parent = TEHandle
- FITEB(11)
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.08
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(-90), 0, 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0.4, -0.92, 0) * Euler(0, 0, rad(-20)), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.3, 0.5, -0.4) * Euler(rad(90), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.6, 0.6, 0) * Euler(0, 0, rad(-15)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(9), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(6), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- local rotatebecauseitscool = 0
- local swing = Sound(TEHandle, "http://roblox.com/asset/?id=161006212", 1, 2.5, true)
- for i = 0, 0.5, 0.1 do
- swait()
- if rotatebecauseitscool < 1980 then
- rotatebecauseitscool = rotatebecauseitscool + 60
- end
- local SwingSpeed = 0.05
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(rotatebecauseitscool), 0, 0), 0.7)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.7)
- HWeld.C0 = clerp(HWeld.C0, Cf(0.4, -0.92, 0) * Euler(0, 0, rad(-20)), 0.7)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.7)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.3, 0.5, -0.4) * Euler(rad(90), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(9), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(6), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -0.2) * Euler(rad(100), 0, 0)
- for i = 0, 2, 0.1 do
- swait()
- if rotatebecauseitscool < 1980 then
- rotatebecauseitscool = rotatebecauseitscool + 60
- end
- local SwingSpeed = 0.05
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(rotatebecauseitscool), 0, 0), 0.7)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.7)
- HWeld.C0 = clerp(HWeld.C0, Cf(0.4, -0.92, 0) * Euler(0, 0, rad(-20)), 0.7)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.7)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.3, 0.5, -0.4) * Euler(rad(90), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-15)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(9), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(6), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- swing:Stop()
- debServ:AddItem(swing, 1)
- local leash = Sound(TEHandle, "rbxasset://sounds\\unsheath.wav", 1, 0.7, false)
- debServ:AddItem(leash, 1)
- for i = 0, 2, 0.1 do
- swait()
- local SwingSpeed = 0.08
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(-100), 0, 0), 0.5)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.6, 0.4, -0.4) * Euler(rad(30), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-15)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-15), 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-11), rad(-40), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(13), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(3), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- chatServ:Chat(Head, "It\'s time to end this fairy tale.", 2)
- for i = 0, 7.5, 0.1 do
- swait()
- local SwingSpeed = 0.08
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(-100), 0, 0), 0.5)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.6, 0.4, -0.4) * Euler(rad(30), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-15)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-15), 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-11), rad(-40), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(13), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(3), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- Debounces.Equipping = false
- Debounces.DisableJump = false
- Debounces.TEWield = true
- Attack_Num = 1
- CurrentSpeed = 14
- Humanoid.WalkSpeed = CurrentSpeed
- else
- do
- Debounces.Equipping = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 0
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- SheWeld.Parent = nil
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.Parent = TESHandle
- HTEB()
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.1, 0.325, -1.27) * Euler(rad(60), 0, rad(-25)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.6, 0.5, -0.4) * Euler(rad(8), rad(-50), 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-8), rad(-15), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(15), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(9), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(6), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- local Sheath = Sound(TESHandle, "rbxasset://sounds\\unsheath.wav", 1, 1, false)
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- Attack_Num = 1
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -0.2) * Euler(rad(100), 0, 0)
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- WepWeld3.Part0 = TESHandle
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Cf(0, 0, 0)
- WepWeld3.C1 = Cf(0, 3, 0) * Euler(0, rad(180), 0)
- Debounces.Equipping = false
- Debounces.DisableJump = false
- Debounces.TEWield = false
- CurrentSpeed = 6
- Humanoid.WalkSpeed = CurrentSpeed
- end
- end
- end
- Awaken = function()
- Debounces.Successful_KeyStroke = true
- Debounces.Attacking = true
- Debounces.DisableJump = true
- GodMode = true
- Humanoid.WalkSpeed = 0
- WepWeld.Part0 = RootPart
- WepWeld.Part1 = Handle
- WepWeld.C0 = RootPart.CFrame:inverse() * Cf(RootPart.Position)
- WepWeld.C1 = Handle.CFrame:inverse() * Cf(RootPart.Position)
- local BP = Inst("BodyPosition", RootPart)
- local StopEffects = false
- if not runServ:IsStudio() then
- local RingP = Inst("Part", F2)
- RingP.Anchored = true
- RingP.CanCollide = false
- RingP.Transparency = 1
- RingP.CFrame = RootPart.CFrame * CFrame.new(0, -3, 0)
- BP.Parent = RootPart
- BP.Name = DecName
- BP.Position = RootPart.Position
- local OGPos = RootPart.Position
- BP.MaxForce = Vec(huge, huge, huge)
- local StopRings = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait(0.3)
- local boo = Sound(RingP, "http://roblox.com/asset/?id=228343249", 0.1, 0.5, false)
- debServ:AddItem(boo, 0.3)
- MagniDamage(RingP, 38, true, 4, 8, true, 200, "Compensate-Knockdown", 0.01, false, 0, false, _, "", "")
- MagniDamage(RootPart, 38, true, 4, 8, true, 200, "Compensate-Knockdown", 0.01, false, 0, false, _, "", "")
- MagicRing(BrickColor.new(Colour1), "Neon", RingP:GetRenderCFrame() * Cf(0, 0, 0) * Euler(rad(90), 0, 0), 0, 0, 1, 3, 3, 1.2, 0.05)
- until StopRings
- end
- ))
- chatServ:Chat(Head, "Seal 6, disable.", 2)
- for i = 0, 5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 13, -1.7) * Euler(rad(180), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(140), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(140), 0, rad(-20)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(15), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-15), rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-15), rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- chatServ:Chat(Head, "This world and I are irreconcilable.", 2)
- wait(2)
- for i = 0, 16, 0.2 do
- swait()
- BP.Position = Vec(OGPos.x, OGPos.y + i, OGPos.z)
- local SwingSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 13, -1.7) * Euler(rad(180), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(140), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(140), 0, rad(-20)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(20), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-30), rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-30), rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- chatServ:Chat(Head, "I deny this world its existence,", 2)
- wait(2)
- debServ:AddItem(RingP, 0)
- local s = Sound(Hit_Box, "http://roblox.com/asset/?id=178452217", 0.6, 0.5, false)
- debServ:AddItem(s, 5)
- for i = 0, 5, 0.1 do
- local SwingSpeed = 0.5
- for _,p in pairs(Denial:GetChildren()) do
- if p.Transparency ~= 1 then
- p.Transparency = i / 4.5
- end
- end
- MagicBlock(BC(Colour1), "Neon", Hit_Box:GetRenderCFrame() * Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)), 0.1, 0.1, 0.1, 1.2, 1.2, 1.2, 0.05)
- MagicBlock(BC(Colour2), "Neon", Hit_Box:GetRenderCFrame() * Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)), 0.1, 0.1, 0.1, 1.2, 1.2, 1.2, 0.05)
- MagicBlock(BC(Colour1), "Neon", Hit_Box:GetRenderCFrame() * Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)), 0.1, 0.1, 0.1, 1.2, 1.2, 1.2, 0.05)
- MagicBlock(BC(Colour2), "Neon", Hit_Box:GetRenderCFrame() * Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)), 0.1, 0.1, 0.1, 1.2, 1.2, 1.2, 0.05)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 13, -1.7) * Euler(rad(180), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(140), 0, rad(60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(140), 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(15), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-15), rad(90), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-15), rad(-90), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- swait()
- end
- chatServ:Chat(Head, "and I shall erase it!", 2)
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- StopRings = true
- for i = 0, 0.6, 0.1 do
- local SwingSpeed = 0.3
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 13, -1.7) * Euler(rad(180), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(0), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.8, 0.5, -0.6) * Euler(rad(70), 0, rad(-60)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.8, 0.5, -0.6) * Euler(rad(66), 0, rad(60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.2, -0.4) * Euler(rad(-60), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-30), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.15, -1.2) * Euler(rad(-25), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.15, -1.2) * Euler(rad(-25), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- swait()
- end
- coroutine.resume(coroutine.create(function()
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- MagniDamage(RootPart, 18, true, 60, 90, true, 666, "Compensate-Knockdown", 0.5, false, 0, false, _, "", "")
- MagniDamage(RootPart, 52, false, 0, 2, true, -20, "Compensate", 0.1, false, 0, false, _, "", "")
- local rnum = 40
- local Rand1, Rand2, Rand3, Rand4 = {rand(-rnum, rnum), rand(-rnum, rnum), rand(-rnum, rnum)}, {rand(-rnum, rnum), rand(-rnum, rnum), rand(-rnum, rnum)}, {rand(-360, 360), rand(-360, 360), rand(-360, 360)}, {rand(-rnum, rnum), rand(-rnum, rnum), rand(-rnum, rnum)}
- MagicBlood(BC(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(Rand1[1], Rand1[2], Rand1[3]), 14, 14, 14, 0.1, 0.1, 0.1, 0.05)
- MagicBlood(BC(Colour2), "Neon", RootPart:GetRenderCFrame() * Cf(Rand1[1], Rand1[2], Rand1[3]), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
- MagicBlood(BC(Colour2), "Neon", RootPart:GetRenderCFrame() * Cf(Rand2[1], Rand2[2], Rand2[3]), 14, 14, 14, 0.1, 0.1, 0.1, 0.05)
- MagicBlood(BC(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(Rand2[1], Rand2[2], Rand2[3]), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
- MagicBlock(BC(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(Rand4[1], Rand4[2], Rand4[3]), 14, 14, 14, 0.1, 0.1, 0.1, 0.05)
- MagicBlock(BC(Colour2), "Neon", RootPart:GetRenderCFrame() * Cf(Rand4[1], Rand4[2], Rand4[3]), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
- until StopEffects
- end
- ))
- repeat
- MagicSpikeBall(BC(Colour1), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, 0.7, 0.7, 0.7, 0.05)
- MagicSpikeBall(BC(Colour2), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, 0.5, 0.5, 0.5, 0.05)
- MagicCircle(BC(Colour1), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, 0.4, 0.4, 0.4, 0.05)
- MagicCircle(BC(Colour2), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, 0.3, 0.3, 0.3, 0.05)
- wait(0.3)
- until StopEffects
- end
- ))
- wait(10)
- end
- CArmour.Parent = Character
- local WeldBase = Inst("Model", CArmour)
- WeldBase.Name = "WeldBase"
- local aHead = Inst("Part", WeldBase)
- aHead.Transparency = 1
- aHead.Name = "FakeHead"
- aHead.Anchored = true
- aHead.CanCollide = false
- aHead.Locked = true
- aHead.Size = Vec(0.2, 0.2, 0.2)
- aHead.Position = Vec(60.2, 5.3, -275)
- aHead.Rotation = Vec(-180, 0, -180)
- local aLarm = Inst("Part", WeldBase)
- aLarm.Transparency = 1
- aLarm.Name = "FakeLeftArm"
- aLarm.Anchored = true
- aLarm.CanCollide = false
- aLarm.Locked = true
- aLarm.Size = Vec(0.2, 0.2, 0.2)
- aLarm.Position = Vec(58.7, 3.8, -275)
- aLarm.Rotation = Vec(-180, 0, -180)
- local aLleg = Inst("Part", WeldBase)
- aLleg.Transparency = 1
- aLleg.Name = "FakeLeftLeg"
- aLleg.Anchored = true
- aLleg.CanCollide = false
- aLleg.Locked = true
- aLleg.Size = Vec(0.2, 0.2, 0.2)
- aLleg.Position = Vec(59.7, 1.8, -275)
- aLleg.Rotation = Vec(-180, 0, -180)
- local aRarm = Inst("Part", WeldBase)
- aRarm.Transparency = 1
- aRarm.Name = "FakeRightArm"
- aRarm.Anchored = true
- aRarm.CanCollide = false
- aRarm.Locked = true
- aRarm.Size = Vec(0.2, 0.2, 0.2)
- aRarm.Position = Vec(58.7, 3.8, -275)
- aRarm.Rotation = Vec(-180, 0, -180)
- local aRleg = Inst("Part", WeldBase)
- aRleg.Transparency = 1
- aRleg.Name = "FakeRightLeg"
- aRleg.Anchored = true
- aRleg.CanCollide = false
- aRleg.Locked = true
- aRleg.Size = Vec(0.2, 0.2, 0.2)
- aRleg.Position = Vec(59.7, 1.8, -275)
- aRleg.Rotation = Vec(-180, 0, -180)
- local aTor = Inst("Part", WeldBase)
- aTor.Transparency = 1
- aTor.Name = "FakeTorso"
- aTor.Anchored = true
- aTor.CanCollide = false
- aTor.Locked = true
- aTor.Size = Vec(0.2, 0.2, 0.2)
- aTor.Position = Vec(60.2, 3.8, -275)
- aTor.Rotation = Vec(-180, 0, -180)
- for _,k in pairs(WeldBase:GetChildren()) do
- if k:IsA("BasePart") then
- k:BreakJoints()
- end
- end
- local MakeHelmet = function()
- local Parent = Inst("Model", CArmour)
- Parent.Name = "Helmet"
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "HelmetBack", Vector3.new(0.2, 0.2, 0.2), Vector3.new(60.2, 5.4, -275.73), Vector3.new(90, 0, 0), "SpecialMesh", Vector3.new(1.2, 2, 1.6), "http://www.roblox.com/asset/?id=20637493", "FileMesh")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "HelmetBase", Vector3.new(0.2, 0.2, 0.2), Vector3.new(60.2, 5.4, -275), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(1, 1, 1), "http://www.roblox.com/asset/?id=87249889", "FileMesh")
- local HEpart = CreatePart("Part", Parent, Colour1, "Neon", 1, 0, "HelmetEffect", Vector3.new(0.2, 0.2, 0.2), Vector3.new(60.2, 5.5, -275.7), Vector3.new(0, 0, 0), "BlockMesh", Vector3.new(0, 0, 0), "", "")
- local peSize = {NumberSequenceKeypoint.new(0, 1.31, 0), NumberSequenceKeypoint.new(1, 0, 0)}
- local peTrans = {NumberSequenceKeypoint.new(0, 0.137, 0), NumberSequenceKeypoint.new(1, 1, 0)}
- local pe = Inst("ParticleEmitter", HEpart)
- pe.LightEmission = 0.5
- pe.Color = ColorSequence.new(HEpart.BrickColor.Color)
- pe.Size = NumberSequence.new(peSize)
- pe.Transparency = NumberSequence.new(peTrans)
- pe.Texture = "rbxassetid://37332909"
- pe.Acceleration = Vec(0, -100, 0)
- pe.EmissionDirection = "Front"
- pe.Lifetime = NumberRange.new(0.35)
- pe.Rate = 800000
- pe.Speed = NumberRange.new(15)
- CEP = HEpart
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "HelmetPart", Vector3.new(0.2, 0.2, 0.2), Vector3.new(60.2, 5.8, -275), Vector3.new(-150, 0, -180), "SpecialMesh", Vector3.new(1, 1, 1), "http://www.roblox.com/asset/?id=189962102", "FileMesh")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "MouthGuard", Vector3.new(0.2, 0.2, 0.2), Vector3.new(60.2, 5, -274.6), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(1, 1.2, 1.1), "http://www.roblox.com/asset/?id=19380683", "FileMesh")
- for _,K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", aHead)
- Weld.Part0 = aHead
- Weld.Part1 = z
- Weld.Name = z.Name .. "-to-" .. aHead.Name
- Weld.C0 = aHead.CFrame:inverse() * Cf(aHead.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(aHead.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local Cape = nil
- local MakeTorsoArmour = function()
- local Parent = Inst("Model", CArmour)
- Parent.Name = "TorsoArmour"
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourBody", Vector3.new(2, 2, 1), Vector3.new(60.2, 3.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.01), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge1", Vector3.new(0.2, 1, 0.2), Vector3.new(59.7, 3.7, -275.4), Vector3.new(90, 0, 90), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart1", Vector3.new(2, 0.2, 0.2), Vector3.new(60.2, 3.5, -275.4), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.1), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail1", Vector3.new(0.2, 0.2, 0.2), Vector3.new(61.1, 4.7, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart2", Vector3.new(2, 0.6, 1), Vector3.new(60.2, 3.1, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.02), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge2", Vector3.new(1, 0.8, 0.2), Vector3.new(60.8, 3.5, -275), Vector3.new(90, 0, 90), "SpecialMesh", Vector3.new(1.02, 1.025, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart3", Vector3.new(0.4, 1, 0.4), Vector3.new(60.2, 4.3, -275.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.4, 1, 0.5), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail2", Vector3.new(0.2, 0.2, 0.2), Vector3.new(59.3, 2.9, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail3", Vector3.new(0.2, 0.2, 0.2), Vector3.new(61.1, 2.9, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge3", Vector3.new(1, 0.8, 0.2), Vector3.new(59.6, 3.5, -275), Vector3.new(90, 0, -90), "SpecialMesh", Vector3.new(1.02, 1.025, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge4", Vector3.new(0.2, 1, 0.2), Vector3.new(60.7, 3.7, -275.4), Vector3.new(90, 0, -90), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail4", Vector3.new(0.2, 0.2, 0.2), Vector3.new(59.3, 4.7, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail5", Vector3.new(0.2, 0.2, 0.2), Vector3.new(59.3, 4.7, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail6", Vector3.new(0.2, 0.2, 0.2), Vector3.new(59.3, 3.5, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart4", Vector3.new(0.4, 0.4, 0.2), Vector3.new(60.2, 3.6, -274.6), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(1, 1, 1.1), "", "Torso")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail7", Vector3.new(0.2, 0.2, 0.2), Vector3.new(61.1, 2.9, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail8", Vector3.new(0.2, 0.2, 0.2), Vector3.new(61.1, 3.5, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail9", Vector3.new(0.2, 0.2, 0.2), Vector3.new(59.3, 3.5, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail10", Vector3.new(0.2, 0.2, 0.2), Vector3.new(59.3, 2.9, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail11", Vector3.new(0.2, 0.2, 0.2), Vector3.new(61.1, 4.7, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart5", Vector3.new(0.4, 0.2, 0.4), Vector3.new(60.2, 3.8, -274.6), Vector3.new(-90, 0, 0), "CylinderMesh", Vector3.new(0.68, 1.1, 0.68), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPart6", Vector3.new(0.4, 0.2, 0.4), Vector3.new(60.2, 3.8, -274.6), Vector3.new(-90, 0, 0), "CylinderMesh", Vector3.new(0.45, 1.15, 0.45), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPart7", Vector3.new(0.2, 0.2, 0.2), Vector3.new(61.1, 3.5, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(0.6, 1.18, 0.6), "", "")
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon1", Vector3.new(0.2, 0.2, 0.4), Vector3.new(61.1, 4.7, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon2", Vector3.new(0.2, 0.2, 0.4), Vector3.new(61.1, 2.9, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon3", Vector3.new(0.2, 0.2, 0.4), Vector3.new(59.3, 2.9, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon4", Vector3.new(0.2, 0.2, 0.4), Vector3.new(61.1, 3.5, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon5", Vector3.new(0.2, 0.2, 0.4), Vector3.new(59.3, 2.9, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon6", Vector3.new(0.2, 0.2, 0.4), Vector3.new(61.1, 2.9, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon7", Vector3.new(0.4, 0.4, 0.4), Vector3.new(60.2, 3.8, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.4, 0.4, 0.2), "", "Sphere")
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon8", Vector3.new(0.2, 0.2, 0.4), Vector3.new(59.3, 3.5, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon9", Vector3.new(0.2, 0.2, 0.4), Vector3.new(59.3, 4.7, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon10", Vector3.new(0.2, 0.2, 0.4), Vector3.new(61.1, 4.7, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon11", Vector3.new(0.2, 0.2, 0.4), Vector3.new(59.3, 3.5, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon12", Vector3.new(0.2, 0.2, 0.4), Vector3.new(61.1, 3.5, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon13", Vector3.new(0.2, 0.2, 0.4), Vector3.new(59.3, 4.7, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 0.5, 0.1), "", "Sphere")
- k.Mesh.Offset = Vec(0, 0, -0.01)
- Cape = CreatePart("Part", Parent, "White", "SmoothPlastic", 1, 0, "Mini-CapeSpot", Vector3.new(2, 0.2, 0.2), Vector3.new(60.2, 3.49, -275.47), Vector3.new(120, 0, -180), "BlockMesh", Vector3.new(0, 0, 0), "", "")
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour1", Vector3.new(1, 0.4, 0.4), Vector3.new(59.4, 4.4, -275), Vector3.new(-90, 0, -90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge")
- kk.Mesh.Offset = Vec(0, -0.01, 0)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour2", Vector3.new(1, 0.4, 0.4), Vector3.new(61, 4.4, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge")
- kk.Mesh.Offset = Vec(0, -0.01, 0)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour3", Vector3.new(1, 0.4, 0.2), Vector3.new(59.8, 4.7, -275), Vector3.new(-90, 0, -90), "SpecialMesh", Vector3.new(1.03, 1, 1.01), "", "Wedge")
- kk.Mesh.Offset = Vec(0, -0.01, 0.001)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour4", Vector3.new(0.4, 0.2, 1), Vector3.new(59.4, 4.7, -275), Vector3.new(0, 0, 0), "BlockMesh", Vector3.new(1, 1.01, 1.03), "", "")
- kk.Mesh.Offset = Vec(-0.01, 0.001, 0)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour5", Vector3.new(1, 0.4, 0.2), Vector3.new(60.6, 4.7, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1.01), "", "Wedge")
- kk.Mesh.Offset = Vec(0, -0.01, 0.001)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour6", Vector3.new(0.4, 0.2, 1), Vector3.new(61, 4.7, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1.01, 1.03), "", "")
- kk.Mesh.Offset = Vec(-0.01, 0.001, 0)
- for _,K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", aTor)
- Weld.Part0 = aTor
- Weld.Part1 = z
- Weld.Name = z.Name .. "-to-" .. aTor.Name
- Weld.C0 = aTor.CFrame:inverse() * Cf(aTor.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(aTor.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local MakeArmArmour = function(limb, limbname)
- local Parent = Inst("Model", CArmour)
- Parent.Name = limbname .. "Armour"
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourBody", Vector3.new(1, 2, 1), Vector3.new(58.7, 3.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.01), "", "")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "Glove", Vector3.new(1, 0.4, 1), Vector3.new(58.7, 2.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.02, 0.1, 1.02), "", "")
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour1", Vector3.new(0.2, 0.2, 0.6), Vector3.new(58.3, 4.5, -274.6), Vector3.new(-90, 0, -180), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- y.Mesh.Offset = Vec(0, 0, 0.001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour2", Vector3.new(1, 0.6, 0.2), Vector3.new(58.5, 4.7, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1.01), "", "Wedge")
- y.Mesh.Offset = Vec(0, -0.01, 0.001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour3", Vector3.new(1, 0.2, 0.4), Vector3.new(59.1, 4.2, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge")
- y.Mesh.Offset = Vec(0, -0.01, 0)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour4", Vector3.new(0.2, 0.2, 1), Vector3.new(59.1, 4.5, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.03), "", "")
- y.Mesh.Offset = Vec(-0.01, 0, 0)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour5", Vector3.new(0.4, 0.2, 1), Vector3.new(59, 4.7, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.03), "", "")
- y.Mesh.Offset = Vec(-0.01, 0.001, 0)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour6", Vector3.new(1, 0.2, 0.2), Vector3.new(58.9, 4.5, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge")
- y.Mesh.Offset = Vec(0, -0.01, 0)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour7", Vector3.new(0.2, 2, 0.6), Vector3.new(58.3, 3.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.1, 1.001, 1), "", "")
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour8", Vector3.new(0.2, 0.2, 0.4), Vector3.new(58.3, 3, -274.6), Vector3.new(90, 0, 0), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- y.Mesh.Offset = Vec(0, 0, 0.001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour9", Vector3.new(0.2, 0.2, 0.4), Vector3.new(58.3, 3, -275.4), Vector3.new(90, 0, -180), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- y.Mesh.Offset = Vec(0, 0, 0.001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour10", Vector3.new(0.2, 0.2, 0.6), Vector3.new(58.3, 4.5, -275.4), Vector3.new(-90, 0, 0), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- y.Mesh.Offset = Vec(0, 0, 0.001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmourDesign1", Vector3.new(1, 1, 0.4), Vector3.new(58.7, 4.6, -275), Vector3.new(-90, 30, 90), "SpecialMesh", Vector3.new(0.5, 1, 1), "http://www.roblox.com/asset/?id=189962102", "FileMesh")
- y.Mesh.Offset = Vec(0, 0.4, 0)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "SideArmourDesign2", Vector3.new(0.4, 0.6, 0.2), Vector3.new(58.2, 3.1, -275.2), Vector3.new(-165, 0, -180), "SpecialMesh", Vector3.new(0.08, 1, 0.6), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "SideArmourDesign3", Vector3.new(0.4, 0.6, 0.2), Vector3.new(58.2, 3.1, -274.8), Vector3.new(165, 0, -180), "SpecialMesh", Vector3.new(0.08, 1, 0.6), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "SideArmourNeonDesign1", Vector3.new(0.4, 0.6, 0.2), Vector3.new(58.2, 3.1, -275.2), Vector3.new(-165, 0, -180), "SpecialMesh", Vector3.new(0.1, 0.8, 0.4), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "SideArmourNeonDesign2", Vector3.new(0.4, 0.6, 0.2), Vector3.new(58.2, 3.1, -274.8), Vector3.new(165, 0, -180), "SpecialMesh", Vector3.new(0.1, 0.8, 0.4), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "SideArmourNeonDesign3", Vector3.new(0.6, 0.2, 0.2), Vector3.new(58.3, 4.1, -275), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(0.5, 1.5, 2), "", "Sphere")
- for _,K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", limb)
- Weld.Part0 = limb
- Weld.Part1 = z
- Weld.Name = z.Name .. "-to-" .. limb.Name
- Weld.C0 = limb.CFrame:inverse() * Cf(limb.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(limb.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local MakeLegArmour = function(limb, limbname)
- local Parent = Inst("Model", CArmour)
- Parent.Name = limbname .. "Armour"
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourBody", Vector3.new(1, 2, 1), Vector3.new(59.7, 1.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.01), "", "")
- local cri = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart1", Vector3.new(0.4, 0.4, 0.4), Vector3.new(60, 2.2, -274.7), Vector3.new(-180, -90, 0), "SpecialMesh", Vector3.new(1.1, 1, 1.05), "", "Wedge")
- cri.Mesh.Offset = Vec(0, 0, -0.01)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart2", Vector3.new(0.2, 0.4, 0.2), Vector3.new(59.7, 2.2, -274.6), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.2), "", "")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "KneeGuardPart3", Vector3.new(0.4, 0.2, 0.6), Vector3.new(59.7, 2.2, -274.6), Vector3.new(-180, 0, 90), "SpecialMesh", Vector3.new(1, 0.8, 0.47), "", "Sphere")
- local cri = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart4", Vector3.new(0.4, 0.4, 0.4), Vector3.new(59.4, 2.2, -274.7), Vector3.new(180, 90, 0), "SpecialMesh", Vector3.new(1.1, 1, 1.05), "", "Wedge")
- cri.Mesh.Offset = Vec(0, 0, -0.01)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart5", Vector3.new(1, 0.4, 0.4), Vector3.new(59.7, 2.6, -274.7), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.04, 1, 1.1), "", "")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "KneeGuardPartNeon", Vector3.new(0.4, 0.2, 0.6), Vector3.new(59.7, 2.2, -274.6), Vector3.new(-180, 0, 90), "SpecialMesh", Vector3.new(0.8, 0.5, 0.5), "", "Sphere")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShinGuard1", Vector3.new(0.6, 0.2, 0.6), Vector3.new(59.7, 1.7, -274.6), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(1, 1, 0.4), "", "Torso")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShinGuard2", Vector3.new(0.6, 0.4, 0.6), Vector3.new(59.7, 1.4, -274.6), Vector3.new(-180, 0, 0), "SpecialMesh", Vector3.new(1, 1, 0.4), "", "Torso")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon1", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.6, 1.5, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.4, 0.2, 0.2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon2", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.8, 1.7, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.4, 0.2, 0.2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon3", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.8, 1.5, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.4, 0.2, 0.2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon4", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.8, 1.3, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.4, 0.2, 0.2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon5", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.6, 1.7, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.4, 0.2, 0.2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon6", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.6, 1.3, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.4, 0.2, 0.2), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart1", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.6, 1.5, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart2", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.8, 1.7, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart3", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.8, 1.5, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart4", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.8, 1.3, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart5", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.6, 1.7, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart6", Vector3.new(0.4, 0.2, 0.4), Vector3.new(59.6, 1.3, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "Shoe", Vector3.new(1, 0.2, 1), Vector3.new(59.7, 0.9, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.02, 1.2, 1.02), "", "")
- for _,K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", limb)
- Weld.Part0 = limb
- Weld.Part1 = z
- Weld.Name = z.Name .. "-to-" .. limb.Name
- Weld.C0 = limb.CFrame:inverse() * Cf(limb.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(limb.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local MakeTeeWeapon = function()
- The_End.Parent = Character
- The_End_Sheath.Parent = Character
- local BL1 = CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0.2, "Blade", Vector3.new(0.2, 0.4, 6.4), Vector3.new(42.5, 3.8, -252.5), Vector3.new(90, 0, -180), "SpecialMesh", Vector3.new(1, 0.5, 1), "", "Torso")
- local BL2 = CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0.2, "BladeDesign", Vector3.new(0.2, 6.4, 0.2), Vector3.new(42.5, 3.8, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(0.1, 1.001, 1.05), "", "")
- local BL3 = CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "BladeNeon", Vector3.new(0.2, 0.4, 6.4), Vector3.new(42.5, 3.8, -252.3), Vector3.new(90, 0, 0), "SpecialMesh", Vector3.new(1, 0.5, 1), "", "Torso")
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign1", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.4, 1.84, 0.4), "", "")
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign2", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.4, 1.84, 0.4), "", "")
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign3", Vector3.new(0.2, 1, 0.2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -180), "CylinderMesh", Vector3.new(0.4, 1.005, 0.4), "", "")
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign4", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.2), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.4, 1.84, 0.4), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign1", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.85, 0.3), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign2", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.85, 0.3), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign3", Vector3.new(0.2, 1, 0.2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -180), "CylinderMesh", Vector3.new(0.3, 1.01, 0.3), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign4", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.2), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.85, 0.3), "", "")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "GuardPart1", Vector3.new(0.6, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1, 1.8), "", "")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "GuardPart2", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252.8), Vector3.new(-90, 0, 0), "SpecialMesh", Vector3.new(1.8, 1, 1), "", "Torso")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "GuardPart2", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.1, -252), Vector3.new(-90, 0, -180), "SpecialMesh", Vector3.new(1.8, 1, 1), "", "Torso")
- TEHandle = CreatePart("Part", The_End, "White", "SmoothPlastic", 1, 0, "Handle", Vector3.new(0.6, 0.2, 0.6), Vector3.new(42.5, 8.5, -252.4), Vector3.new(-180, 0, 0), "BlockMesh", Vector3.new(1, 1, 1), "", "")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "HiltDesign1", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 9.9, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1.1, 1, 1.1), "", "")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "HiltDesign2", Vector3.new(0.2, 0.4, 0.2), Vector3.new(42.5, 9.6, -252.4), Vector3.new(-180, 0, 0), "SpecialMesh", Vector3.new(1.1, 1, 1.1), "", "Wedge")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "HiltDesign3", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 7.3, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1.1, 1, 1.1), "", "")
- CreatePart("Part", The_End, Colour2, "Fabric", 0, 0, "HiltFabric", Vector3.new(0.2, 2.4, 0.2), Vector3.new(42.5, 8.6, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1, 1), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "HiltNeonDesign1", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 9.7, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.14, 0.2), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "HiltNeonDesign2", Vector3.new(0.2, 0.2, 0.4), Vector3.new(42.5, 9.8, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.14, 0.2), "", "")
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "HiltNeonDesign3", Vector3.new(0.2, 0.2, 0.2), Vector3.new(42.5, 9.9, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.14, 0.2), "", "")
- TEHit_Box = CreatePart("Part", The_End, "White", "SmoothPlastic", 1, 0, "HitBox", Vector3.new(1.4, 7, 0.6), Vector3.new(42.5, 3.5, -252.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(0.2, 1.14, 0.2), "", "")
- TESHandle = CreatePart("Part", The_End_Sheath, "White", "Neon", 1, 0, "Handle", Vector3.new(0.6, 0.2, 0.6), Vector3.new(42.5, 5.5, -253.6), Vector3.new(0, 0, -180), "BlockMesh", Vector3.new(1, 1, 1), "", "")
- CreatePart("Part", The_End_Sheath, Colour2, "SmoothPlastic", 0, 0, "SheathBody", Vector3.new(0.4, 6, 0.2), Vector3.new(42.5, 3.8, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1, 1.1), "", "")
- CreatePart("Part", The_End_Sheath, Colour2, "SmoothPlastic", 0, 0, "SheathBodyCylinder1", Vector3.new(0.4, 6, 0.2), Vector3.new(42.5, 3.8, -253.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.1, 1, 1.1), "", "")
- CreatePart("Part", The_End_Sheath, Colour2, "SmoothPlastic", 0, 0, "SheathBody", Vector3.new(0.4, 6, 0.2), Vector3.new(42.5, 3.8, -253.8), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.1, 1, 1.1), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign1", Vector3.new(0.4, 0.2, 0.2), Vector3.new(42.5, 6.9, -253.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign2", Vector3.new(0.4, 0.2, 0.2), Vector3.new(42.5, 6.9, -253.8), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign3", Vector3.new(0.4, 0.2, 0.2), Vector3.new(42.5, 6.9, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1.1, 1.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign4", Vector3.new(0.4, 0.2, 0.2), Vector3.new(42.5, 0.7, -253.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign5", Vector3.new(0.4, 0.2, 0.2), Vector3.new(42.5, 0.7, -253.8), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign6", Vector3.new(0.4, 0.2, 0.2), Vector3.new(42.5, 0.7, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1.1, 1.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing1", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 5.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing2", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 6.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing3", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 2.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing4", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 6.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing5", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 1.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing6", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 1.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing7", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 1, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing8", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 3, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing9", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 2.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing10", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 4.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing11", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 5, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing12", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 3.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing13", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 5.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing14", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 3.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing15", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 4.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.3, 1.14, 0.3), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing1", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 5.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing2", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 6.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing3", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 2.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing4", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 6.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing5", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 1.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing6", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 1.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing7", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 1, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing8", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 3, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing9", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 2.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing10", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 4.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing11", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 5, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing12", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 3.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing13", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 5.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing14", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 3.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing15", Vector3.new(0.4, 0.2, 0.4), Vector3.new(42.5, 4.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(0.2, 1.16, 0.2), "", "")
- CreatePart("Part", The_End_Sheath, "Really black", "SmoothPlastic", 0, 0, "SheathHole", Vector3.new(0.8, 0.4, 0.2), Vector3.new(42.5, 7, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(0.6, 0.06, 0.6), "", "")
- for _,K in pairs(The_End:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,K in pairs(The_End_Sheath:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _,p in pairs(The_End:GetChildren()) do
- if p:IsA("BasePart") and p ~= TEHandle then
- local Weld = Inst("Weld", TEHandle)
- Weld.Part0 = TEHandle
- Weld.Part1 = p
- Weld.C0 = TEHandle.CFrame:inverse() * Cf(TEHandle.Position)
- Weld.C1 = p.CFrame:inverse() * Cf(TEHandle.Position)
- p.Anchored = false
- p.CanCollide = false
- end
- end
- for _,p in pairs(The_End_Sheath:GetChildren()) do
- if p:IsA("BasePart") and p ~= TESHandle then
- local Weld = Inst("Weld", TESHandle)
- Weld.Part0 = TESHandle
- Weld.Part1 = p
- Weld.C0 = TESHandle.CFrame:inverse() * Cf(TESHandle.Position)
- Weld.C1 = p.CFrame:inverse() * Cf(TESHandle.Position)
- p.Anchored = false
- p.CanCollide = false
- end
- end
- table.insert(TEBladeP, BL1)
- table.insert(TEBladeP, BL2)
- table.insert(TEBladeP, BL3)
- TEBEffect = Inst("ParticleEmitter", BL2)
- local colSeq = {ColorSequenceKeypoint.new(0, BC(Colour1).Color), ColorSequenceKeypoint.new(0.25, BC(Colour2).Color), ColorSequenceKeypoint.new(0.5, BC(Colour1).Color), ColorSequenceKeypoint.new(0.7, BC(Colour2).Color), ColorSequenceKeypoint.new(1, BC(Colour2).Color)}
- local sizSeq = {NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(0.5, 0.6, 0), NumberSequenceKeypoint.new(1, 0, 0)}
- local traSeq = {NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(1, 1, 0)}
- TEBEffect.Color = ColorSequence.new(colSeq)
- TEBEffect.LightEmission = 0.2
- TEBEffect.Size = NumberSequence.new(sizSeq)
- TEBEffect.Texture = "rbxassetid://37332909"
- TEBEffect.Transparency = NumberSequence.new(traSeq)
- TEBEffect.Enabled = false
- TEBEffect.Lifetime = NumberRange.new(0.7)
- TEBEffect.Rate = 90000000
- TEBEffect.Speed = NumberRange.new(0)
- end
- MakeHelmet()
- MakeTorsoArmour()
- MakeArmArmour(aRarm, "RightArm")
- MakeArmArmour(aLarm, "LeftArm")
- MakeLegArmour(aRleg, "RightLeg")
- MakeLegArmour(aLleg, "LeftLeg")
- MakeTeeWeapon()
- Denial.Parent = nil
- if not runServ:IsStudio() then
- StopEffects = true
- coroutine.resume(coroutine.create(function()
- repeat
- runServ.Stepped:wait()
- MagniDamage(RootPart, 25, false, 0, 1, true, 200, "Compensate-Knockdown", 0, false, 0, false, _, _, _)
- until Debounces.Transformed
- end
- ))
- end
- local Weld1 = Inst("Weld", Head)
- Weld1.Name = DecName
- Weld1.Part0 = Head
- Weld1.Part1 = aHead
- local Weld2 = Inst("Weld", Torso)
- Weld2.Name = DecName
- Weld2.Part0 = Torso
- Weld2.Part1 = aTor
- local Weld3 = Inst("Weld", LeftArm)
- Weld3.Name = DecName
- Weld3.Part0 = LeftArm
- Weld3.Part1 = aLarm
- Weld3.C0 = Cf() * Euler(0, rad(180), 0)
- local Weld4 = Inst("Weld", RightArm)
- Weld4.Name = DecName
- Weld4.Part0 = RightArm
- Weld4.Part1 = aRarm
- local Weld5 = Inst("Weld", LeftLeg)
- Weld5.Name = DecName
- Weld5.Part0 = LeftLeg
- Weld5.Part1 = aLleg
- local Weld6 = Inst("Weld", RightLeg)
- Weld6.Name = DecName
- Weld6.Part0 = RightLeg
- Weld6.Part1 = aRleg
- WepWeld3 = Inst("Weld", TEHandle)
- WepWeld3.Part0 = TESHandle
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Cf(0, 0, 0)
- WepWeld3.C1 = Cf(0, 3, 0) * Euler(0, rad(180), 0)
- SheWeld = Inst("Weld", TESHandle)
- SheWeld.Part0 = RootPart
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(0, 1.5, -1.8) * Euler(rad(180), 0, 0)
- TEHandle.Anchored = false
- TESHandle.Anchored = false
- for _,p in pairs(WeldBase:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- for _,p in pairs(Character:GetChildren()) do
- if p:IsA("BasePart") and p.Name ~= "Head" then
- p.Transparency = 1
- for _,d in pairs(p:GetChildren()) do
- if d:IsA("Decal") then
- d.Transparency = 1
- end
- end
- elseif p.Name == "Head" then
- p.Transparency = 0
- for _,d in pairs(p:GetChildren()) do
- if d:IsA("Decal") then
- d.Transparency = 1
- end
- end
- if p:IsA("Hat") then
- for _,P in pairs(p:GetChildren()) do
- if P:IsA("BasePart") then
- P.Transparency = 1
- end
- end
- end
- -- DECOMPILER ERROR at PC2110: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC2110: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC2110: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC2110: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- if not runServ:IsStudio() then
- MagicCircle(BC(Colour1), "Neon", RootPart:GetRenderCFrame(), 2, 2, 2, 6, 6, 6, 0.1)
- local boo = Sound(RootPart, "http://roblox.com/asset/?id=168586621", 1, 0.5, false)
- debServ:AddItem(boo, 4)
- for i = 0, 5, 0.2 do
- swait()
- local SwingSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(140), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(140), 0, rad(-20)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(20), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.8, 0) * Euler(rad(-30), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, rad(-15)), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.8, 0) * Euler(rad(-30), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, rad(15)), SwingSpeed)
- end
- for i = 0, 0.8, 0.1 do
- swait()
- local SwingSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.6, 0) * Euler(0, 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.6, 0) * Euler(0, 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-13), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, rad(-3)), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- end
- for i = 0, 0.6, 0.1 do
- swait()
- local SwingSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-8), 0, rad(15)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(90), 0, rad(-50)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-13), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.55, -1, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, rad(-3)), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.55, -1, -0.4) * Euler(rad(-7), rad(-20), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- end
- for i = 0, 1, 0.1 do
- swait()
- local SwingSpeed = 0.5
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-13), 0, rad(15)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.15, 0.5, -0.6) * Euler(rad(90), 0, rad(50)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-13), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-28), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.55, -1, -0.4) * Euler(rad(-7), rad(20), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, rad(-3)), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.55, -1, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, rad(3)), SwingSpeed)
- do
- do
- if i == 0.4 then
- local boo = Sound(LeftArm, "http://roblox.com/asset/?id=227194112", 1, 1, false)
- debServ:AddItem(boo, 4)
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- end
- if i >= 0.4 then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- -- DECOMPILER ERROR at PC3236: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- debServ:AddItem(BP, 0)
- for i = 0, 1.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(80), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.2, 0.5, -0.4) * Euler(rad(80), 0, rad(-50)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(50), 0, rad(-11)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-30), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.4, 0) * Euler(rad(-40), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1.2, -0.3) * Euler(rad(-50), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.3, -0.8) * Euler(rad(10), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- coroutine.resume(coroutine.create(function()
- chatServ:Chat(Head, "I am the ominous dusk.", 2)
- wait(2.6)
- chatServ:Chat(Head, "I am the aching pressence.", 2)
- wait(2.6)
- chatServ:Chat(Head, "I am the adversary of just.", 2)
- wait(2.6)
- chatServ:Chat(Head, "Wielding this blade I shall eradicate every being in this world and purge it in the clouds of chaos!", 2)
- wait(5)
- chatServ:Chat(Head, "I am Shiminuki! The end is near!", 2)
- end
- ))
- for i = 0, 37, 0.1 do
- swait()
- local SwingSpeed = 0.007
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0.2) * Euler(0, rad(-20), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0.1) * Euler(0, rad(10), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- for i = 0, 0.7, 0.1 do
- swait()
- local SwingSpeed = 0.5
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- for i = 0, 0.5, 0.1 do
- swait()
- local SwingSpeed = 0.5
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, 0, rad(12)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- end
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- GodMode = false
- Max_Health = 80000
- coroutine.resume(coroutine.create(function()
- swait()
- Humanoid.Health = Max_Health
- end
- ))
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -0.2) * Euler(rad(100), 0, 0)
- CurrentSpeed = 6
- Debounces.HasWep = false
- Debounces.Transformed = true
- Debounces.Attacking = false
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- Humanoid.JumpPower = 120
- end
- ActivateDash = function()
- Debounces.Successful_KeyStroke = true
- swait()
- Debounces.Dashing = true
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- Humanoid.WalkSpeed = CurrentSpeed * 30
- repeat
- runServ.Stepped:wait()
- until not Debounces.Dashing or Debounces.Equipping or Debounces.Attacking or Debounces.Hovering
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RootPart.Velocity = Vec(0, 0, 0)
- Current_Anim = "Idle"
- Debounces.Dashing = false
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- Humanoid.WalkSpeed = CurrentSpeed
- end
- Kogeki_Sokudo_Kojo = function()
- Debounces.Attacking = true
- Debounces.Successful_KeyStroke = true
- Debounces.SpedUp = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 0
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- for i = 0, 2, 0.1 do
- swait()
- local SwingSpeed = 0.15
- if Debounces.Transformed and Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(5), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(90), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(5), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(16), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if Debounces.Transformed and Debounces.TESWield and not Debounces.TEWield then
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.05, -1.5) * Euler(rad(90), rad(90), 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.4) * Euler(rad(84), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, -0.4) * Euler(rad(84), 0, 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(6), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-6), rad(-8), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-6), rad(8), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if Debounces.Transformed and not Debounces.TESWield and not Debounces.TEWield then
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(90), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(5), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(16), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if not Debounces.Transformed and not Debounces.HasWep and not Debounces.DuelWielding then
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(90), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(5), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(16), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if not Debounces.Transformed and Debounces.HasWep and not Debounces.DuelWielding then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(90), 0, rad(-30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(5), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(16), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- end
- end
- end
- end
- end
- end
- if Debounces.Transformed or not Debounces.HasWep or Debounces.DuelWielding then
- chatServ:Chat(Head, "Seal 3, disable...", 2)
- local SPP = Inst("Part", F2)
- SPP.Anchored = true
- SPP.CanCollide = false
- SPP.Transparency = 1
- SPP.Size = Vec(20, 1, 20)
- local SPart = Inst("Part", F2)
- SPart.Anchored = false
- SPart.CanCollide = false
- SPart.Transparency = 1
- SPart.Size = Vec(20, 0.2, 20)
- local SPW = Inst("Motor", SPart)
- SPW.Part0 = SPP
- SPW.Part1 = SPart
- SPW.C0 = Cf() * Euler(rad(90), 0, 0)
- SPW.C1 = Cf() * Euler(rad(90), 0, 0)
- SPW.DesiredAngle = 1e+48
- SPW.MaxVelocity = rad(8)
- local SPSGui = Inst("SurfaceGui", SPart)
- SPSGui.Face = "Top"
- local SPSCOL = BC(Colour1)
- local SPS = Inst("ImageLabel", SPSGui)
- SPS.BackgroundTransparency = 1
- SPS.Image = "rbxassetid://144076055"
- SPS.ImageColor3 = Col3(SPSCOL.r, SPSCOL.g, SPSCOL.b)
- SPS.ImageTransparency = 0.5
- SPS.Position = Ud2(0.45, 0, 0.45, 0)
- SPS.Size = Ud2(0.1, 0, 0.1, 0)
- local SPSGui2 = Inst("SurfaceGui", SPart)
- SPSGui2.Face = "Bottom"
- local SPS2 = Inst("ImageLabel", SPSGui2)
- SPS2.BackgroundTransparency = 1
- SPS2.Image = "rbxassetid://144076055"
- SPS2.ImageColor3 = Col3(SPSCOL.r, SPSCOL.g, SPSCOL.b)
- SPS2.ImageTransparency = 0.5
- SPS2.Position = Ud2(0.45, 0, 0.45, 0)
- SPS2.Size = Ud2(0.1, 0, 0.1, 0)
- local cre = Sound(SPart, "http://roblox.com/asset/?id=231917894", 0.7, 1, false)
- debServ:AddItem(cre, 5)
- for i = 0, 1, 0.3 do
- swait()
- SPP.CFrame = RootPart:GetRenderCFrame() * Cf(0, -3.1, 0)
- SPS:TweenSize(Ud2(i, 0, i, 0), _, "Linear", 0.2, true)
- SPS:TweenPosition(Ud2((-1 + i) * -1 / 2.22222, 0, (-1 + i) * -1 / 2.22222, 0), _, "Linear", 0.2, true)
- SPS2:TweenSize(Ud2(i, 0, i, 0), _, "Linear", 0.2, true)
- SPS2:TweenPosition(Ud2((-1 + i) * -1 / 2.22222, 0, (-1 + i) * -1 / 2.22222, 0), _, "Linear", 0.2, true)
- end
- local num = 0
- local nmax = 5
- local stopwave = false
- coroutine.resume(coroutine.create(function()
- while not stopwave do
- wait(0.45)
- MagniDamage(RootPart, 20, false, 0, 10, true, 100, "Compensate-Knockdown", 0, false, 0, false, _, _, _)
- MagicRing(BC(Colour1), "SmoothPlastic", SPart.CFrame * Cf(0, 0.1, 0) * Euler(rad(90), 0, 0), 1, 1, 0.1, 2, 2, 0.1, 0.05)
- end
- end
- ))
- while num <= nmax do
- swait()
- num = num + 0.1
- SPP.CFrame = RootPart:GetRenderCFrame() * Cf(0, -3.1, 0)
- end
- for i = -3.1, 5, 0.4 do
- swait()
- SPP.CFrame = RootPart:GetRenderCFrame() * Cf(0, i, 0)
- local SwingSpeed = 0.3
- if Debounces.Transformed and Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(5), 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(150), 0, rad(30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(2), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(8), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if Debounces.Transformed and Debounces.TESWield and not Debounces.TEWield then
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.05, -1.5) * Euler(rad(90), rad(90), 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, -0.4) * Euler(rad(84), 0, 0), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, -0.4) * Euler(rad(84), 0, 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.5, 0) * Euler(rad(6), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-6), rad(-8), 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-6), rad(8), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if Debounces.Transformed and not Debounces.TESWield and not Debounces.TEWield then
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(150), 0, rad(30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(2), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(8), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if not Debounces.Transformed and not Debounces.HasWep and not Debounces.DuelWielding then
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(150), 0, rad(30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(2), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(8), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if not Debounces.Transformed and Debounces.HasWep and not Debounces.DuelWielding then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.5, -0.4) * Euler(rad(150), 0, rad(30)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(2), 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(8), 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- end
- end
- end
- end
- end
- end
- if Debounces.Transformed or not Debounces.HasWep or Debounces.DuelWielding then
- chatServ:Chat(Head, "Kogeki sokudo kojo!", 2)
- debServ:AddItem(SPart, 0)
- debServ:AddItem(SPP, 0)
- stopwave = true
- MagicCircle(BC(Colour1), "Neon", RootPart.CFrame, 2, 2, 2, 5, 5, 5, 0.02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(0, 0, 0), 1, 1, 1, 4, 4, 1, 0.02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(rad(45), rad(-45), 0), 2, 2, 1, 5, 5, 1, 0.02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(rad(-45), rad(45), 0), 3, 3, 1, 6, 6, 1, 0.02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(rad(90), 0, 0), 4, 4, 1, 7, 7, 1, 0.02)
- MagniDamage(RootPart, 25, false, 0, 20, true, 100, "Compensate-Knockdown", 0, false, 0, false, _, _, _)
- local boo = Sound(RootPart, "http://roblox.com/asset/?id=233091136", 1, 1, false)
- debServ:AddItem(boo, 5)
- wait(0.5)
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- local LFR = FrameRate
- FrameRate = 0.0125
- Apply_Buff(6, 60)
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Attacking = false
- Debounces.DisableJump = false
- coroutine.resume(coroutine.create(function()
- wait(60)
- FrameRate = LFR
- wait(80)
- Debounces.SpedUp = false
- end
- ))
- end
- end
- end
- HurricaneSlash = function()
- Debounces.Attacking = true
- Debounces.Successful_KeyStroke = true
- Debounces.HurrSlash = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 0
- for i = 0, 1.4, 0.1 do
- swait()
- local SwingSpeed = 0.2
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(80), 0, rad(-60)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-60), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.4, 0) * Euler(0, rad(-60), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.6, 0) * Euler(rad(-4), rad(80), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.6, 0.14) * Euler(rad(-6), rad(-75), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- end
- local hit = TEHit_Box.Touched:connect(function(part)
- DamageFunction(part, false, 0, 500, true, 50, "Compensate", RootPart, 0.05, false, _, true, 153092227, 1.4, 0.4)
- end
- )
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445073", 1, 1, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- local Hur = Inst("Part", F2)
- Hur.BrickColor = BC(Colour1)
- Hur.Material = "SmoothPlastic"
- Hur.Transparency = 0.8
- Hur.Name = "Hurricane"
- Hur.Anchored = false
- Hur.CanCollide = false
- Hur.Locked = true
- Hur.Size = Vec(0.2, 0.2, 0.2)
- local HM = Inst("SpecialMesh", Hur)
- HM.MeshId = "http://www.roblox.com/asset/?id=102638417"
- HM.Scale = Vec(15, 10, 15)
- Hur.CFrame = RootPart.CFrame * Cf(0, 12, -3) * Euler(0, 0, rad(-10))
- local Hmo = Inst("BodyVelocity", Hur)
- Hmo.MaxForce = Vec(huge, huge, huge)
- Hmo.Velocity = RootPart.CFrame.lookVector * 110
- local Hpo = Inst("BodyPosition", Hur)
- Hpo.MaxForce = Vec(0, huge, 0)
- Hpo.Position = Hur.Position
- local Hro = Inst("BodyGyro", Hur)
- Hro.MaxTorque = Vec(0, huge, 0)
- Hro.CFrame = Hur.CFrame
- Hro.P = 30000
- local howl = Sound(Hur, "http://roblox.com/asset/?id=138161364", 1, 0.5, true)
- coroutine.resume(coroutine.create(function()
- while Hur.Parent do
- swait()
- Hro.CFrame = Hur.CFrame * CFrame.Angles(0, 600, 0)
- MagniDamage(Hur, 18, false, 0, 111, true, -110, "Compensate-Knockdown", 0.01, false, 0, true, "233856140", 2, 0.3)
- local IL = {Character}
- local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(Hur.Position, Hur.CFrame * Euler(rad(-90), 0, rad(10)).lookVector.Unit * 20), IL, true, true)
- if Ground then
- MagicBlock(BC(Colour1), "Neon", Cf(Pos) * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), 16, 16, 16, -3, -3, -3, 0.06)
- end
- end
- end
- ))
- wait(1.5)
- for i = 0.8, 1, 0.04 do
- swait()
- Hur.Transparency = i
- end
- debServ:AddItem(Hur, 0)
- debServ:AddItem(howl, 0)
- end
- ))
- for i = 0, 1.4, 0.1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame * Cf(0, 0.5, 0)
- if c1 and (x.Position - c1.p).magnitude > 0.1 then
- local h = 6
- local a, b = Triangle(c1 * Cf(0, h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, c2 * Cf(0, h / 2, 0).p, Colour1, "Neon")
- if a then
- debServ:AddItem(a, 1)
- end
- if b then
- debServ:AddItem(b, 1)
- end
- local c, d = Triangle(c2 * Cf(0, h / 2, 0).p, c2 * Cf(0, -h / 2, 0).p, c1 * Cf(0, -h / 2, 0).p, Colour1, "Neon")
- if c then
- debServ:AddItem(c, 1)
- end
- if d then
- debServ:AddItem(d, 1)
- end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = 0.7
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0, -0.1, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1, 0.5, -0.7) * Euler(0, rad(150), rad(90)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-5), 0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1.4, 0) * Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.6, 0) * Euler(rad(-4), rad(80), 0), SwingSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), SwingSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.6, 0.14) * Euler(rad(-6), rad(-75), 0), SwingSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), SwingSpeed)
- -- DECOMPILER ERROR at PC817: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC817: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC817: LeaveBlock: unexpected jumping out IF_STMT
- end
- hit:disconnect()
- Debounces.Attacking = false
- coroutine.resume(coroutine.create(function()
- wait(4)
- Debounces.HurrSlash = false
- end
- ))
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- end
- Stomp = function()
- Debounces.Attacking = true
- Debounces.Successful_KeyStroke = true
- Debounces.Stompped = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 5
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- local hit = LeftLeg.Touched:connect(function(part)
- DamageFunction(part, false, 0, 100, false, 25, "Compensate-SkyRocket", RootPart, 0.2, false, _, true, 153092296, 1.4, 0.4)
- end
- )
- for i = 0, 1.6, 0.1 do
- swait()
- local SwingSpeed = 0.25
- if Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if Debounces.TESWield and not Debounces.TEWield then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-12), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.3, 0) * Euler(rad(120), 0, 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(10), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.6, -0.4) * Euler(rad(60), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- hit:disconnect()
- Humanoid.WalkSpeed = 0
- for i = 0, 0.8, 0.1 do
- swait()
- local SwingSpeed = 0.3
- MagniDamage(LeftLeg, 8, false, 0, 5, false, -50, "Compensate-SkyRocket", 0.1, false, 0, true, "153092285", 0.75, 0.4)
- if Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, 0) * Euler(rad(90), rad(180), 0), SwingSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- else
- if Debounces.TESWield and not Debounces.TEWield then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), SwingSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-20), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-20), 0, 0), SwingSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), SwingSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-22), 0, 0), SwingSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), SwingSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(10), 0, 0), SwingSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, -0.8) * Euler(rad(10), 0, 0), SwingSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 0.6, 0.1 do
- swait()
- MagniDamage(LeftLeg, 22, false, 0, 50, false, 0, "Compensate-FreezeStun", 0.6, false, 0, true, "153092213", 1.4, 0.4)
- end
- end
- ))
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Cf(0.3, -3, -0.3) * Euler(rad(90), 0, 0), 3, 3, 1, 7, 7, 1, 0.1)
- MagicWave2(BC(Colour1), "Neon", RootPart.CFrame * Cf(0, -3, 0), 3, 0.3, 3, 7, 0.3, 7, 0.1)
- local boo = Sound(RootPart, "http://roblox.com/asset/?id=231917806", 1, 1, false)
- debServ:AddItem(boo, 5)
- wait(0.6)
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- Debounces.Attacking = false
- coroutine.resume(coroutine.create(function()
- wait(5)
- Debounces.Stompped = false
- end
- ))
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- end
- KeyStrokesAttacks = function()
- if InputTable[1] == "a" and InputTable[2] == "s" and InputTable[3] == "d" and InputTable[4] == "d" and InputTable[5] == "c" and not Debounces.Transformed and not Debounces.DuelWielding then
- Awaken()
- end
- if InputTable[1] == "w" and InputTable[2] == "w" and Debounces.Transformed and not Debounces.Dashing and not Debounces.Hovering then
- ActivateDash()
- end
- if InputTable[1] == "a" and InputTable[2] == "s" and InputTable[3] == "d" and InputTable[4] == "e" and InputTable[5] == "a" then
- if not Debounces.SpedUp then
- Kogeki_Sokudo_Kojo()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- else
- if InputTable[1] == "x" and InputTable[2] == "w" and InputTable[3] == "w" and Debounces.Transformed and Debounces.TEWield then
- if not Debounces.HurrSlash then
- HurricaneSlash()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- end
- end
- if InputTable[1] == "s" and InputTable[2] == "s" and InputTable[3] == "z" and Debounces.Transformed then
- if not Debounces.Stompped then
- Stomp()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- end
- end
- local Input_Time = 0
- local Input_MaxTime = 0.5
- local Input_Addition = 0.16
- local Max_Input = 7
- local Running_Timer = false
- Input_Timer = function()
- if not Running_Timer then
- Running_Timer = true
- repeat
- wait()
- Input_Time = Input_Time - 0.1
- until Input_Time <= 0.1 or Debounces.Successful_KeyStroke or #InputTable == Max_Input or Debounces.KeyStroke_CoolDown
- local TweenTransCol = function(p, newCol, i)
- p.TextColor3 = newCol
- p:TweenPosition(Ud2(0.125 * i, 0, 2, 0), _, "Linear", 0.5, true)
- debServ:AddItem(p, 1)
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- p.TextTransparency = i
- p.TextStrokeTransparency = i
- end
- end
- ))
- end
- if Input_Time <= 0.1 and not Debounces.Successful_KeyStroke then
- for i,p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(0.66666666666667, 0, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- if #InputTable == Max_Input then
- wait()
- if not Debounces.Successful_KeyStroke then
- for i,p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(0.66666666666667, 0, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- end
- if Debounces.Successful_KeyStroke then
- for i,p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(0, 1, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- if Debounces.KeyStroke_CoolDown then
- for i,p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(1, 0.66666666666667, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- Debounces.Successful_KeyStroke = false
- Debounces.KeyStroke_CoolDown = false
- Input_Time = Input_MaxTime
- Running_Timer = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if Debounces.KeyStrokeEnabled and not Debounces.Attacking and #InputTable ~= Max_Input and (key == "w" or key == "a" or key == "s" or key == "d" or key == "q" or key == "e" or key == "c" or key == "x" or key == "z") then
- table.insert(InputTable, key)
- local newKP = KPTemplate:Clone()
- newKP.Parent = KP
- newKP.Text = string.upper(key)
- if Input_Time < Input_MaxTime then
- Input_Time = Input_Time + Input_Addition
- end
- table.insert(InputFrameTable, newKP)
- for i,p in pairs(InputFrameTable) do
- if p == newKP then
- newKP:TweenPosition(Ud2(0.125 * i, 0, 0, 0), _, "Linear", 0.03, true)
- end
- end
- coroutine.resume(coroutine.create(function()
- KeyStrokesAttacks()
- end
- ))
- Input_Timer()
- end
- end
- )
- Mouse.KeyDown:connect(function(key)
- if key == "f" and not Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Debounces.Equipping = true
- LeftShoulder.Part0 = nil
- LeftShoulder.Part1 = nil
- RightShoulder.Part0 = nil
- RightShoulder.Part1 = nil
- FLeftShoulder.Part0 = Torso
- FLeftShoulder.Part1 = LeftArm
- FLeftShoulder.C0 = NLSC0
- FLeftShoulder.C1 = NLSC1
- FRightShoulder.Part0 = Torso
- FRightShoulder.Part1 = RightArm
- FRightShoulder.C0 = NRSC0
- FRightShoulder.C1 = NRSC1
- RootJoint.Part0 = nil
- RootJoint.Part1 = nil
- FRootJoint.Part0 = RootPart
- FRootJoint.Part1 = Torso
- FRootJoint.C0 = NRJC0
- FRootJoint.C1 = NRJC1
- swait()
- CurrentSpeed = 20
- Humanoid.JumpPower = 90
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Equipped = true
- Debounces.Equipping = false
- wait(3)
- elseif key == "f" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Debounces.Equipping = true
- AssumeNormalJoints()
- swait()
- CurrentSpeed = 16
- Humanoid.JumpPower = 50
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Equipped = false
- Debounces.Equipping = false
- end
- if key == "f" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.Transformed and not Debounces.TESWield then
- EquipTE()
- end
- if key == "g" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.Transformed and not Debounces.TEWield then
- EquipTES()
- end
- if key == " " and Debounces.Equipped and not Debounces.Equipping and (Current_Anim == "Falling" or Current_Anim == "Jumping") and not Debounces.DisableJump and not Debounces.Attack and Debounces.Transformed and not Debounces.Hovering and not Debounces.TEWield then
- Debounces.Hovering = true
- Debounces.AnimOverride = true
- Humanoid.WalkSpeed = CurrentSpeed * 8
- local holdk = Mouse.KeyUp:connect(function(Key)
- if Key == " " and Debounces.Hovering then
- Debounces.Hovering = false
- end
- end
- )
- local hover = Inst("BodyPosition", RootPart)
- hover.Name = DecName
- hover.MaxForce = Vec(0, huge, 0)
- hover.Position = RootPart.Position
- hover.P = 25000
- local moving = false
- local go_up = Mouse.KeyDown:connect(function(k)
- if k == "n" and not moving then
- moving = true
- local kek = Mouse.KeyUp:connect(function(K)
- if K == "n" and moving then
- moving = false
- end
- end
- )
- repeat
- hover.Position = Vec(0, RootPart.Position.Y + 6, 0)
- if not Debounces.Attacking then
- local WalkSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-10), 0, rad(8)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-8)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0) * Euler(rad(20), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-6), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.7, -0.3) * Euler(rad(-10), rad(90), 0), WalkSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, -0.1) * Euler(rad(-6), rad(-90), 0), WalkSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- end
- swait()
- until not moving
- end
- end
- )
- local go_down = Mouse.KeyDown:connect(function(k)
- if k == "m" and not moving then
- moving = true
- local kek = Mouse.KeyUp:connect(function(K)
- if K == "m" and moving then
- moving = false
- end
- end
- )
- repeat
- hover.Position = Vec(0, RootPart.Position.Y - 6, 0)
- if not Debounces.Attacking then
- local WalkSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-5), 0, rad(50)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-5), 0, rad(-50)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, -0.4) * Euler(rad(-30), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-6), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.6, -0.3) * Euler(rad(-5), rad(80), 0), WalkSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.6, -0.1) * Euler(rad(-2), rad(-85), 0), WalkSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- end
- swait()
- until not moving
- end
- end
- )
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- repeat
- wait()
- Humanoid.WalkSpeed = CurrentSpeed * 4
- Debounces.AnimOverride = true
- MagniDamage(LeftLeg, 6, true, 2, 6, true, 1, "Compensate-LifeSteal", 0.1, false, 0, false, _, _, _)
- MagniDamage(RightLeg, 6, true, 2, 6, true, 1, "Compensate-LifeSteal", 0.1, false, 0, false, _, _, _)
- MagicBlock(BC(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -1.15, 0), 0.3, 0.3, 0.3, 1.3, 1.3, 1.3, 0.12)
- MagicBlock(BC(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -1.15, 0), 0.3, 0.3, 0.3, 1.3, 1.3, 1.3, 0.12)
- MagicBlock(BC(Colour1), "Neon", RightLeg:GetRenderCFrame() * Cf(0, -1.15, 0), 0.3, 0.3, 0.3, 1.3, 1.3, 1.3, 0.12)
- MagicBlock(BC(Colour2), "Neon", RightLeg:GetRenderCFrame() * Cf(0, -1.15, 0), 0.3, 0.3, 0.3, 1.3, 1.3, 1.3, 0.12)
- if not moving and not Debounces.Attacking and not Debounces.Equipping then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- if RootPart.Velocity.Magnitude > 5 then
- local WalkSpeed = 0.5
- if Debounces.TESWield then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), WalkSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-15), 0, rad(17)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-15), 0, rad(-17)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0) * Euler(rad(8), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-20), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.5, -0.3) * Euler(rad(-12), rad(90), 0), WalkSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.8, -0.1) * Euler(rad(-8), rad(-90), 0), WalkSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- else
- idlenum = 0.3
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif idlenum2 > 9.999 and idle == 1 then
- idle = -1
- elseif idlenum2 > 0.999 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- if Debounces.TESWield then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), IdleSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.51, 0.6, 0.2) * Euler(0, 0, rad(6 + idlenum2 / 1.5)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.6, 0) * Euler(0, 0, rad(-6 - idlenum2 / 1.5)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-12), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-10 - idlenum2 / 1.25), 0, 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(16), 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - idlenum2 / 60, 0) * Euler(0, rad(16), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.8 + idlenum2 / 60, 0.08) * Euler(rad(-4), rad(-10), 0), IdleSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, 0, 0), IdleSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1 + idlenum2 / 60, 0.02) * Euler(rad(-4), rad(8), 0), IdleSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, 0, 0), IdleSpeed)
- end
- end
- until not Debounces.Hovering or Debounces.Guarding or Debounces.Successful_KeyStroke
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- debServ:AddItem(hover, 0)
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.AnimOverride = false
- Debounces.Hovering = false
- end
- if key == " " and Debounces.Equipped and not Debounces.Equipping and Debounces.Can_Double_Jump and not Debounces.DisableJump and not Debounces.Transformed then
- Debounces.Can_Double_Jump = false
- Debounces.DoubleJumping = true
- RootPart.Velocity = Vec(0, 180, 0)
- local noscope = 0
- if not Debounces.DoubleJumpAnim then
- Debounces.AnimOverride = true
- Debounces.DoubleJumpAnim = true
- Current_Anim = "Jumping"
- for i = 0, 1.6, 0.1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope + 30
- end
- if not Debounces.Attacking then
- local JumpSpeed = 0.4
- if Debounces.HasWep then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), JumpSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), JumpSpeed)
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-30), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-30), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, rad(noscope), 0), JumpSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- Current_Anim = "Falling"
- Debounces.DoubleJumpAnim = false
- Debounces.AnimOverride = false
- end
- Debounces.DoubleJumping = false
- end
- if key == "e" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Disrupt()
- end
- if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Z_Pressed = true
- Fatal_Blow()
- Z_Pressed = false
- end
- if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.HasWep and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Hate_Wave()
- end
- if key == "c" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.HasWep and not Debounces.DuelWielding and not Debounces.Transformed and not Debounces.KeyStrokeEnabled and not Debounces.Charging_Erupt then
- Debounces.Charging_Erupt = true
- releasez = Mouse.KeyUp:connect(function(Key)
- if Key == "c" and Debounces.Charging_Erupt then
- Debounces.Charging_Erupt = false
- releasez:disconnect()
- end
- end)
- Dark_Eruption()
- end
- if key == "r" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.DuelWielding and not Debounces.TEWield and not Debounces.TESWield and not Debounces.Guarding and Debounces.CanGuard then
- Debounces.Guarding = true
- greal = Mouse.KeyUp:connect(function(Key)
- if Key == "r" and Debounces.Guarding then
- Debounces.Guarding = false
- greal:disconnect()
- end
- end)
- Corrupt_Guard()
- end
- if key == "x" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- game:GetService("RunService").Stepped:wait()
- Axel(SWP.Value)
- end
- if key == "s" and not SWP.Value and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- SWP.Value = true
- swait(0.08)
- SWP.Value = false
- end
- if key == "g" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed then
- if not Debounces.DuelWielding and not Debounces.HasWep then
- Equip_Denial()
- elseif not Debounces.DuelWielding and Debounces.HasWep then
- Unequip_Denial()
- end
- end
- if key == "2" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed then
- swait()
- Debounces.KeyStrokeEnabled = not Debounces.KeyStrokeEnabled
- end
- end
- )
- Mouse.Button1Down:connect(function()
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- ClickCombo()
- end
- end
- )
- local SSS = 1
- Humanoid.Running:connect(function(speed)
- if SSS < speed then
- if not Debounces.Dashing and Humanoid.WalkSpeed == CurrentSpeed then
- Current_Anim = "Walking"
- else
- Current_Anim = "Dashing"
- end
- Debounces.Can_Double_Jump = false
- elseif speed < SSS or speed == 0 then
- Current_Anim = "Idle"
- Debounces.Dashing = false
- Debounces.Can_Double_Jump = false
- end
- end
- )
- Humanoid.FreeFalling:connect(function()
- if Current_Anim ~= "Falling" then
- Current_Anim = "Falling"
- Debounces.Can_Double_Jump = true
- end
- end
- )
- Humanoid.Jumping:connect(function()
- Current_Anim = "Jumping"
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.JumpAnim and not Debounces.DisableJump then
- Debounces.Can_Double_Jump = true
- Debounces.AnimOverride = true
- Debounces.JumpAnim = true
- for i = 0, 0.8, 0.1 do
- swait()
- if not Debounces.Attacking then
- local JumpSpeed = 0.4
- if Debounces.HasWep then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), JumpSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), JumpSpeed)
- end
- if Debounces.TEWield then
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, -0.6) * Euler(rad(90), rad(180), 0), JumpSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(-10), rad(18), 0), JumpSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(30), 0, rad(-10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.4, -0.96) * Euler(rad(52), 0, rad(34)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(4), rad(-12), 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(7), rad(12), 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- if not Debounces.Dashing then
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-16), rad(80), 0), JumpSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-8), rad(-86), 0), JumpSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- else
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-16), rad(80), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-8), rad(-86), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- else
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-30), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-30), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-20), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- if not Debounces.Dashing then
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- else
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- end
- end
- Debounces.JumpAnim = false
- Debounces.AnimOverride = false
- end
- end
- )
- Humanoid.Swimming:connect(function()
- Current_Anim = "Walking"
- Debounces.Can_Double_Jump = true
- end
- )
- Humanoid.Changed:connect(function()
- if Humanoid.PlatformStand then
- Humanoid.PlatformStand = false
- end
- end
- )
- runServ.RenderStepped:connect(function()
- Bringer()
- if Debounces.KeyStrokeEnabled then
- KPTemplate.Text = ">>>"
- KPTemplate.TextColor3 = Col3(1, 1, 1)
- else
- KPTemplate.Text = "-X-"
- KPTemplate.TextColor3 = Col3(0.66666666666667, 0, 0)
- end
- if not GodMode then
- Humanoid.MaxHealth = Max_Health
- end
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * Euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Wave" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.Angles(0, rad(10), 0)
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Thing[1].CFrame = Thing[1].CFrame * Cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- debServ:AddItem(Part, 0)
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- )
- while true do
- swait()
- if not Debounces.Guarding and Debounces.CanGuard then
- VHealth.Value = VHealth.Value + GH / 6000
- end
- if Debounces.Equipped and not Debounces.Attacking and not Debounces.AnimOverride and not Debounces.Equipping and Debounces.Transformed then
- if Current_Anim == "Idle" and not Debounces.TEWield and not Debounces.TESWield then
- idlenum = 0.3
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif 9.999 < idlenum2 and idle == 1 then
- idle = -1
- elseif 0.999 < idlenum2 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.51, 0.6, 0.2) * Euler(0, 0, rad(6 + (idlenum2) / 1.5)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.6, 0) * Euler(0, 0, rad(-6 - (idlenum2) / 1.5)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-12), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-20 - (idlenum2) / 1.25), 0, 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(10), 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - (idlenum2) / 60, 0) * Euler(0, rad(10), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1 + (idlenum2) / 60, 0.08) * Euler(0, rad(90), 0), IdleSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(100), 0), IdleSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1 + (idlenum2) / 60, 0.02) * Euler(0, rad(-90), 0), IdleSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-96), 0), IdleSpeed)
- elseif Current_Anim == "Idle" and not Debounces.TEWield and Debounces.TESWield then
- idlenum = 0.3
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif 9.999 < idlenum2 and idle == 1 then
- idle = -1
- elseif 0.999 < idlenum2 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(100), 0, 0), IdleSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.51, 0.6, 0.2) * Euler(0, 0, rad(6 + (idlenum2) / 1.5)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.6, 0) * Euler(0, 0, rad(-6 - (idlenum2) / 1.5)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-12), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-20 - (idlenum2) / 1.25), 0, 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-10), 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - (idlenum2) / 60, 0) * Euler(0, rad(-10), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1 + (idlenum2) / 60, 0.08) * Euler(0, rad(90), 0), IdleSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(100), 0), IdleSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1 + (idlenum2) / 60, 0.02) * Euler(0, rad(-90), 0), IdleSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-96), 0), IdleSpeed)
- elseif Current_Anim == "Idle" and Debounces.TEWield and not Debounces.TESWield then
- idlenum = 0.2
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif 9.999 < idlenum2 and idle == 1 then
- idle = -1
- elseif 0.999 < idlenum2 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, -0.7) * Euler(rad(90), 0, 0), IdleSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(-120), rad(70), 0), IdleSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0 - (idlenum2) / 65, 0) * Euler(rad(120), rad(0), rad(10)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.45, 0) * Euler(0, 0, 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.86, 0.4 - (idlenum2) / 65, -1.2) * Euler(rad(110), 0, rad(40)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(5 + (idlenum2) / 2), 0, 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - (idlenum2) / 50, 0) * Euler(rad(-7), rad(-70), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1 + (idlenum2) / 50, 0) * Euler(0, rad(80), 0), IdleSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), IdleSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.8, -1 + (idlenum2) / 50, -0.36) * Euler(rad(-7), rad(-27), 0), IdleSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(rad(-15), rad(-90), 0), IdleSpeed)
- end
- if Current_Anim == "Walking" and not Debounces.TEWield then
- local WalkSpeed = 0.5
- RightHip.MaxVelocity = 0.04
- LeftHip.MaxVelocity = 0.04
- if Debounces.TESWield then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(95), 0, 0), WalkSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-10), 0, rad(-5)), 0.8)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- else
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(math.deg(LeftHip.CurrentAngle) / 1.5), 0, rad(-5)), 0.8)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- end
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(-rad(math.deg(LeftHip.CurrentAngle) / 1.5), 0, rad(5)), 0.8)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-16), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-12), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0.2) * Euler(0, rad(90), 0), WalkSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0.2) * Euler(0, rad(90), 0), WalkSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0.2) * Euler(0, rad(-90), 0), WalkSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0.2) * Euler(0, rad(-90), 0), WalkSpeed)
- elseif Current_Anim == "Walking" and Debounces.TEWield then
- local WalkSpeed = 0.5
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, -0.6) * Euler(rad(90), rad(180), 0), WalkSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(-10), rad(18), 0), WalkSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(30), 0, rad(-10)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.4, -0.96) * Euler(rad(52), 0, rad(34)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(20), 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(rad(5), 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-11), rad(-20), 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(82), 0), WalkSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, -0.1) * Euler(rad(-7), rad(-80), 0), WalkSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(rad(-15), rad(-90), 0), WalkSpeed)
- end
- if Current_Anim == "Dashing" and not Debounces.TEWield then
- local WalkSpeed = 0.5
- if Debounces.TESWield then
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(130), 0, 0), WalkSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- end
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-50), 0, rad(15)), 0.8)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-50), 0, rad(-15)), 0.8)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0) * Euler(rad(30), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-60), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), WalkSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.8, -0.1) * Euler(rad(-8), rad(-90), 0), WalkSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- elseif Current_Anim == "Dashing" and Debounces.TEWield then
- local WalkSpeed = 0.5
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, 0) * Euler(rad(60), rad(180), 0), WalkSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(95), 0, rad(15)), 0.8)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(10), 0, rad(-15)), 0.8)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0) * Euler(rad(30), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-60), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.5, -0.6) * Euler(rad(-20), rad(90), 0), WalkSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.8, -0.1) * Euler(rad(-8), rad(-90), 0), WalkSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- end
- if Current_Anim == "Falling" and not Debounces.TEWield and not Debounces.TESWield then
- local FallSpeed = 0.5
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), FallSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), FallSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), FallSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), FallSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), FallSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(10), 0, 0), FallSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- if not Debounces.Dashing then
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- else
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- end
- elseif Current_Anim == "Falling" and not Debounces.TEWield and Debounces.TESWield then
- local FallSpeed = 0.5
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- SheWeld.C0 = clerp(SheWeld.C0, Cf(0, -0.24, 0) * Euler(rad(90), 0, 0), FallSpeed)
- SheWeld.C1 = clerp(SheWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-15)), FallSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(15)), FallSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), FallSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(10), 0, 0), FallSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- if not Debounces.Dashing then
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- else
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- end
- elseif Current_Anim == "Falling" and Debounces.TEWield and not Debounces.TESWield then
- local FallSpeed = 0.5
- WepWeld3.C0 = clerp(WepWeld3.C0, Cf(0.1, 0, 0) * Euler(rad(90), rad(180), 0), FallSpeed)
- WepWeld3.C1 = clerp(WepWeld3.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(-12), 0, 0), FallSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(30), 0, rad(10)), FallSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(10), 0), FallSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), FallSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), FallSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-20), rad(-12), 0), FallSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-16), rad(12), 0), FallSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- if not Debounces.Dashing then
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.7, 0) * Euler(rad(20), rad(80), 0), FallSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.3, -0.5) * Euler(rad(7), rad(-86), 0), FallSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- else
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -0.7, 0) * Euler(rad(20), rad(80), 0), FallSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.3, -0.5) * Euler(rad(7), rad(-86), 0), FallSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- end
- end
- end
- if Debounces.Equipped then
- if not Debounces.Attacking then
- if not Debounces.AnimOverride then
- if not Debounces.Equipping then
- if not Debounces.Transformed then
- if Current_Anim == "Idle" and not Debounces.HasWep then
- idlenum = 0.3
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif 9.999 < idlenum2 and idle == 1 then
- idle = -1
- elseif 0.999 < idlenum2 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45 - (idlenum2) / 70, -1) * Euler(rad(60), 0, rad(-40)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (idlenum2) * 2), rad(-20), 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3 - (idlenum2) / 70, -0.3) * Euler(rad(120), 0, rad(-40)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (idlenum2) * 2), rad(20), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5 + (idlenum2) / 50, 0) * Euler(rad(-20), rad(40), 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1 + (idlenum2) / 50) * Euler(rad(1 + (idlenum2) * 1.5), 0, 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - (idlenum2) / 40, 0) * Euler(0, rad(-40), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1 + (idlenum2) / 38, -0.6) * Euler(0, rad(120), 0), IdleSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(rad(10), rad(90), 0), IdleSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1 + (idlenum2) / 38, 0.4) * Euler(0, rad(-50), 0), IdleSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(rad(10), rad(-90), 0), IdleSpeed)
- elseif Current_Anim == "Idle" and Debounces.HasWep and not Debounces.DuelWielding then
- idlenum = 0.3
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif 9.999 < idlenum2 and idle == 1 then
- idle = -1
- elseif 0.999 < idlenum2 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(6.5 - (idlenum2) / 2), 0, 0), IdleSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), IdleSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), IdleSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.51, 0.53, 0.2) * Euler(0, 0, rad(12 + (idlenum2) / 2)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.53, 0) * Euler(0, 0, rad(-12 - (idlenum2) / 2)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-12), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.1) * Euler(rad(-10 - (idlenum2) / 2), 0, 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-20), 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -(1 + (idlenum2) / 50), 0) * Euler(0, rad(-20), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -(1 - (idlenum2) / 50), 0.15) * Euler(0, rad(90), 0), IdleSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(105), 0), IdleSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -(1 - (idlenum2) / 50), 0.3) * Euler(0, rad(-90), 0), IdleSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-115), 0), IdleSpeed)
- end
- if Current_Anim == "Walking" and not Debounces.HasWep then
- local WalkSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(3), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- elseif Current_Anim == "Walking" and Debounces.HasWep and not Debounces.DuelWielding then
- local WalkSpeed = 0.4
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1.3, 0.3) * Euler(rad(24), 0, 0), WalkSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), WalkSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), WalkSpeed)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.65, 0) * Euler(0, 0, rad(12)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(85), 0, rad(70)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(7), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-13), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- end
- if Current_Anim == "Falling" then
- local FallSpeed = 0.5
- if Debounces.HasWep and not Debounces.DuelWielding then
- HWeld.C0 = clerp(HWeld.C0, Cf(0, -1, 0) * Euler(rad(90), 0, 0), FallSpeed)
- HWeld.C1 = clerp(HWeld.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- WepWeld.C0 = clerp(WepWeld.C0, Cf(0, 0, 0) * Euler(rad(90), 0, 0), FallSpeed)
- WepWeld.C1 = clerp(WepWeld.C1, Cf(0, 0, 0) * Euler(0, rad(180), 0), FallSpeed)
- end
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-15)), FallSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(15)), FallSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), FallSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(10), 0, 0), FallSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- end
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC6588: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- end
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