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- --[[
- ______ __ __ ____ __ ______
- / _/ _/ / \/ \ / __/___ __ _______/ /_ / / /
- / // / / /\/ /\ \ __/ /_/ __ \/ / / / ___/ __ \ / // /
- / // / / / /_/ \ \/_ __/ /_/ / /_/ / / / /_/ / / // /
- / // / /_/ \_\/_/ \____/\__,_/_/ /_.___/ _/ // /
- /__/__/ /__/__/
- --]]
- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end
- -- Murylloyago's Nano
- wait()
- local Player = game.Players.LocalPlayer
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local Head = Character.Head
- local Face = Character.Head.face
- local Texture = Face.Texture
- local Torso = Character.Torso
- local RootPart = Character.HumanoidRootPart
- local RightArm = Character["Right Arm"]
- local LeftArm = Character["Left Arm"]
- local RightLeg = Character["Right Leg"]
- local LeftLeg = Character["Left Leg"]
- local Neck = Torso.Neck
- local RootJoint = RootPart.RootJoint
- local RightShoulder = Torso["Right Shoulder"]
- local LeftShoulder = Torso["Left Shoulder"]
- local RightHip = Torso["Right Hip"]
- local LeftHip = Torso["Left Hip"]
- local Insert = table.insert
- local Mouse = Player:GetMouse()
- VFXList = {}
- local CharaterAnimate, CharacterAnimator = Character:FindFirstChild("Animate"), Humanoid:FindFirstChild("Animator")
- CharaterAnimate.Parent = nil
- CharacterAnimator.Parent = nil
- local ManaDelay = 0
- local ManaDelay2 = 8
- local BlockDelay = 0
- local BlockDelay2 = 10
- local MaxBlock = 100
- local EffectRemovalDelay = 0
- local EffectRemovalDelay2 = 3
- local Combo = 1
- local AttackDecrease = 0
- local MvmtDecrease = 0
- local DefenceDecrease = 0
- local Attacking = false
- local StunBarVisible = false
- local ConfusedVisible = false
- local CanShowStunDisplay = true
- local CanRemoveStun = false
- local CanAnimate = true
- local CharacterUnderControl = true
- local CanResumeControl = true
- local AntiGlitch = false
- local Fury = false
- NeckDefaultCFrame = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootDefaultCFrame = CFrame.Angles(-1.57, 0, 3.14)
- RightLegDefaultCFrame = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LeftLegDefaultCFrame = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RightShoulder.C1 = CFrame.new(0, 0.5, 0)
- LeftShoulder.C1 = CFrame.new(0, 0.5, 0)
- local MyStats = Instance.new("Folder", Character)
- MyStats.Name = "MyStats"
- local Defence = Instance.new("NumberValue", MyStats)
- Defence.Name = "Defence"
- Defence.Value = 1
- local Attack = Instance.new("NumberValue", MyStats)
- Attack.Name = "Attack"
- Attack.Value = 1
- local Movement = Instance.new("NumberValue", MyStats)
- Movement.Name = "Movement"
- Movement.Value = 1
- local Mana = Instance.new("NumberValue", MyStats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local Block = Instance.new("BoolValue", MyStats)
- Block.Name = "Block"
- Block.Value = false
- local BlockDurability = Instance.new("NumberValue", Block)
- BlockDurability.Name = "BlockDurability"
- BlockDurability.Value = 0
- local Debuffs = Instance.new("Folder", MyStats)
- Debuffs.Name = "Debuffs"
- local Effects = Instance.new("Folder", Character)
- Effects.Name = "Effects"
- local StunEffect = Instance.new("BoolValue", Effects)
- StunEffect.Name = "StunEffect"
- StunEffect.Value = false
- local Stun = Instance.new("NumberValue", StunEffect)
- Stun.Name = "Stun"
- Stun.Value = 0
- local PushedJump = Instance.new("BoolValue", Effects)
- PushedJump.Name = "PushedJump"
- PushedJump.Value = false
- local Cooldown1 = 0
- local Cooldown2 = 0
- local Cooldown3 = 0
- local Cooldown4 = 0
- local Cooldown5 = 0
- local Cooldown6 = 0
- local Cooldown7 = 0
- local Cooldown8 = 0
- local Cooldown1Add = 0.25
- local Cooldown2Add = 1
- local Cooldown3Add = 1
- local Cooldown4Add = 1
- local Cooldown5Add = 1
- local Cooldown6Add = 1
- local Cooldown7Add = 1
- local Cooldown8Add = 1
- local MaxCooldown1 = 100
- local MaxCooldown2 = 1
- local MaxCooldown3 = 1
- local MaxCooldown4 = 1
- local MaxCooldown5 = 1
- local MaxCooldown6 = 1
- local MaxCooldown7 = 1
- local MaxCooldown8 = 100
- local Stars = Instance.new("Part", Character)
- Stars.Name = "Stars"
- Stars.CanCollide = false
- Stars.Size = Vector3.new()
- Stars.Transparency = 1
- local StarsMesh = Instance.new("SpecialMesh", Stars)
- StarsMesh.TextureId = "http://www.roblox.com/asset/?id=110857406"
- StarsMesh.MeshId = "http://www.roblox.com/asset/?id=110857526"
- local StarsWeld = Instance.new("Weld", Stars)
- StarsWeld.Part0 = Stars
- StarsWeld.Part1 = Head
- StarsWeld.C0 = CFrame.new(0, -1.5, 0)
- function GUI(NewInstance, Parent, Size, StartPosition, Position, BGTransparency, Visible, BGColor, Rotation, Style, Text, TextColor, TextStroke, StrokeTrans, Scaled, Font)
- local NewGui = Instance.new(NewInstance)
- NewGui.Parent = Parent
- NewGui.Position = StartPosition
- coroutine.resume(coroutine.create(function()
- NewGui:TweenSizeAndPosition(Size, Position, "Out", "Quad", 2)
- end))
- NewGui.BackgroundTransparency = BGTransparency
- NewGui.Visible = Visible
- NewGui.Rotation = Rotation
- NewGui.BorderSizePixel = 0
- NewGui.BackgroundColor3 = BrickColor.new(BGColor).Color
- if Style and NewInstance == "Frame" or Style and NewInstance == "ScrollingFrame" then
- NewGui.Style = Style
- end
- if NewInstance == "TextBox" or NewInstance == "TextLabel" or NewInstance == "TextButton" then
- NewGui.Text = Text
- NewGui.TextStrokeTransparency = StrokeTrans
- NewGui.TextColor3 = BrickColor.new(TextColor).Color
- NewGui.TextStrokeColor3 = BrickColor.new(TextStroke).Color
- NewGui.TextScaled = Scaled
- NewGui.Font = Font
- end
- return NewGui
- end
- local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.Shape = Shape
- Part.CanCollide = false
- NoOutlines(Part)
- return Part
- end
- local CreateWeld = function(Parent, Cframe, Cframe2, P1, P0, Name)
- local Weld = Instance.new("Weld", Parent)
- Weld.Part0 = P0
- Weld.Part1 = P1
- Weld.Name = Name
- Weld.C0 = Cframe
- Weld.C1 = Cframe2
- return Weld
- end
- local CreateMesh = function(Parent, Scale, Type, Type2, ID, Texture)
- local Mesh
- if Type == "SpecialMesh" then
- Mesh = Instance.new("SpecialMesh", Parent)
- if Type then
- Mesh.MeshType = Type2
- if Type2 == "FileMesh" and ID then
- Mesh.MeshId = "http://www.roblox.com/asset?id=" .. ID
- if Texture then
- Mesh.TextureId = "http://www.roblox.com/asset?id=" .. Texture
- end
- end
- end
- elseif Type == "BlockMesh" then
- Mesh = Instance.new("BlockMesh", Parent)
- elseif Type == "CylinderMesh" then
- Mesh = Instance.new("CylinderMesh", Parent)
- end
- Mesh.Scale = Scale
- return Mesh
- end
- function Animate(Weld, Point1, Point2)
- return Weld:Lerp(Point1, Point2)
- end
- function ResumeCharacterControl()
- CharacterUnderControl = true
- Humanoid.JumpPower = 50
- end
- function RemoveCharacterControl()
- CharacterUnderControl = false
- wait()
- Humanoid.JumpPower = 0
- Humanoid.WalkSpeed = 0
- end
- function SoundEffect(Part, ID, Volume, Pitch, Looped)
- local Sound = Instance.new("Sound", Part)
- Sound.SoundId = "http://www.roblox.com/asset?id=" .. ID
- Sound.Name = "SFX"
- Sound.Volume = Volume
- Sound.Pitch = Pitch
- Sound:Play()
- if Looped then
- return
- end
- Services.Debris:AddItem(Sound, 5)
- return Sound
- end
- function NoOutlines(Part)
- Part.TopSurface = 10
- Part.BottomSurface = 10
- Part.LeftSurface = 10
- Part.RightSurface = 10
- Part.FrontSurface = 10
- Part.BackSurface = 10
- end
- function AddVFX(VFXType, Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- Insert(VFXList, {
- VFXType,
- Part,
- TransparencyAdd,
- IncreaseSize1,
- IncreaseSize2,
- IncreaseSize3
- })
- end
- function BlockVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Brick")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- AddVFX("Rotate", Part)
- return Part
- end
- function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function CircleVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Sphere")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function WaveVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 20329976)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part and Mesh
- end
- function RingVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 3270017)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part and Mesh
- end
- function ShurikenVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 11112101)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function KunaiVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 45728702)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function WindVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 168892432)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function SlashVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 448386996)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- WeaponGUI = Instance.new("ScreenGui", Player.PlayerGui)
- WeaponGUI.Name = "WeaponThing"
- local HealthBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 350, 0.96, 0), 0, true, "Really black", 0, nil)
- local HealthBarBar = GUI("Frame", HealthBarBack, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 3, 0.1, 0), 0, true, "Lime green", 0)
- local HealthBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 355, 0.96, 0), 1, true, "", 0, nil, "Health", "White", "Black", 0, true, "SourceSansBold")
- local ManaBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 350, 0.9, 0), 0, true, "Really black", 0, nil)
- local ManaBarBar = GUI("Frame", ManaBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 3, 0.1, 0), 0, true, "Bright blue", 0)
- local ManaBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 355, 0.9, 0), 1, true, "", 0, nil, "Block", "White", "Cyan", 0, true, "SourceSansBold")
- local BlockBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 350, 0.84, 0), 0, true, "Really black", 0, nil)
- local BlockBarBar = GUI("Frame", BlockBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 3, 0.1, 0), 0, true, "Bright yellow", 0)
- local BlockBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 355, 0.84, 0), 1, true, "", 0, nil, "Mana", "White", "Bright yellow", 0, true, "SourceSansBold")
- local AtkBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 70, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 195, 0.94, 0), 0, true, "Really black", 90)
- local AtkBarBar = GUI("Frame", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 200, 0.94, 0), 0, true, "Really red", 90)
- local AtkBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 202, 0.94, 0), 1, true, "", 90, nil, "Atk", "Black", "Neon orange", 0, true, "SourceSansBold")
- local DefBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 70, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 240, 0.94, 0), 0, true, "Really black", 90)
- local DefBarBar = GUI("Frame", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 245, 0.94, 0), 0, true, "Bright blue", 90)
- local DefBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 247, 0.94, 0), 1, true, "", 90, nil, "Def", "White", "Cyan", 0, true, "SourceSansBold")
- local MvmtBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 70, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 285, 0.94, 0), 0, true, "Really black", 90)
- local MvmtBarBar = GUI("Frame", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 290, 0.94, 0), 0, true, "Lime green", 90)
- local MvmtBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 292, 0.94, 0), 1, true, "", 90, nil, "Mvmt", "White", "Black", 0, true, "SourceSansBold")
- local CooldownZBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0.3, 0), 0, true, "Really black", 0, nil)
- local CooldownZBarBar = GUI("TextButton", CooldownZBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownZBarText = GUI("TextLabel", CooldownZBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "Z", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownXBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0.3, 0), 0, true, "Really black", 0, nil)
- local CooldownXBarBar = GUI("TextButton", CooldownXBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownXBarText = GUI("TextLabel", CooldownXBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "X", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownCBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0.6, 0), 0, true, "Really black", 0, nil)
- local CooldownCBarBar = GUI("TextButton", CooldownCBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownCBarText = GUI("TextLabel", CooldownCBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "C", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownVBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0.6, 0), 0, true, "Really black", 0, nil)
- local CooldownVBarBar = GUI("TextButton", CooldownVBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownVBarText = GUI("TextLabel", CooldownVBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "V", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownQBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 0, true, "Really black", 0, nil)
- local CooldownQBarBar = GUI("TextButton", CooldownQBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownQBarText = GUI("TextLabel", CooldownQBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "Q", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownEBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0, 0), 0, true, "Really black", 0, nil)
- local CooldownEBarBar = GUI("TextButton", CooldownEBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownEBarText = GUI("TextLabel", CooldownEBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "E", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownRBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0.9, 0), 0, true, "Cyan", 0, nil)
- local CooldownRBarBar = GUI("TextButton", CooldownRBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownRBarText = GUI("TextLabel", CooldownRBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "R", "White", "Cyan", 1, true, "SourceSansBold")
- function MobileControlZ()
- if not Attacking and Cooldown1 == MaxCooldown1 and Mana.Value > 5 then
- Cooldown1 = 0
- Mana.Value = Mana.Value - 5
- Move1()
- end
- end
- function MobileControlX()
- if not Attacking and Cooldown2 == MaxCooldown2 and Mana.Value > 15 then
- Cooldown2 = 0
- Mana.Value = Mana.Value - 15
- Move2()
- end
- end
- function MobileControlC()
- if not Attacking and Cooldown3 == MaxCooldown3 and Mana.Value > 40 then
- Cooldown3 = 0
- Mana.Value = Mana.Value - 40
- Move3()
- end
- end
- function MobileControlV()
- if not Attacking and Cooldown4 == MaxCooldown4 and Mana.Value > 50 then
- Cooldown4 = 0
- Mana.Value = Mana.Value - 50
- Move4()
- end
- end
- function MobileControlQ()
- if not Attacking and Cooldown5 == MaxCooldown5 then
- Cooldown5 = 0
- EvadeQ()
- end
- end
- function MobileControlE()
- if not Attacking and Cooldown6 == MaxCooldown6 then
- Cooldown6 = 0
- EvadeE()
- end
- end
- function MobileControlR()
- if not Attacking and Cooldown8 == MaxCooldown8 then
- Cooldown8 = 0
- BlockSet()
- end
- end
- function MobileControlF()
- if not Attacking and Cooldown7 == MaxCooldown7 / 16 then
- FuryMode()
- end
- end
- Services = {
- Workspace = game:GetService("Workspace"),
- Debris = game:GetService("Debris")
- }
- Heartbeat = Instance.new("BindableEvent", script)
- Heartbeat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- Frame = 0.033333333333333
- TF = 0
- AllowFrameLoss = false
- TossRemainder = false
- LastFrame = tick()
- script.Heartbeat:Fire()
- local HeartBeatIsNil = false
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- if script:FindFirstChild("Heartbeat") == nil then
- HeartBeatIsNil = true
- end
- if HeartBeatIsNil then
- return
- end
- TF = TF + s
- if Frame <= TF then
- if AllowFrameLoss then
- Heartbeat:Fire()
- LastFrame = tick()
- else
- for i = 1, math.floor(TF / Frame) do
- Heartbeat:Fire()
- LastFrame = tick()
- end
- end
- if TossRemainder then
- TF = 0
- else
- TF = TF - Frame * math.floor(TF / Frame)
- end
- end
- end)
- function Wait2(WaitNumber)
- if WaitNumber == 0 or WaitNumber == nil then
- Heartbeat.Event:wait()
- else
- for i = 0, WaitNumber do
- Heartbeat.Event:wait()
- end
- end
- end
- local StellaShield = Instance.new("Model", Character)
- StellaShield.Name = "StellaShield"
- Handle = CreatePart(StellaShield, "Handle", "Institutional white", Vector3.new(3.19999981, 0.800000012, 3.19999981), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- HandleMesh = CreateMesh(Handle, Vector3.new(1, 0.300000012, 1), "CylinderMesh")
- HandleWeld = CreateWeld(Handle, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), CFrame.new(0, 0, 0), LeftArm, Handle, "HandleToLeftArm")
- Part1 = CreatePart(StellaShield, "Part1", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part1Mesh = CreateMesh(Part1, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part1Weld = CreateWeld(Part1, CFrame.new(2.00003052, 2.28881836E-5, -3.81469727E-5, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part1, Handle, "HandleToPart1")
- Part2 = CreatePart(StellaShield, "Part2", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part2Mesh = CreateMesh(Part2, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part2Weld = CreateWeld(Part2, CFrame.new(-0.436527252, 0.159973145, 1.26433372, -0.382683069, 4.15369868E-6, 0.923879683, -1.93156302E-6, -1, 3.69362533E-6, 0.923879623, -3.70415137E-7, 0.382683069), CFrame.new(0, 0, 0), Part2, Handle, "HandleToPart2")
- Part3 = CreatePart(StellaShield, "Part3", "Black", Vector3.new(0.800000012, 0.800000012, 0.800000012), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part3Mesh = CreateMesh(Part3, Vector3.new(1, 0.300000012, 1), "BlockMesh")
- Part3Weld = CreateWeld(Part3, CFrame.new(-0.690013885, -0.0799865723, -2.72003174, 0.961940467, -0.195087001, -0.191341504, 0.191338465, 0.980785966, -0.0380594768, 0.195089951, -4.36060112E-8, 0.980785489), CFrame.new(0, 0, 0), Part3, Handle, "HandleToPart3")
- Part4 = CreatePart(StellaShield, "Part4", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part4Mesh = CreateMesh(Part4, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part4Weld = CreateWeld(Part4, CFrame.new(1.88000107, 0, -0.560062408, 0.923879683, -6.70552254E-7, 0.382683158, 7.26431608E-7, 1, 0, -0.382683188, 2.77993166E-7, 0.923879623), CFrame.new(0, 0, 0), Part4, Handle, "HandleToPart4")
- Part5 = CreatePart(StellaShield, "Part5", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part5Mesh = CreateMesh(Part5, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part5Weld = CreateWeld(Part5, CFrame.new(-1.22913742, 0.160011292, 0.459789276, -0.923879385, 6.70552254E-7, 0.382684052, -7.26431608E-7, -1, -9.31322575E-10, 0.382684052, -2.77993792E-7, 0.923879385), CFrame.new(0, 0, 0), Part5, Handle, "HandleToPart5")
- Part6 = CreatePart(StellaShield, "Part6", "Black", Vector3.new(0.800000012, 0.800000012, 4.79999971), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part6Mesh = CreateMesh(Part6, Vector3.new(1, 0.300000012, 1), "BlockMesh")
- Part6Weld = CreateWeld(Part6, CFrame.new(-0.759979248, -0.0799942017, 3.05175781E-5, 0.980786204, -0.195085779, 0, 0.195085794, 0.980786204, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part6, Handle, "HandleToPart6")
- Part7 = CreatePart(StellaShield, "Part7", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part7Mesh = CreateMesh(Part7, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part7Weld = CreateWeld(Part7, CFrame.new(0.919754028, 0.160064697, 0.95072937, 0.707105815, -1.63167715E-6, 0.707107842, -1.60001218E-6, -1, -7.06873834E-7, 0.707107782, -6.31545049E-7, -0.707105815), CFrame.new(0, 0, 0), Part7, Handle, "HandleToPart7")
- Part8 = CreatePart(StellaShield, "Part8", "Black", Vector3.new(0.800000012, 0.800000012, 4.79999971), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part8Mesh = CreateMesh(Part8, Vector3.new(1, 0.300000012, 1), "BlockMesh")
- Part8Weld = CreateWeld(Part8, CFrame.new(0.760063171, -0.0799942017, 3.05175781E-5, 0.980785191, 0.19509086, 0, -0.19509086, 0.980785191, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part8, Handle, "HandleToPart8")
- Part9 = CreatePart(StellaShield, "Part9", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part9Mesh = CreateMesh(Part9, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part9Weld = CreateWeld(Part9, CFrame.new(1.35975647, 0.160057068, -0.089302063, 1, 0, 0, 0, -1, 0, 0, 0, -1), CFrame.new(0, 0, 0), Part9, Handle, "HandleToPart9")
- Part10 = CreatePart(StellaShield, "Part10", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part10Mesh = CreateMesh(Part10, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part10Weld = CreateWeld(Part10, CFrame.new(-0.981018066, 5.34057617E-5, -1.36003494, -0.382685214, -1.24797225E-6, -0.923878789, 1.02911144E-6, -1, 9.25734639E-7, -0.923878789, -5.97568032E-7, 0.382685214), CFrame.new(0, 0, 0), Part10, Handle, "HandleToPart10")
- Part11 = CreatePart(StellaShield, "Part11", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part11Mesh = CreateMesh(Part11, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part11Weld = CreateWeld(Part11, CFrame.new(1.07997513, 2.28881836E-5, -1.36003494, 0.382685184, -8.41915607E-7, 0.923878789, -2.93366611E-8, 1, 9.22009349E-7, -0.923878789, -3.8073992E-7, 0.382685184), CFrame.new(0, 0, 0), Part11, Handle, "HandleToPart11")
- Part12 = CreatePart(StellaShield, "Part12", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part12Mesh = CreateMesh(Part12, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part12Weld = CreateWeld(Part12, CFrame.new(-0.908023834, 0.159996033, 0.939193726, -0.707105815, -1.63167715E-6, 0.707107842, 1.60001218E-6, -1, -7.06873834E-7, 0.707107782, 6.31545049E-7, 0.707105815), CFrame.new(0, 0, 0), Part12, Handle, "HandleToPart12")
- Part13 = CreatePart(StellaShield, "Part13", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part13Mesh = CreateMesh(Part13, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part13Weld = CreateWeld(Part13, CFrame.new(-1.78106689, -3.81469727E-5, -0.560062408, -0.923879683, 6.70552254E-7, -0.382683158, -7.26431608E-7, -1, 0, -0.382683188, 2.77993166E-7, 0.923879623), CFrame.new(0, 0, 0), Part13, Handle, "HandleToPart13")
- Part14 = CreatePart(StellaShield, "Part14", "Black", Vector3.new(0.800000012, 0.800000012, 0.800000012), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part14Mesh = CreateMesh(Part14, Vector3.new(1, 0.300000012, 1), "BlockMesh")
- Part14Weld = CreateWeld(Part14, CFrame.new(0.700027466, -0.0800094604, -2.68002319, 0.961940646, 0.195086285, 0.191341624, -0.191337779, 0.980786085, -0.0380593054, -0.195090026, -8.43049719E-8, 0.980785429), CFrame.new(0, 0, 0), Part14, Handle, "HandleToPart14")
- Part15 = CreatePart(StellaShield, "Part15", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part15Mesh = CreateMesh(Part15, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part15Weld = CreateWeld(Part15, CFrame.new(-1.90105438, -7.62939453E-6, -3.81469727E-5, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part15, Handle, "HandleToPart15")
- Part16 = CreatePart(StellaShield, "Part16", "Neon orange", Vector3.new(1.59999979, 0.800000012, 1.59999979), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part16Mesh = CreateMesh(Part16, Vector3.new(1, 0.300000012, 1), "CylinderMesh")
- Part16Weld = CreateWeld(Part16, CFrame.new(-3.05175781E-5, 0.119995117, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part16, Handle, "HandleToPart16")
- Part17 = CreatePart(StellaShield, "Part17", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part17Mesh = CreateMesh(Part17, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part17Weld = CreateWeld(Part17, CFrame.new(0.439693451, 0.16002655, 1.2705574, 0.382683069, 4.15369868E-6, 0.923879683, 1.93156302E-6, -1, 3.69362533E-6, 0.923879623, 3.70415137E-7, -0.382683069), CFrame.new(0, 0, 0), Part17, Handle, "HandleToPart17")
- Part18 = CreatePart(StellaShield, "Part18", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part18Mesh = CreateMesh(Part18, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part18Weld = CreateWeld(Part18, CFrame.new(1.23975372, 0.159980774, 0.470714569, 0.923879385, 6.70552254E-7, 0.382684052, 7.26431608E-7, -1, -9.31322575E-10, 0.382684052, 2.77993792E-7, -0.923879385), CFrame.new(0, 0, 0), Part18, Handle, "HandleToPart18")
- Part19 = CreatePart(StellaShield, "Part19", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part19Mesh = CreateMesh(Part19, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part19Weld = CreateWeld(Part19, CFrame.new(-1.34094238, 0.160064697, -0.106147766, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part19, Handle, "HandleToPart19")
- Part20 = CreatePart(StellaShield, "Part20", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part20Mesh = CreateMesh(Part20, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part20Weld = CreateWeld(Part20, CFrame.new(1.55998993, 7.62939453E-6, -1.04004669, 0.707107782, 2.10665166E-6, 0.707105815, -1.56275928E-6, 1, -1.41467899E-6, -0.707105756, -1.05366965E-7, 0.707107782), CFrame.new(0, 0, 0), Part20, Handle, "HandleToPart20")
- Part21 = CreatePart(StellaShield, "Part21", "Neon orange", Vector3.new(1.07999992, 0.800000012, 0.800000012), Enum.Material.Neon, 0.5, Enum.PartType.Block)
- Part21Mesh = CreateMesh(Part21, Vector3.new(1, 0.25, 1), "BlockMesh")
- Part21Weld = CreateWeld(Part21, CFrame.new(-1.46102524, 1.52587891E-5, -1.04004669, -0.707107782, -2.10665166E-6, -0.707105815, 1.56275928E-6, -1, 1.41467899E-6, -0.707105756, -1.05366965E-7, 0.707107782), CFrame.new(0, 0, 0), Part21, Handle, "HandleToPart21")
- Part22 = CreatePart(StellaShield, "Part22", "Institutional white", Vector3.new(0.800000012, 0.800000012, 1.19999981), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part22Mesh = CreateMesh(Part22, Vector3.new(1, 0.300000012, 1), "BlockMesh")
- Part22Weld = CreateWeld(Part22, CFrame.new(0, 0, -1.79998016, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0), Part22, Handle, "HandleToPart22")
- RightArmReference = CreatePart(Character, "Right arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- RightArmReferenceWeld = CreateWeld(RightArmReference, CFrame.new(0, 1.5, 0), CFrame.new(0, 0, 0), RightArm, RightArmReference, "LeftArmReferenceToRightArm")
- LeftArmReference = CreatePart(Character, "Left arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- LeftArmReferenceWeld = CreateWeld(LeftArmReference, CFrame.new(0, 1.5, 0), CFrame.new(0, 0, 0), LeftArm, LeftArmReference, "LeftArmReferenceToLeftArm")
- TorsoReference = CreatePart(Character, "Torso reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- TorsoReferenceWeld = CreateWeld(TorsoReference, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0), Torso, TorsoReference, "TorsoReferenceToTorsoArm")
- RootPartReference = CreatePart(Character, "Root part reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- RootPartReferenceWeld = CreateWeld(RootPartReference, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0), RootPart, RootPartReference, "RootPartReferenceToRootPart")
- function Display(HitCharacter, DisplayText, DisplayType)
- if HitCharacter:FindFirstChild("Head") then
- do
- local DamageShowingPart = Instance.new("Part", Services.Workspace)
- DamageShowingPart.Name = "ShowDamage"
- DamageShowingPart.BrickColor = BrickColor.new("Crimson")
- DamageShowingPart.Size = Vector3.new()
- DamageShowingPart.Material = "Neon"
- DamageShowingPart.Transparency = 1
- local DisplayGui = Instance.new("BillboardGui", DamageShowingPart)
- DisplayGui.Name = "Damage"
- DisplayGui.AlwaysOnTop = true
- DisplayGui.Size = UDim2.new(2, 0, 2, 0)
- local DisplayNumber = Instance.new("TextLabel", DisplayGui)
- DisplayNumber.Size = UDim2.new(1, 0, 1, 0)
- DisplayNumber.TextTransparency = 1
- DisplayNumber.TextStrokeTransparency = 1
- DisplayNumber.BackgroundTransparency = 1
- DisplayNumber.TextTransparency = 1
- DisplayNumber.Font = "SourceSansBold"
- DisplayNumber.TextScaled = true
- local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart)
- BodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- BodyVelocity.Velocity = Vector3.new(0, 0.5, 0)
- if DisplayType == "Stat" then
- if DisplayText == "+Attack" then
- BodyVelocity.Velocity = Vector3.new(0, 0.1, 0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Really red").Color
- DisplayNumber.Text = DisplayText
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1, 1), 5, math.random(-1, 1))
- end
- if DisplayText == "+Defence" then
- BodyVelocity.Velocity = Vector3.new(0, 0.1, 0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Bright blue").Color
- DisplayNumber.Text = DisplayText
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1, 1), 5, math.random(-1, 1))
- end
- if DisplayText == "+Movement" then
- BodyVelocity.Velocity = Vector3.new(0, 0.1, 0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Lime green").Color
- DisplayNumber.Text = DisplayText
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1, 1), 5, math.random(-1, 1))
- end
- end
- if DisplayType == "Stun" then
- BodyVelocity.Velocity = Vector3.new(0, 0.1, 0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Bright yellow").Color
- DisplayNumber.Text = "Stunned!"
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(0, 5, 0)
- end
- if DisplayType == "Blocked" then
- BodyVelocity.Velocity = Vector3.new(0, 0.1, 0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Bright blue").Color
- DisplayNumber.Text = "Blocked!"
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(0, 5, 0)
- end
- if DisplayType == "Damage" then
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Really red").Color
- DisplayNumber.Text = "-" .. DisplayText
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1, 1), 5, math.random(-1, 1))
- end
- coroutine.resume(coroutine.create(function()
- while DisplayNumber.TextTransparency > 0 do
- wait()
- DisplayNumber.TextStrokeTransparency = DisplayNumber.BackgroundTransparency - 0.1
- DisplayNumber.TextTransparency = DisplayNumber.TextTransparency - 0.1
- end
- AddVFX("Display", DamageShowingPart, 0.05)
- end))
- Services.Debris:AddItem(DamageShowingPart, 10)
- end
- end
- end
- function DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- if Hit.Health == 0 or HitCharacter:FindFirstChild(Player.Name) then
- return
- end
- SoundEffect(HitCharacter.Torso, SFX, 1, SFXPitch, false)
- local DelayDebounce = Instance.new("Folder", HitCharacter)
- DelayDebounce.Name = Player.Name
- Services.Debris:AddItem(DelayDebounce, Delay)
- local Damage = math.random(MinDamage, MaxDamage) * Attack.Value
- local HitPlayer = game.Players:FindFirstChild(HitCharacter.Name)
- local HitStats = HitCharacter:FindFirstChild("MyStats")
- local EffectsFolder = HitCharacter:FindFirstChild("Effects")
- local BodyVelocity = Instance.new("BodyVelocity", HitCharacter.Torso)
- BodyVelocity.Name = "Knockback"
- BodyVelocity.Velocity = PartLook.CFrame.lookVector * Knockback
- Services.Debris:AddItem(BodyVelocity, 0.1)
- if HitStats then
- if Stat ~= nil then
- local Decrease = Instance.new("NumberValue", HitStats.Debuffs)
- Decrease.Value = StatsDecreaseNumber
- Decrease.Name = Stat
- Services.Debris:AddItem(Decrease, StatsDecreaseDuration)
- end
- if Effect == "Stun" then
- EffectsFolder.StunEffect.Value = true
- EffectsFolder.StunEffect.Stun.Value = 1001
- end
- end
- if HitStats and HitStats:IsA("Folder") then
- Damage = Damage / HitStats.Defence.Value
- end
- coroutine.resume(coroutine.create(function()
- wait()
- Hit:TakeDamage(Damage)
- Display(HitCharacter, Damage, "Damage")
- end))
- end
- function ValidateDamage(Part, Type, Distance, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, DecreaseBlock, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- for ChildrenNumber, Children in pairs(Services.Workspace:children()) do
- if Part and Children ~= Character and Children:FindFirstChild("Humanoid") and Children:FindFirstChild("Head") then
- local HitHead = Children.Head
- local TargetPosition = HitHead.Position - Part.Position
- local Magnitude = TargetPosition.magnitude
- if Distance > Magnitude then
- local Hit = Children.Humanoid
- local HitCharacter = Children
- if HitCharacter:FindFirstChild("MyStats") and HitCharacter.MyStats:FindFirstChild("Block") and HitCharacter.MyStats.Block.Value then
- if not HitCharacter:FindFirstChild(Player.Name) then
- HitCharacter.MyStats.Block.BlockDurability.Value = HitCharacter.MyStats.Block.BlockDurability.Value - DecreaseBlock
- Display(HitCharacter, DecreaseBlock, "Blocked")
- local DelayDebounce = Instance.new("Folder", HitCharacter)
- DelayDebounce.Name = Player.Name
- Services.Debris:AddItem(DelayDebounce, Delay)
- end
- return
- end
- DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- end
- end
- end
- end
- function Attack1()
- Attacking = true
- if not Fury then
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-0.2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1, 0.5, -0.5) * CFrame.Angles(0, 0.5, 1.6), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 1.6, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(1.6, 0, 0), 0.6)
- end
- SoundEffect(Handle, 320557563, 5, 1, false)
- for i = 1, 10 do
- Wait2()
- ValidateDamage(Handle, "Normal", 3, 4, 6, RootPart, 20, 199149269, 1, 0.3, 10)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-0.2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(3.2, 0, -1.6), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, -1, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, -1, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(1.6, 0, 0), 0.6)
- end
- else
- end
- Attacking = false
- end
- function Attack2()
- Attacking = true
- if not Fury then
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.3, 0, 0.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.3, 0, -0.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(1.6, 0, -0.5), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, -0.5), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.6, -1.2, -0.8) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.8) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0.6, 0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.6)
- end
- SoundEffect(RightArm, 320557563, 5, 1, false)
- for i = 1, 8 do
- Wait2()
- ValidateDamage(RightArm, "Normal", 3, 3, 5, RootPart, 20, 199149269, 1, 0.3, 1)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.3, 0, -1.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, -0.1) * CFrame.Angles(0.3, 0, 1.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(1.6, 0, 0.5), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, -0.5), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, -1.6, 0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.3, -1.2, -0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, -1.6, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.6)
- end
- else
- end
- Attacking = false
- end
- function Attack3()
- Attacking = true
- if not Fury then
- CanAnimate = false
- for i = 1, 10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, 0.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.5, 0, -0.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-0.6, 0, 0.5), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, -0.5), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.6, -1.2, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0.6, 1), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.6)
- end
- SoundEffect(LeftLeg, 320557563, 5, 1, false)
- for i = 1, 13 do
- Wait2()
- ValidateDamage(LeftLeg, "Normal", 5, 4, 5, RootPart, 20, 199149269, 1, 0.3, 3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.5, 0, 0.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, -0.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-0.6, 0, 0.5), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.3, 0, -0.5), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.6, -1.2, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0.6, -0.5), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0.6, -1.2), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.6)
- end
- CanAnimate = true
- else
- end
- Attacking = false
- end
- function Attack4()
- Attacking = true
- if not Fury then
- CanAnimate = false
- SoundEffect(Handle, 320557563, 5, 1, false)
- for i = 1, 15 do
- Wait2()
- ValidateDamage(Torso, "Normal", 3, 3, 5, RootPart, 20, 199149269, 1, 0.3, 15)
- RootPart.Velocity = RootPart.CFrame.lookVector * 50
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0, 0.5, -1) * CFrame.Angles(0, -0.2, -1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 1.6, 1.6), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.3, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0.3, 1.6, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(1.6, 0, 0), 0.6)
- end
- CanAnimate = true
- else
- end
- Attacking = false
- end
- function BlockSet()
- CanResumeControl = false
- if not Block.Value and not Attacking then
- Attacking = true
- Block.Value = true
- elseif Block.Value and Attacking then
- Block.Value = false
- Attacking = false
- end
- CanResumeControl = true
- end
- function EvadeE()
- Attacking = true
- CanAnimate = false
- SoundEffect(Torso, 0, 1, 1, false)
- if not Fury then
- else
- end
- CanAnimate = true
- Attacking = false
- end
- function EvadeQ()
- Attacking = true
- CanAnimate = false
- SoundEffect(Torso, 0, 1, 1, false)
- if not Fury then
- else
- end
- CanAnimate = true
- Attacking = false
- end
- function Move1()
- Attacking = true
- if not Fury then
- CanResumeControl = false
- RemoveCharacterControl()
- game.Chat:Chat(game.Players.LocalPlayer.Character.Head, "Stella...", "Red")
- for i = 1, 30 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, 0.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, -0.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, -1) * CFrame.Angles(2, 0, -1), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 1.5, -1) * CFrame.Angles(-0.5, 0.5, 1.6), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.6, -1, -0.8) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0.6, -0.5), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.8) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0.6, 0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, 1.6), 0.6)
- end
- SoundEffect(Torso, 228343271, 6, 1, false)
- game.Chat:Chat(game.Players.LocalPlayer.Character.Head, "Strike!", "Red")
- for i = 1, 60 do
- Wait2()
- local TouchedFloor, WavePosition = FindPartOnRay(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- CylinderVFX(RootPart.CFrame * CFrame.Angles(0, 1.6, 1.6), "Neon orange", "Neon", 0, 0.05, 9999, 50, 50, 0, 0, 0)
- if TouchedFloor then
- CircleVFX(RootPart.CFrame * CFrame.new(0, -2, 0), "Neon orange", "Neon", 0, 0.05, 50, 50, 50, 5, 5, 5)
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0, i, 0), "Neon orange", "Neon", 0, 0.05, 1, 0.2, 1, 1.2, 0, 1.2)
- end
- ValidateDamage(Torso, "Normal", 10, 3, 6, RootPart, 20, 247718107, 1.4, 0.5, 6)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, 0.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, -0.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, -1) * CFrame.Angles(2, 0, -1), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 1.5, -1) * CFrame.Angles(-0.5, 0.5, 1.6), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.6, -1, -0.8) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0.6, -0.5), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.8) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0.6, 0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, 1.6), 0.6)
- end
- CanResumeControl = true
- else
- end
- Attacking = false
- end
- function Move2()
- Attacking = true
- if not Fury then
- else
- end
- Attacking = false
- end
- function Move3()
- Attacking = true
- if not Fury then
- else
- end
- Attacking = false
- end
- function Move4()
- Attacking = true
- if not Fury then
- else
- end
- Attacking = false
- end
- function FuryMode()
- Attacking = true
- Cooldown7Add = 0
- CanResumeControl = false
- RemoveCharacterControl()
- if not Fury then
- else
- end
- CanResumeControl = true
- Attacking = false
- Cooldown7Add = 5
- end
- function MouseClick()
- if Attacking or not CanAnimate then
- return
- end
- if Combo == 1 then
- Combo = 2
- Attack1()
- elseif Combo == 2 then
- Combo = 3
- Attack2()
- elseif Combo == 3 then
- Combo = 4
- Attack3()
- elseif Combo == 4 then
- Combo = 1
- Attack4()
- end
- end
- function Keydown(Key)
- if Key == "r" and Cooldown8 == MaxCooldown8 then
- Cooldown8 = 0
- BlockSet()
- end
- if Attacking or not CanAnimate then
- return
- end
- if Key == "z" and Cooldown1 == MaxCooldown1 and Mana.Value > 10 then
- Cooldown1 = 0
- Mana.Value = Mana.Value - 10
- Move1()
- end
- if Key == "x" and Cooldown2 == MaxCooldown2 and Mana.Value > 15 then
- Cooldown2 = 0
- Mana.Value = Mana.Value - 15
- Move2()
- end
- if Key == "c" and Cooldown3 == MaxCooldown3 and Mana.Value > 40 then
- Cooldown3 = 0
- Mana.Value = Mana.Value - 40
- Move3()
- end
- if Key == "v" and Cooldown4 == MaxCooldown4 and Mana.Value > 50 then
- Cooldown4 = 0
- Mana.Value = Mana.Value - 50
- Move4()
- end
- if Key == "q" and Cooldown5 == MaxCooldown5 then
- Cooldown5 = 0
- EvadeQ()
- end
- if Key == "e" and Cooldown6 == MaxCooldown6 then
- Cooldown6 = 0
- EvadeE()
- end
- if Key == "f" and Cooldown7 > MaxCooldown7 / 16 then
- FuryMode()
- end
- end
- Mouse.Button1Down:connect(MouseClick)
- Mouse.KeyDown:connect(Keydown)
- CooldownZBarBar.MouseButton1Click:connect(MobileControlZ)
- CooldownXBarBar.MouseButton1Click:connect(MobileControlX)
- CooldownCBarBar.MouseButton1Click:connect(MobileControlC)
- CooldownVBarBar.MouseButton1Click:connect(MobileControlV)
- CooldownQBarBar.MouseButton1Click:connect(MobileControlQ)
- CooldownEBarBar.MouseButton1Click:connect(MobileControlE)
- CooldownRBarBar.MouseButton1Click:connect(MobileControlR)
- DoAnimateVal = 0
- DoAnimateVal2 = 0
- DoAnimateVal3 = 0
- DoAnimateVal4 = 0
- Increase = 0
- Increase2 = 0
- Invert = false
- Invert2 = false
- Invert3 = false
- Invert4 = false
- WalkVal = 0
- WalkInvert = false
- Walk = false
- function Effects()
- if StunEffect.Value and not Attacking then
- CanAnimate = false
- RemoveCharacterControl()
- if CanShowStunDisplay then
- CanShowStunDisplay = false
- Display(Character, "Stunned!", "Stun")
- end
- AntiGlitch = true
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, DoAnimateVal4 / 4, DoAnimateVal4 / 4), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 + DoAnimateVal2, 0) * CFrame.Angles(0.1 + DoAnimateVal2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 + DoAnimateVal2, 0) * CFrame.Angles(0.1 + DoAnimateVal2, 0, -0.2), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- coroutine.resume(coroutine.create(function()
- wait(2)
- CanRemoveStun = true
- end))
- if CanRemoveStun then
- StunEffect.Stun.Value = StunEffect.Stun.Value - 10
- end
- if 0 < Stars.Transparency then
- Stars.Transparency = Stars.Transparency - 0.01
- end
- end
- if StunEffect.Stun.Value < 1 then
- if CanResumeControl then
- ResumeCharacterControl()
- else
- wait()
- end
- StunEffect.Stun.Value = 0
- StunBarVisible = false
- StunEffect.Value = false
- CanShowStunDisplay = true
- CanRemoveStun = false
- if not Attacking then
- CanAnimate = true
- end
- AntiGlitch = false
- if 1 > Stars.Transparency then
- Stars.Transparency = Stars.Transparency + 0.05
- end
- end
- end
- for i, v in pairs(Debuffs:children()) do
- if MyStats:FindFirstChild(v.Name) then
- MyStats:FindFirstChild(v.Name).Value = MyStats:FindFirstChild(v.Name).Value - v.Value
- end
- end
- function VisualEffects()
- for i = 1, #VFXList do
- if VFXList[i] then
- local VFXConfiguration = VFXList[i]
- if VFXConfiguration then
- if VFXConfiguration[1] == "Display" and VFXConfiguration[2]:FindFirstChild("Damage") then
- VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency = VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency + VFXConfiguration[3]
- VFXConfiguration[2].Damage.TextLabel.TextTransparency = VFXConfiguration[2].Damage.TextLabel.TextTransparency + VFXConfiguration[3]
- end
- if VFXConfiguration[1] == "Resize" and VFXConfiguration[2]:FindFirstChild("Mesh") and 1 > VFXConfiguration[2].Transparency then
- VFXConfiguration[2].Mesh.Scale = VFXConfiguration[2].Mesh.Scale + Vector3.new(VFXConfiguration[4], VFXConfiguration[5], VFXConfiguration[6])
- VFXConfiguration[2].Transparency = VFXConfiguration[2].Transparency + VFXConfiguration[3]
- end
- if VFXConfiguration[1] == "Rotate" and 1 > VFXConfiguration[2].Transparency then
- VFXConfiguration[2].Rotation = VFXConfiguration[2].Rotation + Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- end
- end
- end
- end
- end
- function UpdateAllBars()
- AtkBarText.Text = "Atk: " .. Attack.Value * 100 .. "%"
- DefBarText.Text = "Def: " .. Defence.Value * 100 .. "%"
- MvmtBarText.Text = "Mvmt: " .. Movement.Value * 100 .. "%"
- ManaBarText.Text = "Mana: " .. Mana.Value .. "%"
- BlockBarText.Text = "Block: " .. BlockDurability.Value .. "%"
- HealthBarText.Text = "Health: " .. Humanoid.Health .. "%"
- if PushedJump.Value then
- Humanoid.JumpPower = 300
- CanResumeControl = false
- else
- CanResumeControl = true
- end
- HealthBarBar:TweenSize(UDim2.new(0.98 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 0, 19), "Out", "Quad", 0.3)
- ManaBarBar:TweenSize(UDim2.new(0.98 * (Mana.Value / 100), 0, 0, 19), "Out", "Quad", 0.3)
- BlockBarBar:TweenSize(UDim2.new(0.98 * (BlockDurability.Value / MaxBlock), 0, 0, 19), "Out", "Quad", 0.3)
- CooldownZBarBar:TweenSize(UDim2.new(1 * (Cooldown1 / MaxCooldown1), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownXBarBar:TweenSize(UDim2.new(1 * (Cooldown2 / MaxCooldown2), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownCBarBar:TweenSize(UDim2.new(1 * (Cooldown3 / MaxCooldown3), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownVBarBar:TweenSize(UDim2.new(1 * (Cooldown4 / MaxCooldown4), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownQBarBar:TweenSize(UDim2.new(1 * (Cooldown5 / MaxCooldown5), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownEBarBar:TweenSize(UDim2.new(1 * (Cooldown6 / MaxCooldown6), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownRBarBar:TweenSize(UDim2.new(1 * (Cooldown8 / MaxCooldown8), 0, 0, 70), "Out", "Quad", 0.3)
- if StunEffect.Value == true then
- if not StunBarVisible then
- StunBarVisible = true
- StunBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 116, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 116, 0.843, 0), 0, true, "Really black", 0)
- StunBarBar = GUI("Frame", StunBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 4, 0, 3), 0, true, "Cool yellow", 0)
- StunBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 109, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 120, 0.844, 0), 1, true, "", 0, nil, "Stun", "Bright yellow", "Black", 0, true, "SourceSansBold")
- end
- StunBarBar.Size = UDim2.new(0.94 * (StunEffect.Stun.Value / 1000), 0, 0, 19)
- end
- if Stun.Value == 0 then
- coroutine.resume(coroutine.create(function()
- StunBarBack:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), "Out", "Quad", 3)
- StunBarBack:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), "Out", "Quad", 3)
- StunBarText:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), "Out", "Quad", 3)
- StunBarBar:Remove()
- wait(5)
- StunBarBack:Remove()
- StunBarText:Remove()
- end))
- end
- if Humanoid.Health > 75 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Lime green").Color
- elseif Humanoid.Health > 50 and Humanoid.Health < 75 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Cool yellow").Color
- elseif Humanoid.Health > 35 and Humanoid.Health < 50 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Bright yellow").Color
- elseif Humanoid.Health > 15 and Humanoid.Health < 35 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Bright red").Color
- elseif Humanoid.Health < 35 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Really red").Color
- end
- end
- function FindPartOnRay(Position, Direction, MaxDistance, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * MaxDistance), Ignore)
- end
- function Values()
- if BlockDurability.Value < 1 then
- Block.Value = false
- Attacking = false
- end
- for i, v in pairs(Debuffs:children()) do
- if v ~= nil and MyStats:FindFirstChild(v.Name) then
- if v.Name == "Attack" then
- AttackDecrease = AttackDecrease + v.Value
- end
- if v.Name == "Movement" then
- MvmtDecrease = MvmtDecrease + v.Value
- end
- if v.Name == "Defence" then
- DefenceDecrease = DefenceDecrease + v.Value
- end
- if Attack.Value < 0 then
- Attack.Value = 0
- end
- if Defence.Value < 0 then
- Defence.Value = 0
- end
- if Movement.Value < 0 then
- Movement.Value = 0
- end
- end
- end
- Attack.Value = 1 - AttackDecrease
- Defence.Value = 1 - DefenceDecrease
- Movement.Value = 1 - MvmtDecrease
- AttackDecrease = 0
- MvmtDecrease = 0
- DefenceDecrease = 0
- if CharacterUnderControl and not Attacking then
- Humanoid.WalkSpeed = 16 * Movement.Value
- end
- Increase = Increase + 0.1
- Increase2 = Increase2 + 1
- if WalkVal > 10 then
- WalkInvert = true
- elseif 1 > WalkVal then
- WalkInvert = false
- end
- if WalkInvert then
- WalkVal = WalkVal - 1
- elseif not WalkInvert then
- WalkVal = WalkVal + 1
- end
- if 0.5 < DoAnimateVal then
- Invert = true
- elseif DoAnimateVal < -0.5 then
- Invert = false
- end
- if 0.2 < DoAnimateVal2 then
- Invert2 = true
- elseif 0 > DoAnimateVal2 then
- Invert2 = false
- end
- if Invert == false then
- DoAnimateVal = DoAnimateVal + 0.01
- else
- DoAnimateVal = DoAnimateVal - 0.01
- end
- if Invert2 == false then
- DoAnimateVal2 = DoAnimateVal2 + 0.005
- else
- DoAnimateVal2 = DoAnimateVal2 - 0.005
- end
- if 0.5 < DoAnimateVal3 then
- Invert3 = true
- elseif 0 > DoAnimateVal3 then
- Invert3 = false
- end
- if Invert3 == false then
- DoAnimateVal3 = DoAnimateVal3 + 0.1
- else
- DoAnimateVal3 = DoAnimateVal3 - 0.1
- end
- if 0.5 < DoAnimateVal4 then
- Invert4 = true
- elseif -0.5 > DoAnimateVal4 then
- Invert4 = false
- end
- if Invert4 == false then
- DoAnimateVal4 = DoAnimateVal4 + 0.1
- else
- DoAnimateVal4 = DoAnimateVal4 - 0.1
- end
- if Stun.Value > 999 then
- Stun.Value = 1000
- end
- if Cooldown1 < MaxCooldown1 then
- Cooldown1 = Cooldown1 + Cooldown1Add
- end
- if Cooldown1 > MaxCooldown1 - 1 then
- Cooldown1 = MaxCooldown1
- end
- if Cooldown2 < MaxCooldown2 then
- Cooldown2 = Cooldown2 + Cooldown2Add
- end
- if Cooldown2 > MaxCooldown2 - 1 then
- Cooldown2 = MaxCooldown2
- end
- if Cooldown3 < MaxCooldown3 then
- Cooldown3 = Cooldown3 + Cooldown3Add
- end
- if Cooldown3 > MaxCooldown3 - 1 then
- Cooldown3 = MaxCooldown3
- end
- if Cooldown4 < MaxCooldown4 then
- Cooldown4 = Cooldown4 + Cooldown4Add
- end
- if Cooldown4 > MaxCooldown4 - 1 then
- Cooldown4 = MaxCooldown4
- end
- if Cooldown5 < MaxCooldown5 then
- Cooldown5 = Cooldown5 + Cooldown5Add
- end
- if Cooldown5 > MaxCooldown5 - 1 then
- Cooldown5 = MaxCooldown5
- end
- if Cooldown6 < MaxCooldown6 then
- Cooldown6 = Cooldown6 + Cooldown6Add
- end
- if Cooldown6 > MaxCooldown6 - 1 then
- Cooldown6 = MaxCooldown6
- end
- if Cooldown7 < MaxCooldown7 and not Fury then
- Cooldown7 = Cooldown7 + Cooldown7Add
- end
- if Fury then
- Cooldown7 = Cooldown7 - Cooldown7Add / 2
- end
- if Cooldown7 > MaxCooldown7 - 1 then
- Cooldown7 = MaxCooldown7
- end
- if Cooldown7 < 1 and Fury and not Attacking then
- coroutine.resume(coroutine.create(function()
- FuryMode()
- end))
- end
- if Cooldown8 < MaxCooldown8 then
- Cooldown8 = Cooldown8 + Cooldown8Add
- end
- if Cooldown8 > MaxCooldown8 - 1 then
- Cooldown8 = MaxCooldown8
- end
- if ManaDelay < ManaDelay2 then
- ManaDelay = ManaDelay + 1
- elseif ManaDelay > ManaDelay2 - 1 then
- ManaDelay = 0
- end
- if Mana.Value < 100 and ManaDelay < 1 then
- Mana.Value = Mana.Value + 1
- end
- if Mana.Value > 99 then
- Mana.Value = 100
- end
- if BlockDelay < BlockDelay2 then
- BlockDelay = BlockDelay + 1
- elseif BlockDelay > BlockDelay2 - 1 then
- BlockDelay = 0
- end
- if BlockDurability.Value < 100 and BlockDelay < 1 and not Attacking then
- BlockDurability.Value = BlockDurability.Value + 1
- end
- if BlockDurability.Value > 99 then
- BlockDurability.Value = 100
- end
- end
- function Animations()
- local Velocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local FallVelocity = RootPart.Velocity.Y
- local Floor = FindPartOnRay(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position + Vector3.new(0, -1, 0)).lookVector, 4, Character)
- if Floor and PushedJump.Value then
- PushedJump.Value = false
- end
- StarsWeld.C1 = Animate(StarsWeld.C1, CFrame.Angles(0, Increase, 0), 0.2)
- if CanAnimate then
- if Velocity > 1 and Floor then
- if WalkInvert then
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0, 0, 0.5), 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame * CFrame.Angles(0, 0, 0.5), 0.2)
- elseif not WalkInvert then
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0, 0, -0.5), 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame * CFrame.Angles(0, 0, -0.5), 0.2)
- end
- else
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- end
- if Block.Value and Attacking then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, -0.5) * CFrame.Angles(0, 0, -1.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0, 0.5, -1) * CFrame.Angles(0, -0.2, -1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 1.6, 1.6), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.5, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0.5, 1.6, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(1.6, 0, -1.6), 0.6)
- end
- if Velocity < 1 and Floor and not Attacking and Fury then
- Walk = false
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if Velocity > 1 and Floor and not Attacking and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and not PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and not PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, DoAnimateVal / 8) * CFrame.Angles(0, 0, 1), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.2 + DoAnimateVal2 / 4, 0, 0.2 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.3 + DoAnimateVal2 / 4, 0, 0 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1 - DoAnimateVal / 8, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1 - DoAnimateVal / 8, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.2)
- end
- if Velocity < 1 and Floor and not Attacking and not Fury then
- Walk = false
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, DoAnimateVal / 8) * CFrame.Angles(0, 0, 1), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.2 + DoAnimateVal2 / 4, 0, 0.2 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.3 + DoAnimateVal2 / 4, 0, 0 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1 - DoAnimateVal / 8, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1 - DoAnimateVal / 8, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.2)
- end
- if Velocity > 1 and Floor and not Attacking and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, DoAnimateVal4 / 4), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, DoAnimateVal3 / 4) * CFrame.Angles(0, 0, -DoAnimateVal4 / 4), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(DoAnimateVal4, 0, DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.3 + DoAnimateVal2 / 4, 0, 0 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1 - DoAnimateVal3 / 4, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.02, DoAnimateVal4 / 4, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1 - DoAnimateVal3 / 4, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.02, DoAnimateVal4 / 4, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and not PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0.3), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, -0.3), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.1, 0, -0.5), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.1, 0, 0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, 1.6, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, -1.6, 0), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and not PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.1, 0, 0.5), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.1, 0, -0.5), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0.5), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, 0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.5, -0.5) * CFrame.Angles(0, 1.6, -1.6), 0.2)
- end
- end
- end
- while true do
- Wait2()
- UpdateAllBars()
- Values()
- Effects()
- VisualEffects()
- Animations()
- end
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