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Mar 17th, 2019
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  1. if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
  2. local Player,Mouse,mouse,UserInputService,ContextActionService = owner
  3. local RealPlayer = Player
  4. do print("FE Compatibility code by Mokiros");InternalData = {}InternalData.RealOwner = owner;InternalData.RealObjs = {};InternalData.SoundLoudness = {};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()}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;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 t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end,__call=function(self,...)local t=rawget(self,"_RealService")if t then return t(...)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 self[t]end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;x.RunService=v({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")setmetatable(x,{__index=function(self,t)return r:GetService(t)or typeof(r[t])=="function"and function(m,...)return r[t](r,...)end or r[t]end,__newindex=s.__newindex,__call=s.__call})game,owner=x,x.Players.LocalPlayer
  5. script.Parent = InternalData.RealOwner.Character
  6. local Event = Instance.new("RemoteEvent");Event.Name = "UserInput";InternalData.Event = Event
  7. local function createObject (connections, index)
  8. local proxy = newproxy (true);local meta = getmetatable (proxy);
  9. local runbind = function (self, i, ...) connections[i]:Fire (...); end;
  10. while (#connections > 0) do connections[table.remove(connections, 1)] = Instance.new ('BindableEvent');end;
  11. meta.__index = function (self, i)
  12. if (i == 'TriggerEvent') then return runbind end;
  13. return connections[i] and connections[i].Event or index[i];
  14. end;
  15. meta.__newindex = index;meta.__metatable = false;return proxy
  16. end;
  17. local Mouse = createObject({"KeyUp","KeyDown","Button1Down","Button1Up"},{["Target"] = nil;["Hit"] = CFrame.new()})
  18. local UserInputService = createObject({"InputBegan","InputEnded"},{})
  19. local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...)
  20. self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil
  21. end};ContextActionService.UnBindAction = ContextActionService.BindAction
  22. Event.OnServerEvent:Connect(function(FiredBy,Input)
  23. if FiredBy ~= InternalData.RealOwner then return end
  24. if Input.MouseEvent then
  25. Mouse.Target = Input.Target;Mouse.Hit = Input.Hit
  26. elseif Input.Sound then
  27. if InternalData.SoundLoudness[Input.Sound] then InternalData.SoundLoudness[Input.Sound] = Input.Loudness end
  28. else
  29. local Begin = Input.UserInputState == Enum.UserInputState.Begin
  30. if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TriggerEvent(Begin and "Button1Down" or "Button1Up") end
  31. for _,Action in pairs(ContextActionService.Actions) do
  32. for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end
  33. end
  34. Mouse:TriggerEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower());UserInputService:TriggerEvent(Begin and "InputBegan" or "InputEnded",Input,false)
  35. end
  36. end)
  37. InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService
  38. Event.Parent = NLS([[
  39. local Player = owner;
  40. local Sounds = {};
  41. local Event = script:WaitForChild("UserInput");
  42. local UserInputService = game:GetService("UserInputService");
  43. local Mouse = Player:GetMouse();
  44. local Input = function(Input,gameProcessedEvent)
  45. if gameProcessedEvent then return end
  46. Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState})
  47. end
  48. Event.OnClientEvent:connect(function(Args)
  49. if Args[1] == "NewSound" then table.insert(Sounds,Args[2]) end
  50. end)
  51. UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input)
  52. local Hit,Target
  53. while wait(1/30) do
  54. for x,Sound in pairs(Sounds) do
  55. if Sound.Parent then Event:FireServer({["Sound"]=Sound,["Loudness"]=Sound.PlaybackLoudness}) end
  56. end
  57. if Hit ~= Mouse.Hit or Target ~= Mouse.Target then
  58. Hit = Mouse.Hit;Target = Mouse.Target;
  59. Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit})
  60. end
  61. end
  62. ]],InternalData.RealOwner.Character)
  63. end
  64. InternalData.NewOwner = setmetatable({},{
  65. __index = function (self,Index)
  66. local Type = type(InternalData.RealOwner[Index])
  67. if Type == "function" then
  68. if Index:lower() == "getmouse" or Index:lower() == "mouse" then
  69. return function (self)return InternalData["Mouse"] end
  70. end
  71. return function (self,...)return InternalData.RealOwner[Index](InternalData.RealOwner,...) end
  72. elseif Index == "FakePlayer" then
  73. return true
  74. end
  75. return InternalData.RealOwner[Index]
  76. end;
  77. __tostring = function(self) return tostring(InternalData.RealOwner) end
  78. })
  79. --LoadLibrary("RbxUtility").Create
  80. InternalData.LoadLibrary = LoadLibrary;LoadLibrary = function(Library)
  81. if Library == "RbxUtility" then
  82. return setmetatable({},{
  83. __tostring = function() return "RbxUtility" end;
  84. __index = function(self, Index)
  85. if Index:lower() == "create" then
  86. return function(Type)
  87. return function(Data)
  88. Data = Data or {}
  89. local Inst = Instance.new(Type)
  90. for x,y in pairs(Data) do
  91. if InternalData.RealObjs[y] then y = InternalData.RealObjs[y] end
  92. if y == owner then y = InternalData.RealOwner end
  93. Inst[x] = y
  94. end
  95. return Inst
  96. end
  97. end
  98. end
  99. return InternalData.LoadLibrary(Library)[Index]
  100. end
  101. })
  102. end
  103. return InternalData.LoadLibrary(Library)
  104. end
  105. InternalData.RealInstance = Instance;Instance = setmetatable({},{
  106. __index = function (self,Index)
  107. if Index:lower() == 'new' then
  108. return function (Type, Parent)
  109. if Parent == owner then Parent = InternalData.RealOwner end
  110. if InternalData.RealObjs[Parent] then Parent = InternalData.RealObjs[Parent] end
  111. local Real = InternalData.RealInstance.new(Type,Parent)
  112. if not Type then return end
  113. if Type == "BillboardGui" then
  114. local ToReturn = setmetatable({},{
  115. __index = function (self,Index)
  116. if type(Real[Index]) == "function" then
  117. if Index:lower() == "clone" then
  118. return function (self)
  119. local Real = Real:Clone()
  120. local ToReturn = setmetatable({RealObject = Real},{
  121. __index = function (self,Index)
  122. if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end
  123. return Real[Index]
  124. end;
  125. __newindex = function (self,Index,Value)
  126. if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
  127. if Value == owner then Value = InternalData.RealOwner end
  128. Real[Index] = Value
  129. end;
  130. __tostring = function(self) return tostring(Real) end;
  131. })
  132. InternalData.RealObjs[ToReturn] = Real;return ToReturn;
  133. end
  134. end
  135. return function (self,...) return Real[Index](Real,...)end
  136. end
  137. return Real[Index]
  138. end;
  139. __newindex = function (self,Index,Value)
  140. if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
  141. if Value == owner then Value = InternalData.RealOwner end
  142. Real[Index] = Value
  143. end;
  144. __tostring = function(self) return tostring(Real) end;
  145. })
  146. InternalData.RealObjs[ToReturn] = Real;return ToReturn;
  147. elseif Type:lower() == "sound" then
  148. Real.Parent = owner.Character;
  149. local ToReturn = setmetatable({RealObject = Real},{
  150. __index = function (self,Index)
  151. if Index:lower() == "playbackloudness" then
  152. return InternalData.SoundLoudness[Real] or 0
  153. elseif type(Real[Index]) == "function" then
  154. if Index:lower() == "clone" then
  155. return function (self)
  156. local Real = Real:Clone()
  157. local ToReturn = setmetatable({},{
  158. __index = function (self,Index)
  159. if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end
  160. return Real[Index]
  161. end;
  162. __newindex = function (self,Index,Value)
  163. if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
  164. if Value == owner then Value = InternalData.RealOwner end
  165. Real[Index] = Value
  166. end;
  167. __tostring = function(self) return tostring(Real) end;
  168. })
  169. InternalData.RealObjs[ToReturn] = Real;return ToReturn;
  170. end
  171. end
  172. return function (self,...) return Real[Index](Real,...)end
  173. end
  174. return Real[Index]
  175. end;
  176. __newindex = function (self,Index,Value)
  177. if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
  178. if Value == owner then Value = InternalData.RealOwner end
  179. Real[Index] = Value
  180. end;
  181. __tostring = function(self) return tostring(Real) end;
  182. })
  183. InternalData.RealObjs[ToReturn] = Real;InternalData.SoundLoudness[Real] = 0;repeat wait() until InternalData.Event.Parent InternalData.Event:FireClient(InternalData.RealOwner,{"NewSound",Real}) return ToReturn;
  184. else
  185. local ToReturn = setmetatable({RealObject = Real},{
  186. __index = function (self,Index)
  187. if type(Real[Index]) == "function" then
  188. if Index:lower() == "clone" then
  189. return function (self)
  190. local Real = Real:Clone()
  191. local ToReturn = setmetatable({},{
  192. __index = function (self,Index)
  193. if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end
  194. return Real[Index]
  195. end;
  196. __newindex = function (self,Index,Value)
  197. if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
  198. if Value == owner then Value = InternalData.RealOwner end
  199. Real[Index] = Value
  200. end;
  201. __tostring = function(self) return tostring(Real) end;
  202. })
  203. InternalData.RealObjs[ToReturn] = Real;return ToReturn;
  204. end
  205. end
  206. return function (self,...) return Real[Index](Real,...)end
  207. end
  208. return Real[Index]
  209. end;
  210. __newindex = function (self,Index,Value)
  211. if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end
  212. if Value == owner then Value = InternalData.RealOwner end
  213. Real[Index] = Value
  214. end;
  215. __tostring = function(self) return tostring(Real) end;
  216. })
  217. InternalData.RealObjs[ToReturn] = Real;return ToReturn;
  218. end
  219. end
  220. end
  221. return InternalData.RealInstance[Index]
  222. end;
  223. __tostring = function(self) return tostring(InternalData.RealInstance) end;
  224. });
  225. InternalData.RealGame = game;game = setmetatable({},{
  226. __index = function (self,Index)
  227. if InternalData.RealGame[Index] then
  228. local Type = type(InternalData.RealGame[Index])
  229. if Type == "function" then
  230. if Index:lower() == "getservice" or Index:lower() == "service" then
  231. return function (self,Service)
  232. local FakeServices = {
  233. ["players"] = function()
  234. return setmetatable({},{
  235. __index = function (self2,Index2)
  236. local RealService = InternalData.RealGame:GetService(Service)
  237. local Type2 = type(RealService[Index2])
  238. if Type2 == "function" then
  239. return function (self,...) return RealService[Index2](RealService,...)end
  240. else
  241. if Index2:lower() == "localplayer" then return InternalData.NewOwner end
  242. return RealService[Index2]
  243. end
  244. end;
  245. __tostring = function(self) return tostring(InternalData.RealGame:GetService(Service)) end
  246. })
  247. end;
  248. ["contextactionservice"] = function() return InternalData["ContextActionService"] end;
  249. ["userinputservice"] = function() return InternalData["UserInputService"] end;
  250. ["debris"] = function()
  251. return setmetatable({},{
  252. __index = function(self2,Index2)
  253. local RealService = InternalData.RealGame:GetService(Service)
  254. local Type2 = type(RealService[Index2])
  255. if Type2 == "function" then
  256. if Index2:lower() == "additem" then
  257. return function (self,Item,Time)
  258. if InternalData.RealObjs[Item] then Item = InternalData.RealObjs[Item] end
  259. return RealService:AddItem(Item,Time)
  260. end
  261. end
  262. return function (self,...) return RealService[Index2](RealService,...) end
  263. end
  264. return RealService[Index2]
  265. end;
  266. __tostring = function(self) return tostring(InternalData.RealGame:GetService("Debris")) end
  267. })
  268. end;
  269. ["runservice"] = function()
  270. return setmetatable({},{
  271. __index = function(self2,Index2)
  272. local RealService = InternalData.RealGame:GetService(Service)
  273. local Type2 = type(RealService[Index2])
  274. if Type2 == "function" then
  275. return function (self,...) return RealService[Index2](RealService,...) end
  276. else
  277. local RunServices = {
  278. ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return InternalData.RealGame:GetService("RunService").Stepped:Connect(Function) end end;
  279. ["renderstepped"] = function() return RealService["Stepped"] end
  280. }
  281. if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end
  282. return RealService[Index2]
  283. end
  284. end;
  285. __tostring = function(self) return tostring(InternalData.RealGame:GetService("RunService")) end
  286. })
  287. end
  288. }
  289. if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end
  290. return InternalData.RealGame:GetService(Service)
  291. end
  292. end
  293. return function (self,...) return InternalData.RealGame[Index](InternalData.RealGame,...) end
  294. else
  295. if game:GetService(Index) then return game:GetService(Index) end
  296. return InternalData.RealGame[Index]
  297. end
  298. end
  299. return nil
  300. end;
  301. __tostring = function(self) return tostring(InternalData.game) end
  302. });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("Complete!")
  303.  
  304. --//====================================================\\--
  305. --|| CREATED BY BRANNON1964802
  306. --\\====================================================//--
  307.  
  308.  
  309.  
  310. wait(1)
  311.  
  312.  
  313.  
  314. Player = game.Players.LocalPlayer
  315.  
  316. Cam = workspace.CurrentCamera
  317. Backpack = Player.Backpack
  318. Character = Player.Character
  319. Humanoid = Character.Humanoid
  320. RootPart = Character["HumanoidRootPart"]
  321. Torso = Character["Torso"]
  322. Head = Character["Head"]
  323. RightArm = Character["Right Arm"]
  324. LeftArm = Character["Left Arm"]
  325. RightLeg = Character["Right Leg"]
  326. LeftLeg = Character["Left Leg"]
  327. RootJoint = RootPart["RootJoint"]
  328. Neck = Torso["Neck"]
  329. RightShoulder = Torso["Right Shoulder"]
  330. LeftShoulder = Torso["Left Shoulder"]
  331. RightHip = Torso["Right Hip"]
  332. LeftHip = Torso["Left Hip"]
  333.  
  334. IT = Instance.new
  335. CF = CFrame.new
  336. VT = Vector3.new
  337. RAD = math.rad
  338. C3 = Color3.new
  339. UD2 = UDim2.new
  340. BRICKC = BrickColor.new
  341. ANGLES = CFrame.Angles
  342. EULER = CFrame.fromEulerAnglesXYZ
  343. COS = math.cos
  344. ACOS = math.acos
  345. SIN = math.sin
  346. ASIN = math.asin
  347. ABS = math.abs
  348. MRANDOM = math.random
  349. FLOOR = math.floor
  350.  
  351.  
  352. local ExplodeBombs = false
  353. local MaxBombs = 3
  354. local Bombs = 0
  355. local AddSize = 0
  356. local MasterPositionTarget = nil
  357.  
  358. --//=================================\\
  359. --|| CUSTOMIZATION
  360. --\\=================================//
  361.  
  362. Class_Name = "Firebreather"
  363. Weapon_Name = "Redemption"
  364.  
  365. Custom_Colors = {
  366. Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
  367. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
  368.  
  369. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
  370. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
  371. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
  372. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
  373. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
  374.  
  375. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
  376. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
  377. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
  378. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
  379. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
  380. }
  381.  
  382. Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
  383. Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
  384. Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
  385. Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
  386. Ability_Background_Transparency = 0 --Transparency for the background of the abilities.
  387. Stat_Background_Transparency = 0 --Transparency for the background of the stats.
  388.  
  389. Player_Size = 2 --Size of the player.
  390. Humanoid.MaxHealth = Player_Size * 1000
  391. Humanoid.Health = Player_Size * 1000
  392. Animation_Speed = 2
  393. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  394.  
  395. Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
  396. Enable_Stats = true --Enables or disables stats.
  397. Put_Stats_In_Character = false --Places stats in Character.
  398. Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
  399. Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
  400. Enable_Stagger = true --Enables or disables staggering.
  401. Enable_Stun = true --Enables or disables the stun mechanic.
  402. Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
  403. Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
  404.  
  405. Start_Equipped = true --Starts the player equipped with their weapon.
  406. Start_Equipped_With_Equipped_Animation = true --Used in conjunction with the above option. Starts your equip animation.
  407. Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
  408. Disable_Animator = true --Disables the Animator in the humanoid.
  409. Disable_Animate = true --Disables the Animate script in the character.
  410. Disable_Moving_Arms = false --Keeps the arms from moving around.
  411. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
  412. Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
  413. Disable_Jump = false --Disables jumping.
  414. Use_HopperBin = false --Uses a hopperbin to do things.
  415.  
  416. Cooldown_1 = 0 --Cooldowns for abilites.
  417. Cooldown_2 = 0
  418. Cooldown_3 = 0
  419. Cooldown_4 = 0
  420. Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
  421. Skill_2_Mana_Cost = 0
  422. Skill_3_Mana_Cost = 0
  423. Skill_4_Mana_Cost = 0
  424. Max_Mana = 0 --Maximum amount of mana you can have.
  425. Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
  426. Mana_Name = "Mana" --Name for the mana bar.
  427. Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
  428. Max_Stun = 1 --Maximum amount of stun you can have.
  429. Recover_Mana = 0 --How much mana you gain.
  430. Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
  431. Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
  432. Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
  433. Recover_Secondary_Mana = 0 --How much secondary mana you gain.
  434. Lose_Stun = 0 --How much stun you lose.
  435. Stun_Wait = 0 --Delay between losing stun.
  436. Mana_Wait = 0 --Delay between gaining mana.
  437. Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
  438. Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
  439. Constant_Update = false --Removes the delay between updating the Weapon GUI.
  440. Show_Stats = false --Hides or shows stats.
  441. Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
  442.  
  443. --//=================================\\
  444. --|| END OF CUSTOMIZATION
  445. --\\=================================//
  446.  
  447.  
  448.  
  449.  
  450.  
  451. --//=================================\\
  452. --|| USEFUL VALUES
  453. --\\=================================//
  454.  
  455. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  456. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  457. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  458. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  459. local CO1 = 0
  460. local CO2 = 0
  461. local CO3 = 0
  462. local CO4 = 0
  463. local CHANGEDEFENSE = 0
  464. local CHANGEDAMAGE = 0
  465. local CHANGEMOVEMENT = 0
  466. local ANIM = "Idle"
  467. local ATTACK = false
  468. local EQUIPPED = false
  469. local HOLD = false
  470. local COMBO = 1
  471. local LASTPOINT = nil
  472. local BLCF = nil
  473. local SCFR = nil
  474. local STAGGERHITANIM = false
  475. local STAGGERANIM = false
  476. local STUNANIM = false
  477. local CRITCHANCENUMBER = 0
  478. local IDLENUMBER = 0
  479. local DONUMBER = 0
  480. local HANDIDLE = false
  481. local SINE = 0
  482. local CHANGE = 2 / Animation_Speed
  483. local WALKINGANIM = false
  484. local WALK = 0
  485. local DISABLEJUMPING = false
  486. local HASBEENBLOCKED = false
  487. local STUNDELAYNUMBER = 0
  488. local MANADELAYNUMBER = 0
  489. local SECONDARYMANADELAYNUMBER = 0
  490. local ROBLOXIDLEANIMATION = IT("Animation")
  491. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  492. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  493. --ROBLOXIDLEANIMATION.Parent = Humanoid
  494. local WEAPONGUI = IT("ScreenGui", nil)
  495. WEAPONGUI.Name = "Weapon GUI"
  496. local WEAPONTOOL = IT("HopperBin", nil)
  497. WEAPONTOOL.Name = Weapon_Name
  498. local Weapon = IT("Model")
  499. Weapon.Name = Weapon_Name
  500. local Effects = IT("Folder", Weapon)
  501. Effects.Name = "Effects"
  502. local ANIMATOR = Humanoid.Animator
  503. local ANIMATE = Character.Animate
  504. local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
  505. local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
  506. local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
  507. local HITBLOCKSOUNDS = {"199148933", "199148947"}
  508.  
  509. --//=================================\\
  510. --\\=================================//
  511.  
  512.  
  513.  
  514.  
  515.  
  516. --//=================================\\
  517. --|| STATS
  518. --\\=================================//
  519.  
  520. if Character:FindFirstChild("Stats") ~= nil then
  521. Character:FindFirstChild("Stats").Parent = nil
  522. end
  523.  
  524. local Stats = IT("Folder", nil)
  525. Stats.Name = "Stats"
  526. local ChangeStat = IT("Folder", Stats)
  527. ChangeStat.Name = "ChangeStat"
  528. local Defense = IT("NumberValue", Stats)
  529. Defense.Name = "Defense"
  530. Defense.Value = 1
  531. local Movement = IT("NumberValue", Stats)
  532. Movement.Name = "Movement"
  533. Movement.Value = 1
  534. local Damage = IT("NumberValue", Stats)
  535. Damage.Name = "Damage"
  536. Damage.Value = 1
  537. local Mana = IT("NumberValue", Stats)
  538. Mana.Name = "Mana"
  539. Mana.Value = 0
  540. local SecondaryMana = IT("NumberValue", Stats)
  541. SecondaryMana.Name = "SecondaryMana"
  542. SecondaryMana.Value = 0
  543. local CanCrit = IT("BoolValue", Stats)
  544. CanCrit.Name = "CanCrit"
  545. CanCrit.Value = false
  546. local CritChance = IT("NumberValue", Stats)
  547. CritChance.Name = "CritChance"
  548. CritChance.Value = 20
  549. local CanPenetrateArmor = IT("BoolValue", Stats)
  550. CanPenetrateArmor.Name = "CanPenetrateArmor"
  551. CanPenetrateArmor.Value = false
  552. local AntiTeamKill = IT("BoolValue", Stats)
  553. AntiTeamKill.Name = "AntiTeamKill"
  554. AntiTeamKill.Value = false
  555. local Rooted = IT("BoolValue", Stats)
  556. Rooted.Name = "Rooted"
  557. Rooted.Value = false
  558. local Block = IT("BoolValue", Stats)
  559. Block.Name = "Block"
  560. Block.Value = false
  561. local RecentEnemy = IT("ObjectValue", Stats)
  562. RecentEnemy.Name = "RecentEnemy"
  563. RecentEnemy.Value = nil
  564. local StaggerHit = IT("BoolValue", Stats)
  565. StaggerHit.Name = "StaggerHit"
  566. StaggerHit.Value = false
  567. local Stagger = IT("BoolValue", Stats)
  568. Stagger.Name = "Stagger"
  569. Stagger.Value = false
  570. local Stun = IT("BoolValue", Stats)
  571. Stun.Name = "Stun"
  572. Stun.Value = false
  573. local StunValue = IT("NumberValue", Stats)
  574. StunValue.Name = "StunValue"
  575. StunValue.Value = 0
  576.  
  577. if Enable_Stats == true and Put_Stats_In_Character == true then
  578. Stats.Parent = Character
  579. end
  580.  
  581. --//=================================\\
  582. --\\=================================//
  583.  
  584.  
  585.  
  586.  
  587.  
  588. --//=================================\\
  589. --|| DEBUFFS / BUFFS
  590. --\\=================================//
  591.  
  592. local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
  593. DEFENSECHANGE1.Name = "ChangeDefense"
  594. DEFENSECHANGE1.Value = 0
  595.  
  596. local MOVEMENTCHANGE1 = IT("NumberValue", nil)
  597. MOVEMENTCHANGE1.Name = "ChangeMovement"
  598. MOVEMENTCHANGE1.Value = 0
  599.  
  600. --//=================================\\
  601. --\\=================================//
  602.  
  603.  
  604.  
  605.  
  606.  
  607. --//=================================\\
  608. --|| SAZERENOS' ARTIFICIAL HEARTBEAT
  609. --\\=================================//
  610.  
  611. ArtificialHB = Instance.new("BindableEvent", script)
  612. ArtificialHB.Name = "ArtificialHB"
  613.  
  614. script:WaitForChild("ArtificialHB")
  615.  
  616. frame = Frame_Speed
  617. tf = 0
  618. allowframeloss = false
  619. tossremainder = false
  620. lastframe = tick()
  621. script.ArtificialHB:Fire()
  622.  
  623. game:GetService("RunService").Heartbeat:connect(function(s, p)
  624. tf = tf + s
  625. if tf >= frame then
  626. if allowframeloss then
  627. script.ArtificialHB:Fire()
  628. lastframe = tick()
  629. else
  630. for i = 1, math.floor(tf / frame) do
  631. script.ArtificialHB:Fire()
  632. end
  633. lastframe = tick()
  634. end
  635. if tossremainder then
  636. tf = 0
  637. else
  638. tf = tf - frame * math.floor(tf / frame)
  639. end
  640. end
  641. end)
  642.  
  643. --//=================================\\
  644. --\\=================================//
  645.  
  646.  
  647.  
  648.  
  649.  
  650. --//=================================\\
  651. --|| SOME FUNCTIONS
  652. --\\=================================//
  653.  
  654. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  655. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  656. end
  657.  
  658. function PositiveAngle(NUMBER)
  659. if NUMBER >= 0 then
  660. NUMBER = 0
  661. end
  662. return NUMBER
  663. end
  664.  
  665. function NegativeAngle(NUMBER)
  666. if NUMBER <= 0 then
  667. NUMBER = 0
  668. end
  669. return NUMBER
  670. end
  671.  
  672. function Swait(NUMBER)
  673. if NUMBER == 0 or NUMBER == nil then
  674. ArtificialHB.Event:wait()
  675. else
  676. for i = 1, NUMBER do
  677. ArtificialHB.Event:wait()
  678. end
  679. end
  680. end
  681.  
  682. function QuaternionFromCFrame(cf)
  683. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  684. local trace = m00 + m11 + m22
  685. if trace > 0 then
  686. local s = math.sqrt(1 + trace)
  687. local recip = 0.5 / s
  688. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  689. else
  690. local i = 0
  691. if m11 > m00 then
  692. i = 1
  693. end
  694. if m22 > (i == 0 and m00 or m11) then
  695. i = 2
  696. end
  697. if i == 0 then
  698. local s = math.sqrt(m00 - m11 - m22 + 1)
  699. local recip = 0.5 / s
  700. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  701. elseif i == 1 then
  702. local s = math.sqrt(m11 - m22 - m00 + 1)
  703. local recip = 0.5 / s
  704. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  705. elseif i == 2 then
  706. local s = math.sqrt(m22 - m00 - m11 + 1)
  707. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  708. end
  709. end
  710. end
  711.  
  712. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  713. local xs, ys, zs = x + x, y + y, z + z
  714. local wx, wy, wz = w * xs, w * ys, w * zs
  715. local xx = x * xs
  716. local xy = x * ys
  717. local xz = x * zs
  718. local yy = y * ys
  719. local yz = y * zs
  720. local zz = z * zs
  721. 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))
  722. end
  723.  
  724. function QuaternionSlerp(a, b, t)
  725. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  726. local startInterp, finishInterp;
  727. if cosTheta >= 0.0001 then
  728. if (1 - cosTheta) > 0.0001 then
  729. local theta = ACOS(cosTheta)
  730. local invSinTheta = 1 / SIN(theta)
  731. startInterp = SIN((1 - t) * theta) * invSinTheta
  732. finishInterp = SIN(t * theta) * invSinTheta
  733. else
  734. startInterp = 1 - t
  735. finishInterp = t
  736. end
  737. else
  738. if (1 + cosTheta) > 0.0001 then
  739. local theta = ACOS(-cosTheta)
  740. local invSinTheta = 1 / SIN(theta)
  741. startInterp = SIN((t - 1) * theta) * invSinTheta
  742. finishInterp = SIN(t * theta) * invSinTheta
  743. else
  744. startInterp = t - 1
  745. finishInterp = t
  746. end
  747. end
  748. 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
  749. end
  750.  
  751. function Clerp(a, b, t)
  752. local qa = {QuaternionFromCFrame(a)}
  753. local qb = {QuaternionFromCFrame(b)}
  754. local ax, ay, az = a.x, a.y, a.z
  755. local bx, by, bz = b.x, b.y, b.z
  756. local _t = 1 - t
  757. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  758. end
  759.  
  760. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  761. local frame = IT("Frame")
  762. frame.BackgroundTransparency = TRANSPARENCY
  763. frame.BorderSizePixel = BORDERSIZEPIXEL
  764. frame.Position = POSITION
  765. frame.Size = SIZE
  766. frame.BackgroundColor3 = COLOR
  767. frame.BorderColor3 = BORDERCOLOR
  768. frame.Name = NAME
  769. frame.Parent = PARENT
  770. return frame
  771. end
  772.  
  773. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  774. local label = IT("TextLabel")
  775. label.BackgroundTransparency = 1
  776. label.Size = UD2(1, 0, 1, 0)
  777. label.Position = UD2(0, 0, 0, 0)
  778. label.TextColor3 = C3(255, 255, 255)
  779. label.TextStrokeTransparency = STROKETRANSPARENCY
  780. label.TextTransparency = TRANSPARENCY
  781. label.FontSize = TEXTFONTSIZE
  782. label.Font = TEXTFONT
  783. label.BorderSizePixel = BORDERSIZEPIXEL
  784. label.TextScaled = true
  785. label.Text = TEXT
  786. label.Name = NAME
  787. label.Parent = PARENT
  788. return label
  789. end
  790.  
  791. function NoOutlines(PART)
  792. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  793. end
  794.  
  795. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
  796. local NEWPART = IT("Part")
  797. NEWPART.formFactor = FORMFACTOR
  798. NEWPART.Reflectance = REFLECTANCE
  799. NEWPART.Transparency = TRANSPARENCY
  800. NEWPART.CanCollide = false
  801. NEWPART.Locked = true
  802. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  803. NEWPART.Name = NAME
  804. NEWPART.Size = SIZE
  805. NEWPART.Position = Torso.Position
  806. NoOutlines(NEWPART)
  807. NEWPART.Material = MATERIAL
  808. NEWPART:BreakJoints()
  809. NEWPART.Parent = PARENT
  810. return NEWPART
  811. end
  812.  
  813. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  814. local NEWMESH = IT(MESH)
  815. if MESH == "SpecialMesh" then
  816. NEWMESH.MeshType = MESHTYPE
  817. if MESHID ~= "nil" and MESHID ~= "" then
  818. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  819. end
  820. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  821. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  822. end
  823. end
  824. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  825. NEWMESH.Scale = SCALE
  826. NEWMESH.Parent = PARENT
  827. return NEWMESH
  828. end
  829.  
  830. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  831. local NEWWELD = IT(TYPE)
  832. NEWWELD.Part0 = PART0
  833. NEWWELD.Part1 = PART1
  834. NEWWELD.C0 = C0
  835. NEWWELD.C1 = C1
  836. NEWWELD.Parent = PARENT
  837. return NEWWELD
  838. end
  839.  
  840. function CreateSound(ID, PARENT, VOLUME, PITCH)
  841. coroutine.resume(coroutine.create(function()
  842. local NEWSOUND = IT("Sound", PARENT)
  843. NEWSOUND.Volume = VOLUME
  844. NEWSOUND.Pitch = PITCH
  845. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  846. Swait()
  847. NEWSOUND:play()
  848. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  849. end))
  850. end
  851.  
  852. function CFrameFromTopBack(at, top, back)
  853. local right = top:Cross(back)
  854. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  855. end
  856.  
  857. function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
  858. local MAGNITUDE = (POSITION1 - POSITION2).magnitude
  859. local CURRENTPOSITION = POSITION1
  860. local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
  861. coroutine.resume(coroutine.create(function()
  862. for i = 1, MULTIPLIERTIME do
  863. local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
  864. LIGHTNINGPART.Anchored = true
  865. local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
  866. local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
  867. if MULTIPLIERTIME == i then
  868. local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
  869. LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
  870. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
  871. else
  872. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
  873. end
  874. CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
  875. game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
  876. coroutine.resume(coroutine.create(function()
  877. while LIGHTNINGPART.Transparency ~= 1 do
  878. --local StartTransparency = tra
  879. for i=0, 1, LASTINGTIME do
  880. Swait()
  881. LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
  882. end
  883. end
  884. end))
  885. Swait(LIGHTNINGDELAY / Animation_Speed)
  886. end
  887. end))
  888. end
  889.  
  890. function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  891. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  892. EFFECTPART.Anchored = true
  893. EFFECTPART.CFrame = CFRAME
  894. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  895. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  896. coroutine.resume(coroutine.create(function(PART, MESH)
  897. for i = 0, 1, delay do
  898. Swait()
  899. PART.CFrame = PART.CFrame * ROTATION
  900. PART.Transparency = i
  901. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  902. end
  903. PART.Parent = nil
  904. end), EFFECTPART, EFFECTMESH)
  905. end
  906.  
  907. function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  908. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  909. EFFECTPART.Anchored = true
  910. EFFECTPART.CFrame = CFRAME
  911. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  912. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  913. coroutine.resume(coroutine.create(function(PART, MESH)
  914. for i = 0, 1, delay do
  915. Swait()
  916. PART.CFrame = PART.CFrame * ROTATION
  917. PART.Transparency = i
  918. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  919. end
  920. PART.Parent = nil
  921. end), EFFECTPART, EFFECTMESH)
  922. end
  923.  
  924. function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  925. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  926. EFFECTPART.Anchored = true
  927. EFFECTPART.CFrame = CFRAME
  928. local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  929. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  930. coroutine.resume(coroutine.create(function(PART, MESH)
  931. for i = 0, 1, delay do
  932. Swait()
  933. PART.CFrame = PART.CFrame * ROTATION
  934. PART.Transparency = i
  935. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  936. end
  937. PART.Parent = nil
  938. end), EFFECTPART, EFFECTMESH)
  939. end
  940.  
  941. function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  942. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  943. EFFECTPART.Anchored = true
  944. EFFECTPART.CFrame = CFRAME
  945. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  946. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  947. coroutine.resume(coroutine.create(function(PART, MESH)
  948. for i = 0, 1, delay do
  949. Swait()
  950. PART.CFrame = PART.CFrame * ROTATION
  951. PART.Transparency = i
  952. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  953. end
  954. PART.Parent = nil
  955. end), EFFECTPART, EFFECTMESH)
  956. end
  957.  
  958. function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  959. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  960. EFFECTPART.Anchored = true
  961. EFFECTPART.CFrame = CFRAME
  962. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  963. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  964. coroutine.resume(coroutine.create(function(PART, MESH)
  965. for i = 0, 1, delay do
  966. Swait()
  967. PART.CFrame = PART.CFrame * ROTATION
  968. PART.Transparency = i
  969. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  970. end
  971. PART.Parent = nil
  972. end), EFFECTPART, EFFECTMESH)
  973. end
  974.  
  975. function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  976. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  977. EFFECTPART.Anchored = true
  978. EFFECTPART.CFrame = CFRAME
  979. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
  980. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  981. coroutine.resume(coroutine.create(function(PART, MESH)
  982. for i = 0, 1, delay do
  983. Swait()
  984. PART.CFrame = PART.CFrame * ROTATION
  985. PART.Transparency = i
  986. MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
  987. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  988. end
  989. PART.Parent = nil
  990. end), EFFECTPART, EFFECTMESH)
  991. end
  992.  
  993. function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  994. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  995. EFFECTPART.Anchored = true
  996. EFFECTPART.CFrame = CFRAME
  997. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  998. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  999. coroutine.resume(coroutine.create(function(PART, MESH)
  1000. for i = 0, 1, delay do
  1001. Swait()
  1002. PART.CFrame = PART.CFrame * ROTATION
  1003. PART.Transparency = i
  1004. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1005. end
  1006. PART.Parent = nil
  1007. end), EFFECTPART, EFFECTMESH)
  1008. end
  1009.  
  1010. function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  1011. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1012. EFFECTPART.Anchored = true
  1013. EFFECTPART.CFrame = CFRAME
  1014. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  1015. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1016. coroutine.resume(coroutine.create(function(PART, MESH)
  1017. for i = 0, 1, delay do
  1018. Swait()
  1019. PART.CFrame = PART.CFrame * ROTATION
  1020. PART.Transparency = i
  1021. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1022. end
  1023. PART.Parent = nil
  1024. end), EFFECTPART, EFFECTMESH)
  1025. end
  1026.  
  1027. function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  1028. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1029. EFFECTPART.Anchored = true
  1030. EFFECTPART.CFrame = CFRAME
  1031. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  1032. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1033. coroutine.resume(coroutine.create(function(PART, MESH)
  1034. for i = 0, 1, delay do
  1035. Swait()
  1036. PART.CFrame = PART.CFrame * ROTATION
  1037. PART.Transparency = i
  1038. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1039. end
  1040. PART.Parent = nil
  1041. end), EFFECTPART, EFFECTMESH)
  1042. end
  1043.  
  1044. function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  1045. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1046. EFFECTPART.Anchored = true
  1047. EFFECTPART.CFrame = CFRAME
  1048. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  1049. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1050. coroutine.resume(coroutine.create(function(PART, MESH)
  1051. for i = 0, 1, delay do
  1052. Swait()
  1053. PART.CFrame = PART.CFrame * ROTATION
  1054. PART.Transparency = i
  1055. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1056. end
  1057. PART.Parent = nil
  1058. end), EFFECTPART, EFFECTMESH)
  1059. end
  1060.  
  1061. function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  1062. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1063. EFFECTPART.Anchored = true
  1064. EFFECTPART.CFrame = CFRAME
  1065. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  1066. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1067. coroutine.resume(coroutine.create(function(PART, MESH)
  1068. for i = 0, 1, delay do
  1069. Swait()
  1070. PART.CFrame = PART.CFrame * ROTATION
  1071. PART.Transparency = i
  1072. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1073. end
  1074. PART.Parent = nil
  1075. end), EFFECTPART, EFFECTMESH)
  1076. end
  1077.  
  1078. function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  1079. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1080. EFFECTPART.Anchored = true
  1081. EFFECTPART.CFrame = CFRAME
  1082. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  1083. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1084. coroutine.resume(coroutine.create(function(PART, MESH)
  1085. for i = 0, 1, delay do
  1086. Swait()
  1087. PART.CFrame = PART.CFrame * ROTATION
  1088. PART.Transparency = i
  1089. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1090. end
  1091. PART.Parent = nil
  1092. end), EFFECTPART, EFFECTMESH)
  1093. end
  1094.  
  1095. function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  1096. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1097. EFFECTPART.Anchored = true
  1098. EFFECTPART.CFrame = CFRAME
  1099. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  1100. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1101. coroutine.resume(coroutine.create(function(PART, MESH)
  1102. for i = 0, 1, delay do
  1103. Swait()
  1104. PART.CFrame = PART.CFrame * ROTATION
  1105. PART.Transparency = i
  1106. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  1107. end
  1108. PART.Parent = nil
  1109. end), EFFECTPART, EFFECTMESH)
  1110. end
  1111.  
  1112. function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
  1113. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  1114. EFFECTPART.Anchored = true
  1115. EFFECTPART.CFrame = CFRAME
  1116. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
  1117. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1118. local XVALUE = MRANDOM()
  1119. local YVALUE = MRANDOM()
  1120. local ZVALUE = MRANDOM()
  1121. coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
  1122. for i = 0, 1, delay do
  1123. Swait()
  1124. PART.CFrame = PART.CFrame * ROTATION
  1125. PART.Transparency = i
  1126. THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
  1127. THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
  1128. THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
  1129. MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
  1130. end
  1131. PART.Parent = nil
  1132. end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
  1133. end
  1134.  
  1135. function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
  1136. local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
  1137. if MAGNITUDECFRAME > (1 / 100) then
  1138. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
  1139. EFFECTPART.Anchored = true
  1140. EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
  1141. local THEMESHTYPE = "BlockMesh"
  1142. if MESHTYPE == "Cylinder" then
  1143. THEMESHTYPE = "CylinderMesh"
  1144. end
  1145. local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
  1146. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1147. coroutine.resume(coroutine.create(function(PART, MESH)
  1148. for i = 0, 1, delay do
  1149. Swait()
  1150. PART.CFrame = PART.CFrame * ROTATION
  1151. PART.Transparency = i
  1152. MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
  1153. end
  1154. PART.Parent = nil
  1155. end), EFFECTPART, EFFECTMESH)
  1156. end
  1157. end
  1158.  
  1159. function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
  1160. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
  1161. EFFECTPART.Anchored = true
  1162. EFFECTPART.CFrame = CFRAME
  1163. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
  1164. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  1165. local THELASTPOINT = CFRAME
  1166. coroutine.resume(coroutine.create(function(PART)
  1167. for i = 1, DURATION do
  1168. Swait()
  1169. PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
  1170. TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
  1171. THELASTPOINT = PART.CFrame
  1172. end
  1173. PART.Parent = nil
  1174. end), EFFECTPART)
  1175. end
  1176.  
  1177. --local list={}
  1178. function Triangle(Color, Material, a, b, c, delay)
  1179. local edge1 = (c - a):Dot((b - a).unit)
  1180. local edge2 = (a - b):Dot((c - b).unit)
  1181. local edge3 = (b - c):Dot((a - c).unit)
  1182. if edge1 <= (b - a).magnitude and edge1 >= 0 then
  1183. a, b, c=a, b, c
  1184. elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
  1185. a, b, c=b, c, a
  1186. elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
  1187. a, b, c=c, a, b
  1188. else
  1189. assert(false, "unreachable")
  1190. end
  1191. local len1 = (c - a):Dot((b - a).unit)
  1192. local len2 = (b - a).magnitude - len1
  1193. local width = (a + (b - a).unit * len1 - c).magnitude
  1194. local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
  1195. if len1 > 1 / 100 then
  1196. local sz = VT(0.2, width, len1)
  1197. local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  1198. local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
  1199. w1.Anchored = true
  1200. w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
  1201. coroutine.resume(coroutine.create(function()
  1202. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  1203. Swait()
  1204. w1.Transparency = i
  1205. end
  1206. w1.Parent = nil
  1207. end))
  1208. game:GetService("Debris"):AddItem(w1, 10)
  1209. --table.insert(list, w1)
  1210. end
  1211. if len2 > 1 / 100 then
  1212. local sz = VT(0.2, width, len2)
  1213. local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  1214. local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
  1215. w2.Anchored = true
  1216. w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
  1217. coroutine.resume(coroutine.create(function()
  1218. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  1219. Swait()
  1220. w2.Transparency = i
  1221. end
  1222. w2.Parent = nil
  1223. end))
  1224. game:GetService("Debris"):AddItem(w2, 10)
  1225. --table.insert(list, w2)
  1226. end
  1227. --return unpack(list)
  1228. end
  1229.  
  1230. --[[Usage:
  1231. local Pos = Part
  1232. local Offset = Part.CFrame * CF(0, 0, 0)
  1233. local Color = "Institutional white"
  1234. local Material = "Neon"
  1235. local TheDelay = 0.01
  1236. local Height = 4
  1237. BLCF = Offset
  1238. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  1239. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  1240. if a then game:GetService("Debris"):AddItem(a, 1) end
  1241. if b then game:GetService("Debris"):AddItem(b, 1) end
  1242. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  1243. if a then game:GetService("Debris"):AddItem(a, 1) end
  1244. if b then game:GetService("Debris"):AddItem(b, 1) end
  1245. SCFR = BLCF
  1246. elseif not SCFR then
  1247. SCFR = BLCF
  1248. end
  1249. --
  1250. BLCF = nil
  1251. SCFR = nil
  1252. --]]
  1253.  
  1254. --//=================================\\
  1255. --\\=================================//
  1256.  
  1257.  
  1258.  
  1259.  
  1260.  
  1261. --//=================================\\
  1262. --|| RESIZE PLAYER
  1263. --\\=================================//
  1264.  
  1265. if Player_Size ~= 1 then
  1266.  
  1267.  
  1268. RootPart.Size = RootPart.Size * Player_Size
  1269. Torso.Size = Torso.Size * Player_Size
  1270. Head.Size = Head.Size * Player_Size
  1271. RightArm.Size = RightArm.Size * Player_Size
  1272. LeftArm.Size = LeftArm.Size * Player_Size
  1273. RightLeg.Size = RightLeg.Size * Player_Size
  1274. LeftLeg.Size = LeftLeg.Size * Player_Size
  1275. RootJoint.Parent = RootPart
  1276. Neck.Parent = Torso
  1277. RightShoulder.Parent = Torso
  1278. LeftShoulder.Parent = Torso
  1279. RightHip.Parent = Torso
  1280. LeftHip.Parent = Torso
  1281.  
  1282. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1283. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1284. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1285. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1286. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  1287. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  1288. if Disable_Moving_Arms == false then
  1289. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1290. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1291. else
  1292. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1293. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1294. end
  1295. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1296. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1297. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1298. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1299. end
  1300.  
  1301.  
  1302. --//=================================\\
  1303. --\\=================================//
  1304.  
  1305.  
  1306.  
  1307.  
  1308.  
  1309. --//=================================\\
  1310. --|| WEAPON CREATION
  1311. --\\=================================//
  1312.  
  1313. local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0))
  1314. local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "93180631", "93180676", VT(1, 1, 1), VT(0, 3.1 * Player_Size, 0))
  1315. local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, Torso, HandlePart, CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
  1316.  
  1317. local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
  1318. local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1319.  
  1320. local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
  1321. local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1322.  
  1323. if Player_Size ~= 1 then
  1324. for _, v in pairs (Weapon:GetChildren()) do
  1325. if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
  1326. local p1 = v.Part1
  1327. v.Part1 = nil
  1328. local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
  1329. v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
  1330. v.Part1 = p1
  1331. elseif v.ClassName == "Part" then
  1332. for _, b in pairs (v:GetChildren()) do
  1333. if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
  1334. b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
  1335. end
  1336. end
  1337. end
  1338. end
  1339. end
  1340.  
  1341. for _, c in pairs(Weapon:GetChildren()) do
  1342. if c.ClassName == "Part" then
  1343. c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
  1344. end
  1345. end
  1346.  
  1347. if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
  1348. HandleWeld.Part0 = RightArm
  1349. HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1350. end
  1351.  
  1352. Weapon.Parent = Character
  1353.  
  1354. Humanoid.Died:connect(function()
  1355. ATTACK = true
  1356. end)
  1357.  
  1358. print(Class_Name.." loaded.")
  1359.  
  1360. --//=================================\\
  1361. --\\=================================//
  1362.  
  1363.  
  1364.  
  1365.  
  1366.  
  1367. --//=================================\\
  1368. --|| DAMAGE FUNCTIONS
  1369. --\\=================================//
  1370.  
  1371. function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
  1372. local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1373. STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
  1374. local BODYGYRO = IT("BodyGyro", STATPART)
  1375. local BODYPOSITION = IT("BodyPosition", STATPART)
  1376. BODYPOSITION.P = 2000
  1377. BODYPOSITION.D = 100
  1378. BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
  1379. if LABELTYPE == "Normal" then
  1380. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
  1381. elseif LABELTYPE == "Debuff" then
  1382. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
  1383. elseif LABELTYPE == "Interruption" then
  1384. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
  1385. end
  1386. game:GetService("Debris"):AddItem(STATPART ,5)
  1387. local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
  1388. BILLBOARDGUI.Adornee = STATPART
  1389. BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
  1390. BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
  1391. BILLBOARDGUI.AlwaysOnTop = false
  1392. local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
  1393. TEXTLABEL.BackgroundTransparency = 1
  1394. TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
  1395. TEXTLABEL.Text = TEXT
  1396. TEXTLABEL.Font = "SourceSans"
  1397. TEXTLABEL.FontSize="Size42"
  1398. TEXTLABEL.TextColor3 = COLOR
  1399. TEXTLABEL.TextStrokeTransparency = 0
  1400. TEXTLABEL.TextScaled = true
  1401. TEXTLABEL.TextWrapped = true
  1402. coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
  1403. wait(0.2)
  1404. for i=1, 5 do
  1405. wait()
  1406. THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
  1407. end
  1408. wait(1.2)
  1409. for i=1, 5 do
  1410. wait()
  1411. THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
  1412. THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
  1413. THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
  1414. end
  1415. THEPART.Parent = nil
  1416. end),STATPART, BODYPOSITION, TEXTLABEL)
  1417. end
  1418.  
  1419. function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
  1420. if LOCATION:FindFirstChild("Stats") ~= nil then
  1421. if LOCATION.Stats:FindFirstChild("Block") ~= nil then
  1422. if LOCATION.Stats:FindFirstChild("Block").Value == true then
  1423. return
  1424. end
  1425. end
  1426. if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
  1427. local NewStatChange = IT("NumberValue")
  1428. NewStatChange.Value = AMOUNT
  1429. if STAT == "Defense" then
  1430. NewStatChange.Name = "ChangeDefense"
  1431. elseif STAT == "Damage" then
  1432. NewStatChange.Name = "ChangeDamage"
  1433. elseif STAT == "Movement" then
  1434. NewStatChange.Name = "ChangeMovement"
  1435. end
  1436. if SHOWTHESTAT == true then
  1437. if AMOUNT < 0 then
  1438. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
  1439. elseif AMOUNT > 0 then
  1440. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
  1441. end
  1442. end
  1443. if DURATION ~= nil and DURATION ~= 0 then
  1444. local StatDuration = IT("NumberValue")
  1445. StatDuration.Name = "Duration"
  1446. StatDuration.Value = DURATION
  1447. StatDuration.Parent = NewStatChange
  1448. end
  1449. NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
  1450. end
  1451. end
  1452. end
  1453.  
  1454. --Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1455. function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1456. if HIT.Parent == nil then
  1457. return
  1458. end
  1459. local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
  1460. for _, v in pairs(HIT.Parent:GetChildren()) do
  1461. if v:IsA("Humanoid") then
  1462. HITHUMANOID = v
  1463. end
  1464. end
  1465. if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
  1466. StaggerHit.Value = true
  1467. if Play_Hitbox_Hit_Sound == true then
  1468. if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
  1469. CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
  1470. end
  1471. end
  1472. return
  1473. end
  1474. if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
  1475. HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
  1476. end
  1477. if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
  1478. HIT = HIT.Parent.Parent:FindFirstChild("Head")
  1479. end
  1480. if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
  1481. if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
  1482. if HIT.Parent.DebounceHit.Value == true then
  1483. return
  1484. end
  1485. end
  1486. if AntiTeamKill.Value == true then
  1487. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
  1488. if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
  1489. return
  1490. end
  1491. end
  1492. end
  1493. if HITEVENWHENDEAD == false then
  1494. if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
  1495. if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
  1496. return
  1497. end
  1498. end
  1499. end
  1500. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1501. if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
  1502. HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
  1503. end
  1504. end
  1505. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1506. if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
  1507. if STAGGER == true and Enable_Stagger == true then
  1508. HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
  1509. end
  1510. end
  1511. end
  1512. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1513. if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
  1514. if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
  1515. HASBEENBLOCKED = true
  1516. if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
  1517. StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
  1518. if RANGED ~= true then
  1519. if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
  1520. CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
  1521. end
  1522. end
  1523. local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
  1524. BlockDebounce.Name = "BlockDebounce"
  1525. BlockDebounce.Value = true
  1526. if RANGED ~= true then
  1527. game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
  1528. else
  1529. game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
  1530. end
  1531. end
  1532. if RANGED ~= true and Enable_Stagger == true then
  1533. HIT.Parent.Stats:FindFirstChild("Block").Value = false
  1534. Stagger.Value = true
  1535. end
  1536. return
  1537. end
  1538. end
  1539. end
  1540. if DECREASETHESTAT ~= nil then
  1541. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1542. IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1543. end
  1544. end
  1545. local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
  1546. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1547. if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
  1548. if CanPenetrateArmor.Value == true then
  1549. DAMAGE = DAMAGE
  1550. else
  1551. DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
  1552. end
  1553. elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
  1554. DAMAGE = DAMAGE
  1555. end
  1556. end
  1557. if CanCrit.Value == true then
  1558. CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
  1559. if CRITCHANCENUMBER == 1 then
  1560. DAMAGE = DAMAGE * 2
  1561. end
  1562. end
  1563. DAMAGE = math.floor(DAMAGE)
  1564. if HASBEENBLOCKED == false then
  1565. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1566. end
  1567. if DAMAGE <= 3 and HASBEENBLOCKED == false then
  1568. if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
  1569. StaggerHit.Value = true
  1570. end
  1571. if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
  1572. CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH)
  1573. end
  1574. elseif DAMAGE > 3 and HASBEENBLOCKED == false then
  1575. if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
  1576. CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH)
  1577. end
  1578. end
  1579. if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
  1580. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1581. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1582. CreateSound("296102734", HIT, 1, 1)
  1583. else
  1584. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0))
  1585. end
  1586. elseif DAMAGE >= 20 and HASBEENBLOCKED == false then
  1587. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1588. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1589. CreateSound("296102734", HIT, 1, 1)
  1590. else
  1591. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0))
  1592. end
  1593. elseif DAMAGE <= 3 and HASBEENBLOCKED == false then
  1594. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1595. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1596. CreateSound("296102734", HIT, 1, 1)
  1597. else
  1598. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(225/255, 225/255, 225/255))
  1599. end
  1600. end
  1601. if TYPE == "Normal" then
  1602. local vp = IT("BodyVelocity")
  1603. vp.P=500
  1604. vp.maxForce = VT(math.huge, 0, math.huge)
  1605. if KNOCKBACKTYPE == 1 then
  1606. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
  1607. elseif KNOCKBACKTYPE == 2 then
  1608. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
  1609. end
  1610. if KNOCKBACK > 0 and HASBEENBLOCKED == false then
  1611. vp.Parent = HIT--.Parent.Torso
  1612. end
  1613. game:GetService("Debris"):AddItem(vp, 0.5)
  1614. end
  1615. HASBEENBLOCKED = false
  1616. RecentEnemy.Value = HIT.Parent
  1617. local DebounceHit = IT("BoolValue", HIT.Parent)
  1618. DebounceHit.Name = "DebounceHit"
  1619. DebounceHit.Value = true
  1620. game:GetService("Debris"):AddItem(DebounceHit, DELAY)
  1621. end
  1622. end
  1623.  
  1624. --Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1625. function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1626. for _, c in pairs(workspace:GetChildren()) do
  1627. local HUMANOID = c:FindFirstChild("Humanoid")
  1628. local HEAD = nil
  1629. if HUMANOID ~= nil then
  1630. for _, d in pairs(c:GetChildren()) do
  1631. if d.ClassName == "Model" and RANGED ~= true then
  1632. HEAD = d:FindFirstChild("Hitbox")
  1633. if HEAD ~= nil then
  1634. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1635. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1636. if Play_Hitbox_Hit_Sound == true then
  1637. local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1638. HitRefpart.Anchored = true
  1639. HitRefpart.CFrame = CF(HEAD.Position)
  1640. CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
  1641. end
  1642. if Enable_Stagger_Hit == true then
  1643. StaggerHit.Value = true
  1644. end
  1645. end
  1646. end
  1647. elseif d:IsA"BasePart" then
  1648. HEAD = d
  1649. if HEAD ~= nil then
  1650. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1651. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1652. DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1653. end
  1654. end
  1655. end
  1656. end
  1657. end
  1658. end
  1659. end
  1660.  
  1661. --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
  1662. function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
  1663. if Player.Neutral == true then
  1664. IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1665. end
  1666. for _, c in pairs(workspace:GetChildren()) do
  1667. local HUMANOID = c:FindFirstChild("Humanoid")
  1668. local THEHEAD = nil
  1669. if HUMANOID ~= nil then
  1670. if c:FindFirstChild("Torso") ~= nil then
  1671. THEHEAD = c:FindFirstChild("Torso")
  1672. elseif c:FindFirstChild("UpperTorso") ~= nil then
  1673. THEHEAD = c:FindFirstChild("UpperTorso")
  1674. end
  1675. if THEHEAD ~= nil then
  1676. local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
  1677. print("yes 1")
  1678. if APPLYTOOTHERSINSTEAD == true then
  1679. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1680. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1681. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1682. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1683. end
  1684. end
  1685. end
  1686. elseif APPLYTOOTHERSINSTEAD == false then
  1687. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
  1688. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1689. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1690. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1691. end
  1692. end
  1693. end
  1694. end
  1695. end
  1696. end
  1697. end
  1698. end
  1699.  
  1700. --//=================================\\
  1701. --\\=================================//
  1702.  
  1703.  
  1704.  
  1705.  
  1706.  
  1707. --//=================================\\
  1708. --|| WEAPON GUI
  1709. --\\=================================//
  1710.  
  1711. local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar")
  1712. local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover")
  1713. local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
  1714.  
  1715. local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar")
  1716. local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover")
  1717. local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
  1718.  
  1719. local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame")
  1720. local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar")
  1721. local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
  1722.  
  1723. local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar")
  1724. local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover")
  1725. local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
  1726.  
  1727. local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame")
  1728. local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
  1729.  
  1730. local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame")
  1731. local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
  1732.  
  1733. local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame")
  1734. local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
  1735.  
  1736. local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame")
  1737. local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame")
  1738. local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame")
  1739. local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame")
  1740.  
  1741. local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar")
  1742. local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar")
  1743. local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar")
  1744. local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar")
  1745.  
  1746. local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
  1747. local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
  1748. local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
  1749. local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
  1750.  
  1751. if Enable_Gui == true then
  1752. WEAPONGUI.Parent = PlayerGui
  1753. end
  1754.  
  1755. if Enable_Stats == true and Show_Stats == true then
  1756. DEFENSEFRAME.Parent = WEAPONGUI
  1757. DAMAGEFRAME.Parent = WEAPONGUI
  1758. MOVEMENTFRAME.Parent = WEAPONGUI
  1759. end
  1760.  
  1761. if Enable_Secondary_Bar == true then
  1762. SECONDARYMANABAR.Parent = WEAPONGUI
  1763. end
  1764.  
  1765. if Enable_Abilities == true then
  1766. SKILL1FRAME.Parent = WEAPONGUI
  1767. SKILL2FRAME.Parent = WEAPONGUI
  1768. SKILL3FRAME.Parent = WEAPONGUI
  1769. SKILL4FRAME.Parent = WEAPONGUI
  1770. end
  1771.  
  1772. if Enable_Stun == true then
  1773. STUNFRAME.Parent = WEAPONGUI
  1774. end
  1775.  
  1776. function UpdateGUI()
  1777. MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1778. MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1779. MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
  1780. HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1781. HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1782. HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
  1783. if Enable_Abilities == true then
  1784. SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1785. SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1786. SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1787. SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1788. SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1789. SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1790. SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1791. SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1792. end
  1793. if Enable_Stats == true and Show_Stats == true then
  1794. DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1795. DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
  1796. DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1797. DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
  1798. MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1799. MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
  1800. end
  1801. if Enable_Stun == true then
  1802. STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1803. STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1804. STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
  1805. end
  1806. if Enable_Secondary_Bar == true then
  1807. SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1808. SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1809. SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
  1810. end
  1811. end
  1812.  
  1813. if Enable_Gui == true then
  1814. UpdateGUI()
  1815. for _, v in pairs (WEAPONGUI:GetChildren()) do
  1816. if v.ClassName == "Frame" then
  1817. for _, b in pairs (v:GetChildren()) do
  1818. if b.ClassName == "TextLabel" then
  1819. coroutine.resume(coroutine.create(function(THETEXTLABEL)
  1820. wait(Menu_Update_Speed)
  1821. for i = 1, 0, -0.1 do
  1822. Swait()
  1823. THETEXTLABEL.TextTransparency = i
  1824. THETEXTLABEL.TextStrokeTransparency = i
  1825. end
  1826. THETEXTLABEL.TextTransparency = 0
  1827. THETEXTLABEL.TextStrokeTransparency = 0
  1828. end), b)
  1829. end
  1830. end
  1831. end
  1832. end
  1833. end
  1834.  
  1835. --//=================================\\
  1836. --\\=================================//
  1837.  
  1838.  
  1839.  
  1840.  
  1841.  
  1842. --//=================================\\
  1843. --|| SKILL FUNCTIONS
  1844. --\\=================================//
  1845.  
  1846. function UpdateSkillsAndStuff()
  1847. if Mana_Regen_Mode == "1" then
  1848. if Mana.Value >= Max_Mana then
  1849. Mana.Value = Max_Mana
  1850. elseif Mana.Value < 0 then
  1851. Mana.Value = 0
  1852. else
  1853. if MANADELAYNUMBER <= Mana_Wait then
  1854. MANADELAYNUMBER = MANADELAYNUMBER + 1
  1855. else
  1856. MANADELAYNUMBER = 0
  1857. Mana.Value = Mana.Value + Recover_Mana
  1858. end
  1859. end
  1860. elseif Mana_Regen_Mode == "2" then
  1861. if Mana.Value <= Max_Mana then
  1862. Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
  1863. elseif Mana.Value >= Max_Mana then
  1864. Mana.Value = Max_Mana
  1865. elseif Mana.Value < 0 then
  1866. Mana.Value = 0
  1867. end
  1868. end
  1869. if Enable_Secondary_Bar == true then
  1870. if Secondary_Mana_Regen_Mode == "1" then
  1871. if SecondaryMana.Value >= Max_Secondary_Mana then
  1872. SecondaryMana.Value = Max_Secondary_Mana
  1873. elseif SecondaryMana.Value < 0 then
  1874. SecondaryMana.Value = 0
  1875. else
  1876. if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
  1877. SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
  1878. else
  1879. SECONDARYMANADELAYNUMBER = 0
  1880. SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
  1881. end
  1882. end
  1883. elseif Secondary_Mana_Regen_Mode == "2" then
  1884. if SecondaryMana.Value <= Max_Secondary_Mana then
  1885. SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
  1886. elseif SecondaryMana.Value >= Max_Secondary_Mana then
  1887. SecondaryMana.Value = Max_Secondary_Mana
  1888. elseif SecondaryMana.Value < 0 then
  1889. SecondaryMana.Value = 0
  1890. end
  1891. end
  1892. else
  1893. SecondaryMana.Value = 0
  1894. end
  1895. if Enable_Stun == true then
  1896. if Stun_Lose_Mode == "1" then
  1897. if StunValue.Value > Max_Stun then
  1898. StunValue.Value = Max_Stun
  1899. elseif StunValue.Value <= 0 then
  1900. StunValue.Value = 0
  1901. else
  1902. if STUNDELAYNUMBER <= Stun_Wait then
  1903. STUNDELAYNUMBER = STUNDELAYNUMBER + 1
  1904. else
  1905. STUNDELAYNUMBER = 0
  1906. StunValue.Value = StunValue.Value - Lose_Stun
  1907. end
  1908. end
  1909. elseif Stun_Lose_Mode == "2" then
  1910. if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
  1911. StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
  1912. elseif StunValue.Value > Max_Stun then
  1913. StunValue.Value = Max_Stun
  1914. elseif StunValue.Value <= 0 then
  1915. StunValue.Value = 0
  1916. end
  1917. end
  1918. else
  1919. StunValue.Value = 0
  1920. end
  1921. if Enable_Abilities == true then
  1922. if CO1 <= Cooldown_1 then
  1923. CO1 = CO1 + (1 / 30) / Animation_Speed
  1924. elseif CO1 >= Cooldown_1 then
  1925. CO1 = Cooldown_1
  1926. end
  1927. if CO2 <= Cooldown_2 then
  1928. CO2 = CO2 + (1 / 30) / Animation_Speed
  1929. elseif CO2 >= Cooldown_2 then
  1930. CO2 = Cooldown_2
  1931. end
  1932. if CO3 <= Cooldown_3 then
  1933. CO3 = CO3 + (1 / 30) / Animation_Speed
  1934. elseif CO3 >= Cooldown_3 then
  1935. CO3 = Cooldown_3
  1936. end
  1937. if CO4 <= Cooldown_4 then
  1938. CO4 = CO4 + (1 / 30) / Animation_Speed
  1939. elseif CO4 >= Cooldown_4 then
  1940. CO4 = Cooldown_4
  1941. end
  1942. end
  1943. end
  1944.  
  1945. --//=================================\\
  1946. --\\=================================//
  1947.  
  1948.  
  1949.  
  1950. --//=================================\\
  1951. --|| ATTACK FUNCTIONS AND STUFF
  1952. --\\=================================//
  1953.  
  1954. function EquipWeapon()
  1955. --ATTACK = true
  1956. DEFENSECHANGE1.Parent = nil
  1957. MOVEMENTCHANGE1.Parent = ChangeStat
  1958. for i=0, 1, 0.5 / Animation_Speed do
  1959. Swait()
  1960. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1961. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1962. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1963. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1964. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1965. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1966. end
  1967. for i=0, 1, 0.08 / Animation_Speed do
  1968. Swait()
  1969. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1970. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1971. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1972. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1973. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1974. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1975. end
  1976. HandleWeld.Part0 = RightArm
  1977. HandleWeld.C0 = CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0))
  1978. CreateSound("174884033", HitboxPart, 1, 1.5)
  1979. for i=0, 1, 0.5 / Animation_Speed do
  1980. Swait()
  1981. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1982. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1983. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1984. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1985. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1986. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1987. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-70), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1988. end
  1989. LASTPOINT = EffectPart.CFrame
  1990. for i=0, 1, 0.08 / Animation_Speed do
  1991. Swait()
  1992. TrailEffect("Institutional white", "Neon", EffectPart.CFrame, LASTPOINT, "Block", 0, 0.2, ANGLES(0, 0, 0), -0.01, 0, -0.01, 0.1)
  1993. LASTPOINT = EffectPart.CFrame
  1994. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1995. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  1996. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(-60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1997. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1998. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  1999. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2000. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-140), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  2001. end
  2002. LASTPOINT = nil
  2003. --ATTACK = false
  2004. end
  2005.  
  2006. function UnequipWeapon()
  2007. --ATTACK = true
  2008. for i=0, 1, 0.5 / Animation_Speed do
  2009. Swait()
  2010. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  2011. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  2012. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2013. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2014. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  2015. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  2016. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  2017. end
  2018. CreateSound("245542809", HitboxPart, 1, 1.2)
  2019. for i=0, 1, 0.08 / Animation_Speed do
  2020. Swait()
  2021. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  2022. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  2023. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2024. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2025. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  2026. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  2027. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  2028. end
  2029. HandleWeld.Part0 = Torso
  2030. HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135))
  2031. for i=0, 1, 0.5 / Animation_Speed do
  2032. Swait()
  2033. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  2034. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  2035. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2036. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2037. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  2038. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  2039. end
  2040. for i=0, 1, 0.08 / Animation_Speed do
  2041. Swait()
  2042. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2043. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2044. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2045. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)), 0.3 / Animation_Speed)
  2046. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2047. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2048. if Disable_Moving_Arms == false then
  2049. RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  2050. LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  2051. else
  2052. RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  2053. LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  2054. end
  2055. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2056. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2057. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2058. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2059. end
  2060. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  2061. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  2062. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  2063. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  2064. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  2065. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  2066. if Disable_Moving_Arms == false then
  2067. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  2068. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  2069. else
  2070. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2071. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2072. end
  2073. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  2074. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  2075. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  2076. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  2077. --ATTACK = false
  2078. DEFENSECHANGE1.Parent = ChangeStat
  2079. MOVEMENTCHANGE1.Parent = nil
  2080. end
  2081.  
  2082. function StaggerHitAnimation()
  2083. ATTACK = true
  2084. if Weapon:FindFirstChild("Hitbox") ~= nil then
  2085. for i = 1, MRANDOM(2, 4) do
  2086. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2087. end
  2088. end
  2089. for i = 0, 1, 0.1 / Animation_Speed do
  2090. Swait()
  2091. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  2092. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2093. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2094. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2095. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  2096. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed)
  2097. if Stagger.Value == true or Stun.Value == true then
  2098. break
  2099. end
  2100. end
  2101. ATTACK = false
  2102. end
  2103.  
  2104. function StaggerAnimation()
  2105. ATTACK = true
  2106. if Weapon:FindFirstChild("Hitbox") ~= nil then
  2107. for i = 1, MRANDOM(2, 4) do
  2108. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2109. end
  2110. end
  2111. DISABLEJUMPING = true
  2112. COMBO = 1
  2113. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
  2114. local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
  2115. STAGGERVELOCITY.P = 500
  2116. STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
  2117. if Rooted.Value == false then
  2118. STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
  2119. end
  2120. for i = 0, 1, 0.35 / Animation_Speed do
  2121. Swait()
  2122. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  2123. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  2124. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2125. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2126. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  2127. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed)
  2128. end
  2129. for i = 0, 1, 0.2 / Animation_Speed do
  2130. Swait()
  2131. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2132. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2133. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2134. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2135. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  2136. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed)
  2137. end
  2138. STAGGERVELOCITY.Parent = nil
  2139. for i = 1, 50 * Animation_Speed do
  2140. Swait()
  2141. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed)
  2142. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed)
  2143. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2144. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2145. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed)
  2146. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed)
  2147. end
  2148. DISABLEJUMPING = false
  2149. ATTACK = false
  2150. end
  2151.  
  2152. function StunAnimation()
  2153. ATTACK = true
  2154. DISABLEJUMPING = true
  2155. COMBO = 1
  2156. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
  2157. for i = 0, 1, 0.3 / Animation_Speed do
  2158. Swait()
  2159. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed)
  2160. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  2161. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2162. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2163. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  2164. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  2165. end
  2166. for i = 0, 1, 0.3 / Animation_Speed do
  2167. Swait()
  2168. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  2169. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2170. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2171. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2172. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2173. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  2174. end
  2175. for i = 0, 1, 0.3 / Animation_Speed do
  2176. Swait()
  2177. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  2178. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2179. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2180. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2181. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2182. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed)
  2183. end
  2184. for i = 1, 70 * Animation_Speed do
  2185. Swait()
  2186. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed)
  2187. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed)
  2188. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2189. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2190. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2191. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2192. end
  2193. for i = 0, 1, 0.2 / Animation_Speed do
  2194. Swait()
  2195. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed)
  2196. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2197. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2198. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2199. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed)
  2200. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2201. end
  2202. DISABLEJUMPING = false
  2203. ATTACK = false
  2204. end
  2205.  
  2206. function EAbility()
  2207. ATTACK = true
  2208. if Bombs < MaxBombs then
  2209. Bombs = Bombs + 1
  2210. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2211. for i=0, 1, 0.1 do
  2212. Swait()
  2213.  
  2214. for i = 1, 2 do
  2215. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2216. end
  2217. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2218. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2219. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2220. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2221. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2222. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2223. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2224. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2225. break
  2226. end
  2227. end
  2228. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2229. CreateBomb((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, MasterPositionTarget, 0, 10, 2.1, 5, 10)
  2230. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2231. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2232. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2233. for i=0, 1, 0.1 do
  2234. Swait()
  2235. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  2236. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2237. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2238. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2239. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2240. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2241. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2242. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2243. break
  2244. end
  2245. end
  2246. else
  2247. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2248. for i=0, 1, 0.1 / Animation_Speed do
  2249. Swait()
  2250. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2251. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2252. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2253. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2254. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2255. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2256. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2257. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2258. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2259. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2260. break
  2261. end
  2262. end
  2263. ExplodeBombs = true
  2264.  
  2265. Bombs = 0
  2266. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2267. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2268. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2269. for i=0, 1, 0.1 / Animation_Speed do
  2270. Swait()
  2271. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2272. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2273. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2274. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2275. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2276. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2277. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2278. --[[
  2279. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  2280. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2281. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2282. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2283. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2284. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2285. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2286. --]]
  2287. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2288. break
  2289. end
  2290. end
  2291. ExplodeBombs = false
  2292.  
  2293. end
  2294. ATTACK = false
  2295. end
  2296.  
  2297. function Attack1()
  2298. ATTACK = true
  2299. for i=0, 1, 0.1 / Animation_Speed do
  2300. Swait()
  2301. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2302. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2303. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2304. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.25 * Player_Size, 0.5 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2305. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2306. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2307. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2308. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2309. break
  2310. end
  2311. end
  2312. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2313. local HASHITFLOOR = false
  2314. for i=0, 1, 0.1 / Animation_Speed do
  2315. Swait()
  2316. local Pos = HitboxPart
  2317. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2318. local Color = "Institutional white"
  2319. local Material = "Neon"
  2320. local TheDelay = 0.01
  2321. local Height = 6.2 * Player_Size
  2322. BLCF = Offset
  2323. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2324. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2325. if a then game:GetService("Debris"):AddItem(a, 1) end
  2326. if b then game:GetService("Debris"):AddItem(b, 1) end
  2327. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2328. if a then game:GetService("Debris"):AddItem(a, 1) end
  2329. if b then game:GetService("Debris"):AddItem(b, 1) end
  2330. SCFR = BLCF
  2331. elseif not SCFR then
  2332. SCFR = BLCF
  2333. end
  2334. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2335. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2336. HASHITFLOOR = true
  2337. --print(SWORDHIT.Material)
  2338. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  2339. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2340. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  2341. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2342. for i = 1, MRANDOM(2, 4) do
  2343. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2344. end
  2345. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2346. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2347. end
  2348. end
  2349. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2350. if HASHITFLOOR == true then
  2351. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2352. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2353. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2354. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2355. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2356. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2357. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2358. else
  2359. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2360. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2361. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2362. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2363. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2364. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2365. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2366. end
  2367. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2368. break
  2369. end
  2370. end
  2371. BLCF = nil
  2372. SCFR = nil
  2373. ATTACK = false
  2374. end
  2375.  
  2376. function Attack2()
  2377. ATTACK = true
  2378. for i=0, 1, 0.1 / Animation_Speed do
  2379. Swait()
  2380. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2381. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2382. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2383. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2384. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2385. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2386. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2387. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2388. break
  2389. end
  2390. end
  2391. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2392. for i=0, 1, 0.1 / Animation_Speed do
  2393. Swait()
  2394. local Pos = HitboxPart
  2395. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2396. local Color = "Institutional white"
  2397. local Material = "Neon"
  2398. local TheDelay = 0.01
  2399. local Height = 6.2 * Player_Size
  2400. BLCF = Offset
  2401. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2402. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2403. if a then game:GetService("Debris"):AddItem(a, 1) end
  2404. if b then game:GetService("Debris"):AddItem(b, 1) end
  2405. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2406. if a then game:GetService("Debris"):AddItem(a, 1) end
  2407. if b then game:GetService("Debris"):AddItem(b, 1) end
  2408. SCFR = BLCF
  2409. elseif not SCFR then
  2410. SCFR = BLCF
  2411. end
  2412. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2413. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2414. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2415. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2416. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2417. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2418. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2419. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2420. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2421. break
  2422. end
  2423. end
  2424. BLCF = nil
  2425. SCFR = nil
  2426. ATTACK = false
  2427. end
  2428.  
  2429. function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2430. local POS1 = POSITION1
  2431. local POS2 = POSITION2
  2432. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2433. local FIREBALLSPEED = SPEED * Player_Size
  2434. local FIREBALLDURATION = DURATION
  2435. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2436. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2437. coroutine.resume(coroutine.create(function()
  2438. repeat
  2439. Swait()
  2440. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2441. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2442. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2443. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2444. FIREBALLDURATION = 0
  2445. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2446. FireballHitRefpart.Anchored = true
  2447. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2448. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2449. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2450. for i = 1, MRANDOM(4, 8) do
  2451. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
  2452. end
  2453. MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
  2454. MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
  2455. MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
  2456. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2457.  
  2458. else
  2459. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2460. end
  2461. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2462. end))
  2463. end
  2464.  
  2465. function FireBeam(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2466. local POS1 = POSITION1
  2467. local POS2 = POSITION2
  2468. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2469. local FIREBALLSPEED = SPEED * Player_Size
  2470. local FIREBALLDURATION = DURATION
  2471. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2472. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2473. coroutine.resume(coroutine.create(function()
  2474. repeat
  2475. Swait()
  2476. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2477. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2478. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2479. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2480. FIREBALLDURATION = 0
  2481. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2482. FireballHitRefpart.Anchored = true
  2483. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2484. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2485. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2486.  
  2487.  
  2488. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2489.  
  2490. else
  2491. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2492. end
  2493. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2494. end))
  2495. end
  2496.  
  2497.  
  2498. function CreateBomb(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2499. local POS1 = POSITION1
  2500. SPEED = 0
  2501. local POS2 = POSITION2
  2502. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2503. local FIREBALLSPEED = SPEED * Player_Size
  2504. local FIREBALLDURATION = DURATION
  2505. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2506. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2507. coroutine.resume(coroutine.create(function()
  2508. repeat
  2509. Swait()
  2510. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2511. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2512. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2513. if ExplodeBombs then
  2514. FIREBALLDURATION = 0
  2515. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2516. FireballHitRefpart.Anchored = true
  2517. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2518. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2519. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2520. for i = 1, MRANDOM(4, 8) do
  2521. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
  2522. end
  2523. MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
  2524. MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
  2525. MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
  2526. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2527. else
  2528. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2529. end
  2530. until ExplodeBombs
  2531. end))
  2532. end
  2533.  
  2534. function FirePillar(POSITION1, POSITION2, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2535. local POS1 = POSITION1
  2536. local POS2 = POSITION2
  2537. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2538. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2539. local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2540. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, MOUSELOOK.lookVector, RANGE * Player_Size, Character)
  2541. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2542. FirePillarRefpart1.Anchored = true
  2543. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2544. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2545. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2546. if FIREPILLAR2HIT ~= nil then
  2547. FirePillarRefpart1.Parent = nil
  2548. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2549. FirePillarRefpart2.Anchored = true
  2550. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2551. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2552. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2553. for i = 1, MRANDOM(5, 10) do
  2554. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 3, 3, 3, 0, 0, 0, MRANDOM(3, 5) / 100)
  2555. end
  2556. for i = 1, MRANDOM(15, 20) do
  2557. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2558. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100)
  2559. end
  2560. MagicCylinder("Bright red", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2561. MagicSphere("Bright red", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2562. MagicSphere("Bright orange", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME)
  2563. MagicSphere("Bright yellow", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME)
  2564. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true)
  2565. end
  2566. end
  2567. function FirePillar2(CFRAME, POSITION, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2568. local POS1 = POSITION
  2569. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2570. local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2571. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, CFRAME.lookVector, RANGE * Player_Size, Character)
  2572. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2573. FirePillarRefpart1.Anchored = true
  2574. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2575. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2576. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2577. if FIREPILLAR2HIT ~= nil then
  2578. FirePillarRefpart1.Parent = nil
  2579. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2580. FirePillarRefpart2.Anchored = true
  2581. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2582. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2583. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2584. for i = 1, MRANDOM(5, 10) do
  2585. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 3, 3, 3, 0, 0, 0, MRANDOM(3, 5) / 100)
  2586. end
  2587. for i = 1, MRANDOM(15, 20) do
  2588. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2589. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100)
  2590. end
  2591. MagicCylinder("Bright red", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2592. MagicSphere("Bright red", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2593. MagicSphere("Bright orange", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME)
  2594. MagicSphere("Bright yellow", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME)
  2595. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true)
  2596. end
  2597. end
  2598.  
  2599. function Attack3()
  2600. ATTACK = true
  2601. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2602. for i=0, 1, 0.1 / Animation_Speed do
  2603. Swait()
  2604. for i = 1, 2 do
  2605. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2606. end
  2607. if CurrentTargetObject then
  2608. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2609. else
  2610. break
  2611. end
  2612. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2613. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2614. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2615. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2616. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2617. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2618. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2619. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2620. break
  2621. end
  2622. end
  2623. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2624. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, MasterPositionTarget, 1, 10, 2.1, 5, 10)
  2625. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2626. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2627. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2628. for i=0, 1, 0.1 / Animation_Speed do
  2629. Swait()
  2630. if CurrentTargetObject then
  2631. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2632. else
  2633. break
  2634. end
  2635. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  2636. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2637. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2638. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2639. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2640. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2641. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2642. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2643. break
  2644. end
  2645. end
  2646. ATTACK = false
  2647. end
  2648.  
  2649. function Attack4()
  2650. ATTACK = true
  2651. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2652. for i=0, 1, 0.1 / Animation_Speed do
  2653. Swait()
  2654. if CurrentTargetObject then
  2655. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2656. else
  2657. break
  2658. end
  2659. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2660. --MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2661. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2662. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2663. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2664. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2665. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2666. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2667. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2668. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2669. break
  2670. end
  2671. end
  2672. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2673. FirePillar(RootPart.Position, MasterPositionTarget, 25, 7.5, 20, 5, 10, 0.025)
  2674. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2675. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2676. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2677. for i=0, 1, 0.1 / Animation_Speed do
  2678. Swait()
  2679. if CurrentTargetObject then
  2680. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2681. else
  2682. break
  2683. end
  2684. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2685. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2686. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2687. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2688. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2689. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2690. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2691. --[[
  2692. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  2693. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2694. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2695. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2696. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2697. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2698. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2699. --]]
  2700. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2701. break
  2702. end
  2703. end
  2704. ATTACK = false
  2705. end
  2706. local tauntin = false
  2707. function Taunt()
  2708. repeat Swait() until not ATTACK
  2709. ATTACK = true
  2710. tauntin = true
  2711.  
  2712. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2713. for i= 1,400 do
  2714. Swait()
  2715. if CurrentTargetObject then
  2716. break
  2717. end
  2718. Humanoid.WalkSpeed = 0
  2719. print('rek')
  2720. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Torso.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 10, 0), 10, 10, 10, -0.1, -0.1, -0.1, 0.05)
  2721. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2722. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2723. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2724. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2725. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2726. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2727. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2728. end
  2729. Humanoid.WalkSpeed = 10
  2730. ATTACK = false
  2731. end
  2732.  
  2733. function Move1()
  2734. ATTACK = true
  2735.  
  2736. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2737. while HOLD do
  2738. Swait()
  2739. AddSize = AddSize + 0.05
  2740. for i = 1, 2 do
  2741. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2742. end
  2743. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2744. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2745. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2746. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2747. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2748. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2749. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2750. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2751. break
  2752. end
  2753. end
  2754. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2755. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size* AddSize, -1 * Player_Size* AddSize, 0 * Player_Size* AddSize)).p, MasterPositionTarget, 1 , 10* AddSize, 2.1 + AddSize, 5+ AddSize, 10+ AddSize)
  2756.  
  2757. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2758. Swait()
  2759. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  2760. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2761. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2762. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2763. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2764. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2765. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2766. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2767. break
  2768. end
  2769. end
  2770. AddSize = 0
  2771. ATTACK = false
  2772. end
  2773.  
  2774. function Move2()
  2775. ATTACK = true
  2776. for i = 1, 3 do
  2777. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2778. Swait()
  2779. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2780. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2781. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2782. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2783. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2784. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2785. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2786. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2787. break
  2788. end
  2789. end
  2790. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2791. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2792. Swait()
  2793. RootPart.Velocity = RootPart.CFrame.lookVector * 50
  2794. local Pos = HitboxPart
  2795. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2796. local Color = "Institutional white"
  2797. local Material = "Neon"
  2798. local TheDelay = 0.01
  2799. local Height = 6.2 * Player_Size
  2800. BLCF = Offset
  2801. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2802. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2803. if a then game:GetService("Debris"):AddItem(a, 1) end
  2804. if b then game:GetService("Debris"):AddItem(b, 1) end
  2805. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2806. if a then game:GetService("Debris"):AddItem(a, 1) end
  2807. if b then game:GetService("Debris"):AddItem(b, 1) end
  2808. SCFR = BLCF
  2809. elseif not SCFR then
  2810. SCFR = BLCF
  2811. end
  2812. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2813. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2814. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2815. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2816. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2817. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2818. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2819. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2820. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2821. break
  2822. end
  2823. end
  2824.  
  2825. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2826. Swait()
  2827.  
  2828.  
  2829. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2830. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2831. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2832. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2833. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2834. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2835. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2836. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2837. break
  2838. end
  2839. end
  2840. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2841. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2842. Swait()
  2843. local Pos = HitboxPart
  2844. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2845. local Color = "Institutional white"
  2846. local Material = "Neon"
  2847. local TheDelay = 0.01
  2848. local Height = 6.2 * Player_Size
  2849. BLCF = Offset
  2850. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2851. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2852. if a then game:GetService("Debris"):AddItem(a, 1) end
  2853. if b then game:GetService("Debris"):AddItem(b, 1) end
  2854. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2855. if a then game:GetService("Debris"):AddItem(a, 1) end
  2856. if b then game:GetService("Debris"):AddItem(b, 1) end
  2857. SCFR = BLCF
  2858. elseif not SCFR then
  2859. SCFR = BLCF
  2860. end
  2861.  
  2862. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2863. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2864. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2865. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2866. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2867. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2868. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2869. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2870. RootPart.Velocity = RootPart.CFrame.lookVector * 50
  2871. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2872. break
  2873. end
  2874. end
  2875.  
  2876. end
  2877. BLCF = nil
  2878. SCFR = nil
  2879. ATTACK = false
  2880. end
  2881.  
  2882. function Move4()
  2883. ATTACK = true
  2884. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2885.  
  2886.  
  2887. for i = 1,20 / Animation_Speed * 2 do
  2888. Swait()
  2889. for i = 1, 2 do
  2890. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2891. end
  2892. if CurrentTargetObject then
  2893. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2894. else
  2895. break
  2896. end
  2897. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2898. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2899. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2900. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2901. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2902. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2903. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2904. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2905. break
  2906. end
  2907. end
  2908. for i = 1, 10 do
  2909. if CurrentTargetObject then
  2910. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2911. else
  2912. break
  2913. end
  2914. for i = 1, 20 do
  2915. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2916. end
  2917. Swait(10)
  2918. for i = 1, 20 do
  2919. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2920. end
  2921. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2922. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 0)).p, MasterPositionTarget, 1 , 10 , 20 , 1, 1)
  2923. Swait(10)
  2924. for i = 1, 20 do
  2925. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2926. end
  2927. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2928. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 10 * Player_Size)).p, MasterPositionTarget, 1 , 10 , 20 , 1, 1)
  2929. Swait(10)
  2930. for i = 1, 20 do
  2931. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2932. end
  2933. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2934. ShootFireball((Torso.CFrame * CF(10 * Player_Size , 10 * Player_Size, 0)).p, MasterPositionTarget, 1 , 10 , 20 , 1, 1)
  2935. end
  2936. Swait(50)
  2937.  
  2938. for i = 1, 3 do
  2939. Swait(30)
  2940. if CurrentTargetObject then
  2941. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2942. else
  2943. break
  2944. end
  2945.  
  2946.  
  2947. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2948. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2949. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2950.  
  2951. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 0)).p, MasterPositionTarget, 10 , 10 , 20 , 3, 5)
  2952. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 10 * Player_Size)).p, MasterPositionTarget, 10 , 10 , 20 , 3, 5)
  2953. ShootFireball((Torso.CFrame * CF(10 * Player_Size , 10 * Player_Size, 0)).p, MasterPositionTarget, 10 , 10 , 20 , 3, 5)
  2954.  
  2955. end
  2956. AddSize = 0
  2957. ATTACK = false
  2958. end
  2959.  
  2960. function Move3()
  2961. ATTACK = true
  2962. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2963. for i=0, 1, 0.1 / Animation_Speed do
  2964. Swait()
  2965. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2966. --MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2967. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2968. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2969. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2970. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2971. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2972. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2973. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2974. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2975. break
  2976. end
  2977. end
  2978. for i = 1, 10 do
  2979. Swait(3)
  2980.  
  2981. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2982. FirePillar2(RootPart.CFrame * CF(0,0,-10 * -i * -10),RootPart.Position, 25, 7.5, 10*i, 3, 5, 0.025)
  2983. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2984. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2985. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2986. end
  2987. for i=0, 1, 0.1 / Animation_Speed do
  2988. Swait()
  2989. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2990. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2991. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2992. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2993. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2994. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2995. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2996. --[[
  2997. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  2998. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2999. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  3000. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  3001. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  3002. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  3003. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  3004. --]]
  3005. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3006. break
  3007. end
  3008. end
  3009. ATTACK = false
  3010. end
  3011.  
  3012. --//=================================\\
  3013. --\\=================================//
  3014.  
  3015.  
  3016.  
  3017.  
  3018.  
  3019. --//=================================\\
  3020. --|| SET THINGS UP
  3021. --\\=================================//
  3022.  
  3023. if Start_Equipped == true then
  3024. ATTACK = true
  3025. EQUIPPED = true
  3026. if Disable_Animate == true then
  3027. ANIMATE.Parent = nil
  3028. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  3029. IDLEANIMATION:Play()
  3030. end
  3031. if Disable_Animator == true then
  3032. ANIMATOR.Parent = nil
  3033. end
  3034. if Disable_Moving_Arms == true then
  3035. RSH = Torso["Right Shoulder"]
  3036. LSH = Torso["Left Shoulder"]
  3037. RSH.Parent = nil
  3038. LSH.Parent = nil
  3039. if Use_Motors_Instead_Of_Welds == true then
  3040. RightShoulder = IT("Motor")
  3041. LeftShoulder = IT("Motor")
  3042. else
  3043. RightShoulder = IT("Weld")
  3044. LeftShoulder = IT("Weld")
  3045. end
  3046. RightShoulder.Name = "Right Shoulder"
  3047. RightShoulder.Part0 = Torso
  3048. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3049. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3050. RightShoulder.Part1 = Character["Right Arm"]
  3051. RightShoulder.Parent = Torso
  3052. LeftShoulder.Name = "Left Shoulder"
  3053. LeftShoulder.Part0 = Torso
  3054. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3055. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3056. LeftShoulder.Part1 = Character["Left Arm"]
  3057. LeftShoulder.Parent = Torso
  3058. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  3059. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  3060. end
  3061. if Start_Equipped_With_Equipped_Animation == true then
  3062. Swait()
  3063. EQUIPPED = true
  3064. EquipWeapon()
  3065. end
  3066. ATTACK = false
  3067. end
  3068.  
  3069. --//=================================\\
  3070. --\\=================================//
  3071. CurrentTarget = ""
  3072. CurrentTargetObject = nil
  3073.  
  3074. local CanMove1 = true
  3075. local CanMove2 = true
  3076. local CanMove3 = true
  3077. local CanMove4 = true
  3078. local CanMoves = true
  3079. local CanCombo = true
  3080.  
  3081. function DoTarget()
  3082.  
  3083. for i,v in pairs(workspace:children()) do
  3084. if v:FindFirstChild("Torso") and v:FindFirstChild("Humanoid") and v.Humanoid.Health ~= 0 and v ~= Character then
  3085.  
  3086. ComputeMagnitude = (v.Torso.Position - Torso.Position).magnitude
  3087. if CurrentTarget == "" and not tauntin then
  3088.  
  3089. end
  3090. CurrentTarget = v.Name
  3091. CurrentTargetObject = v
  3092. if ComputeMagnitude > 40 * Player_Size then
  3093.  
  3094. CurrentTarget = ""
  3095. CurrentTargetObject = nil
  3096. if not tauntin then
  3097. Character.Move.TextLabel.Text = "[ Seeking for Players ]"
  3098.  
  3099. end
  3100.  
  3101. end
  3102.  
  3103. end
  3104. end
  3105. end
  3106.  
  3107. function ChooseRandomMove()
  3108.  
  3109. repeat Swait() until CanMoves
  3110.  
  3111.  
  3112. if CurrentTarget == "" then
  3113. repeat Swait(30) until not ATTACK
  3114. MasterPositionTarget = LeftArm.Position
  3115. if Bombs ~= 3 then
  3116. EAbility()
  3117. end
  3118.  
  3119. end
  3120. if Bombs ~= 0 and CurrentTarget ~= "" then
  3121. repeat Swait() until not ATTACK
  3122. ExplodeBombs = true
  3123. EAbility()
  3124.  
  3125. end
  3126.  
  3127. if CurrentTarget ~= "" and CurrentTargetObject then
  3128.  
  3129. if Bombs == 0 then
  3130.  
  3131. local Attacks = 5
  3132. local RandomMove = math.random(1, Attacks)
  3133.  
  3134. if RandomMove == 1 then
  3135. if not CanMove1 then
  3136. ChooseRandomMove()
  3137. else
  3138. repeat Swait() until not ATTACK
  3139. CanMove1 = false
  3140. HOLD = true
  3141.  
  3142.  
  3143. coroutine.resume(coroutine.create(function()
  3144. wait(3)
  3145.  
  3146. HOLD = false
  3147.  
  3148. end))
  3149.  
  3150. coroutine.resume(coroutine.create(function()
  3151. repeat Swait() if CurrentTargetObject then MasterPositionTarget = CurrentTargetObject.Torso.Position end until not HOLD
  3152.  
  3153. end))
  3154. coroutine.resume(coroutine.create(function()
  3155. repeat Swait() if not CurrentTargetObject then HOLD = false end until not HOLD
  3156.  
  3157. end))
  3158. ----Character.Move.TextLabel.Text = "Charging Fireball..."
  3159. Move1()
  3160.  
  3161. ---Character.Move.TextLabel.Text = "Fireball!"
  3162. coroutine.resume(coroutine.create(function()
  3163. Swait(200)
  3164. CanMove1 = true
  3165.  
  3166. end))
  3167. end
  3168. end
  3169. if RandomMove == 2 and CanMove2 then
  3170. repeat Swait() until not ATTACK
  3171. CanMove2 = false
  3172. --- Character.Move.TextLabel.Text = "Constant Slashes!"
  3173. Move2()
  3174. coroutine.resume(coroutine.create(function()
  3175. Swait(100)
  3176. CanMove2 = true
  3177.  
  3178. end))
  3179.  
  3180. elseif RandomMove == 2 and not CanMove2 then
  3181. ChooseRandomMove()
  3182. end
  3183.  
  3184. if RandomMove == 3 and CanMove3 then
  3185. repeat Swait() until not ATTACK
  3186. CanMove3 = false
  3187. MasterPositionTarget = RootPart
  3188.  
  3189. Move3()
  3190. coroutine.resume(coroutine.create(function()
  3191. Swait(50)
  3192. CanMove3 = true
  3193.  
  3194. end))
  3195. elseif RandomMove == 3 and not CanMove3 then
  3196. ChooseRandomMove()
  3197. end
  3198. if RandomMove == 4 and CanMove4 then
  3199. repeat Swait() until not ATTACK
  3200. CanMove4 = false
  3201.  
  3202. ---Character.Move.TextLabel.Text = "Fiery ambush!"
  3203. Move4()
  3204.  
  3205. coroutine.resume(coroutine.create(function()
  3206. Swait(100)
  3207. CanMove4 = true
  3208.  
  3209. end))
  3210.  
  3211. elseif RandomMove == 4 and not CanMove4 then
  3212. ChooseRandomMove()
  3213. end
  3214. if RandomMove == 5 then
  3215. repeat Swait() until not ATTACK
  3216. DoCombo()
  3217. end
  3218. end
  3219.  
  3220. end
  3221.  
  3222. end
  3223.  
  3224. function DoCombo()
  3225. if CurrentTarget ~= "" then
  3226. CanCombo = false
  3227.  
  3228. repeat Swait() until ComputeMagnitude < 10
  3229. repeat Swait() until not ATTACK
  3230.  
  3231. Attack1()
  3232. Attack2()
  3233. Attack3()
  3234. Attack4()
  3235.  
  3236. coroutine.resume(coroutine.create(function()
  3237. wait(3)
  3238. CanCombo = true
  3239.  
  3240. end))
  3241.  
  3242. end
  3243. end
  3244.  
  3245. coroutine.resume(coroutine.create(function()
  3246. for i = 1,math.huge do
  3247. Swait()
  3248. DoTarget()
  3249. end
  3250. end))
  3251.  
  3252. coroutine.resume(coroutine.create(function()
  3253. for i = 1,math.huge do
  3254. Swait(50)
  3255. if not ATTACK and CanMoves then
  3256. ChooseRandomMove()
  3257. end
  3258. end
  3259. end))
  3260.  
  3261. coroutine.resume(coroutine.create(function()
  3262. for i = 1, math.huge do
  3263. Swait()
  3264.  
  3265. if CurrentTargetObject then
  3266. if CurrentTargetObject.Humanoid.Health == 0 then
  3267. --- script.Parent.Move.TextLabel.Text = "Looks like we got a toasted " .. CurrentTarget .. " today..."
  3268. CurrentTarget = ""
  3269. CurrentTargetObject = nil
  3270.  
  3271. Taunt()
  3272.  
  3273. end
  3274.  
  3275.  
  3276. end
  3277.  
  3278. end
  3279. end))
  3280.  
  3281.  
  3282. --//=================================\\
  3283. --|| WRAP THE WHOLE SCRIPT UP
  3284. --\\=================================//
  3285.  
  3286. while true do
  3287. Swait()
  3288.  
  3289. if Humanoid.Health == 0 then
  3290. script.Disabled = true
  3291. end
  3292.  
  3293.  
  3294. if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
  3295. HitboxPart.Name = "NilHitbox"
  3296. else
  3297. HitboxPart.Name = "Hitbox"
  3298. end
  3299. if Enable_Gui == true then
  3300. UpdateGUI()
  3301. end
  3302. UpdateSkillsAndStuff()
  3303. if Walkspeed_Depends_On_Movement_Value == true then
  3304. if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
  3305. Humanoid.WalkSpeed = 0
  3306. else
  3307. Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
  3308. end
  3309. end
  3310. if Enable_Stun == true and StunValue.Value >= Max_Stun then
  3311. StunValue.Value = 0
  3312. Stun.Value = true
  3313. end
  3314. if Enable_Stagger_Hit == true then
  3315. if StaggerHit.Value == true and STAGGERHITANIM == false then
  3316. coroutine.resume(coroutine.create(function()
  3317. STAGGERHITANIM = true
  3318. while ATTACK == true do
  3319. Swait()
  3320. end
  3321. StaggerHitAnimation()
  3322. StaggerHit.Value = false
  3323. STAGGERHITANIM = false
  3324. end))
  3325. end
  3326. else
  3327. StaggerHit.Value = false
  3328. end
  3329. if Enable_Stagger == true then
  3330. if Stagger.Value == true and STAGGERANIM == false then
  3331. coroutine.resume(coroutine.create(function()
  3332. STAGGERANIM = true
  3333. while ATTACK == true do
  3334. Swait()
  3335. end
  3336. StaggerAnimation()
  3337. Stagger.Value = false
  3338. STAGGERANIM = false
  3339. end))
  3340. end
  3341. else
  3342. Stagger.Value = false
  3343. end
  3344. if Enable_Stun == true then
  3345. if Stun.Value == true and STUNANIM == false then
  3346. coroutine.resume(coroutine.create(function()
  3347. StunValue.Value = 0
  3348. STUNANIM = true
  3349. while ATTACK == true do
  3350. Swait()
  3351. end
  3352. StunAnimation()
  3353. Stun.Value = false
  3354. STUNANIM = false
  3355. end))
  3356. end
  3357. else
  3358. StunValue.Value = 0
  3359. Stun.Value = false
  3360. end
  3361. if DONUMBER >= .5 then
  3362. HANDIDLE = true
  3363. elseif DONUMBER <= 0 then
  3364. HANDIDLE = false
  3365. end
  3366. if HANDIDLE == false then
  3367. DONUMBER = DONUMBER + 0.003 / Animation_Speed
  3368. else
  3369. DONUMBER = DONUMBER - 0.003 / Animation_Speed
  3370. end
  3371. if ATTACK == false then
  3372. IDLENUMBER = IDLENUMBER + 1
  3373. else
  3374. IDLENUMBER = 0
  3375. end
  3376. if Enable_Stats == true then
  3377. for _, v in pairs (ChangeStat:GetChildren()) do
  3378. if v:FindFirstChild("Duration") ~= nil then
  3379. v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
  3380. if v:FindFirstChild("Duration").Value <= 0 then
  3381. v.Parent = nil
  3382. end
  3383. end
  3384. if v.Name == "ChangeDefense" then
  3385. CHANGEDEFENSE = CHANGEDEFENSE + v.Value
  3386. elseif v.Name == "ChangeDamage" then
  3387. CHANGEDAMAGE = CHANGEDAMAGE + v.Value
  3388. elseif v.Name == "ChangeMovement" then
  3389. CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
  3390. end
  3391. end
  3392. Defense.Value = 1 + (CHANGEDEFENSE)
  3393. if Defense.Value <= 0.01 then
  3394. Defense.Value = 0.01
  3395. end
  3396. Damage.Value = 1 + (CHANGEDAMAGE)
  3397. if Damage.Value <= 0 then
  3398. Damage.Value = 0
  3399. end
  3400. Movement.Value = 1 + (CHANGEMOVEMENT)
  3401. if Movement.Value <= 0 then
  3402. Movement.Value = 0
  3403. end
  3404. CHANGEDEFENSE = 0
  3405. CHANGEDAMAGE = 0
  3406. CHANGEMOVEMENT = 0
  3407. end
  3408. SINE = SINE + CHANGE
  3409. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  3410. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  3411. local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
  3412. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
  3413. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  3414. if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then
  3415. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3416. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3417. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3418. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3419. if Player_Size > 3 then
  3420. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, RightLeg, 1, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3421. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, LeftLeg, 1, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3422. end
  3423. elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then
  3424. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3425. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3426. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3427. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3428.  
  3429. end
  3430. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  3431. ANIM = "Jump"
  3432. if EQUIPPED == true and ATTACK == false then
  3433. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3434. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3435. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3436. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3437. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3438. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3439. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3440. end
  3441. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  3442. ANIM = "Fall"
  3443. if EQUIPPED == true and ATTACK == false then
  3444. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3445. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3446. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3447. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3448. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3449. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3450. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3451. end
  3452. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  3453. ANIM = "Idle"
  3454. if EQUIPPED == true and ATTACK == false then
  3455. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
  3456. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
  3457. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3458. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3459. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
  3460. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
  3461. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
  3462. end
  3463. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  3464. ANIM = "Walk"
  3465. WALK = WALK + 1 / Animation_Speed
  3466. if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
  3467. WALK = 0
  3468. if WALKINGANIM == true then
  3469. WALKINGANIM = false
  3470. elseif WALKINGANIM == false then
  3471. WALKINGANIM = true
  3472. end
  3473. end
  3474. if EQUIPPED == true and ATTACK == false then
  3475. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3476. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3477. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * RIGHTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3478. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(-2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3479. RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3480. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3481. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3482. end
  3483. end
  3484.  
  3485. end
  3486. while true do
  3487. wait(5)
  3488. ChooseRandomMove()
  3489. end
  3490.  
  3491. --//=================================\\
  3492. --\\=================================//
  3493.  
  3494.  
  3495.  
  3496.  
  3497.  
  3498. --//====================================================\\--
  3499. --|| END OF SCRIPT
  3500. --\\====================================================//--
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