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- --- shortcuts
- v3 = Vector3.new
- cn = CFrame.new
- ca2 = CFrame.Angles
- mf = math.floor
- mran = math.random rn=mran
- mrad = math.rad rd=mrad
- mdeg = math.deg dg=mdeg
- ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
- mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end
- ud=UDim2.new
- bn = BrickColor.new
- c3 = Color3.new
- -----
- Player = game:service'Players'.LocalPlayer
- Char = Player.Character
- Torso = Char.Torso
- Head = Char.Head
- Humanoid = Char.Humanoid
- Root=Char.HumanoidRootPart.RootJoint
- LA=Char['Left Arm']
- RA=Char['Right Arm']
- LL=Char['Left Leg']
- RL=Char['Right Leg']
- LAM=Torso['Left Shoulder']
- RAM=Torso['Right Shoulder']
- LLM=Torso['Left Hip']
- RLM=Torso['Right Hip']
- Neck=Torso.Neck
- Neck.C0=cn(0,1.5,0)
- Neck.C1=cn(0,0,0)
- name='Axe'
- pcall(function() Player.Backpack[name]:Remove() end)
- pcall(function() Char[name]:Remove() end)
- pcall(function() Char.Block:Remove() end)
- pcall(function() Root.Parent.BodyGyro:Destroy() end)
- pcall(function() game:GetService("Lighting").Outlines=false end)
- as={}
- so={'metal','Block','Slash','Slash2','Hit','Kick','Hit2','Smash','SwordSlash','Hit3','Slash4','FireSlash','CounterHelix','FireSound','Chop1'}
- as.corner='11294911'
- as.cone='1033714'
- as.ring="3270017"
- as.Chakram='47260990'
- as.ring2='18430887'
- as.blast='20329976'
- as.missile='10207677'
- as.fire='2693346'
- as.Cloud='1095708'
- as.boom='3264793'
- as.abscond='2767090'
- as.firelaser='13775494'
- as.diamond='9756362'
- as.metal='rbxasset://sounds\\unsheath.wav'
- as.Block = 'rbxasset://sounds\\metal.ogg'
- as.SwordSlash = 'rbxasset://sounds//swordslash.wav'
- as.Slash = '10209645'
- as.Slash2 = '46760716'
- as.Slash4 = '109362710'
- as.Hit='10209583'
- as.Hit2='10209590'
- as.Kick='46153268'
- as.cast='2101137'
- as.Smash='2692806'
- as.Hit3='2801263'
- as.FireSlash='159218913'
- as.CounterHelix='160069154'
- as.FireSound='31760113'
- as.Crack='49173398'
- as.Chop1='159798328'
- for i,v in pairs(as) do
- if type(tonumber(v:sub(1,3)))=="number" then
- as[i]="http://www.roblox.com/asset/?id="..v
- game:GetService("ContentProvider"):Preload(as[i])
- end
- end
- iNew=function(tab)
- local v=Instance.new(tab[1])
- for Ind,Val in pairs(tab) do
- if Ind~=1 and Ind~=2 then
- v[Ind] = Val
- end
- end
- v.Parent=tab[2]==0 and LastMade or tab[2]
- LastMade=v
- return v
- end
- iPart=function(tab)
- local v=Instance.new(tab.type or 'Part')
- if tab.type~='CornerWedgePart' then v.formFactor='Custom' end
- v.CanCollide=false
- v.TopSurface=0 v.BottomSurface=0
- v.Size=v3(tab[2],tab[3],tab[4])
- if tab.co then v.BrickColor=bn(tab.co) end
- if tab.tr then v.Transparency=tab.tr end
- if tab.rf then v.Reflectance=tab.rf end
- if tab.cf then v.CFrame=tab.cf end
- if tab.an then v.Anchored=tab.an end
- v.Parent=tab[1]
- LastMade=v
- return v
- end
- Block=iNew{'NumberValue',Char,Name='Block',Value=0}
- Gyro=iNew{"BodyGyro",Root.Parent,D=50,P=1500}
- Root.C0=cn(0,0,0)
- Root.C1=cn(0,0,0)
- pcall(function() Torso.LAW:Remove() Torso.RAW:Remove() Torso.LLW:Remove() Torso.RLW:Remove() end)
- LAW=iNew{'Weld',Torso,Name='LAW',Part0=Torso,C0=cn(-1.5,0.5,0),C1=cn(0,0.5,0)}
- RAW=iNew{'Weld',Torso,Name='RAW',Part0=Torso,C0=cn( 1.5,0.5,0),C1=cn(0,0.5,0)}
- LLW=iNew{'Weld',Torso,Name='LLW',Part0=Torso,C0=cn(-0.5, -1,0),C1=cn(0, 1,0)}
- RLW=iNew{'Weld',Torso,Name='RLW',Part0=Torso,C0=cn( 0.5, -1,0),C1=cn(0, 1,0)}
- function Arms(on)
- LAM.Parent=Torso LAM.Part0=Torso
- RAM.Parent=Torso RAM.Part0=Torso
- LAM.Part1=on and nil or LA
- RAM.Part1=on and nil or RA
- LAW.Part1=on and LA or nil
- RAW.Part1=on and RA or nil
- end
- function Legs(on)
- LLM.Parent=Torso LLM.Part0=Torso
- RLM.Parent=Torso RLM.Part0=Torso
- LLM.Part1=on and nil or LL
- RLM.Part1=on and nil or RL
- LLW.Part1=on and LL or nil
- RLW.Part1=on and RL or nil
- end
- function GetWeld(weld)
- if not weld:findFirstChild("Angle") then
- local a = Instance.new("Vector3Value", weld)
- a.Name = "Angle"
- local x,y,z=weld.C0:toEulerAnglesXYZ()
- a.Value=v3(mdeg(x),mdeg(y),mdeg(z))
- end
- return weld.C0.p,weld.Angle.Value
- end
- function ClearWeld(weld)
- if weld:findFirstChild'Angle' then
- weld.Angle:Remove()
- end
- end
- function SetWeld(weld,CC,i, loops, origpos,origangle, nextpos,nextangle,smooth)
- local CO='C'..CC
- smooth = smooth or 1
- if not weld:findFirstChild("Angle") then
- local a = Instance.new("Vector3Value", weld)
- a.Name = "Angle"
- local x,y,z=weld.C0:toEulerAnglesXYZ()
- a.Value=v3(mdeg(x),mdeg(y),mdeg(z))
- end
- local perc
- if smooth == 1 then
- perc = math.sin((math.pi/2)/loops*i)
- else
- perc = i/loops
- end
- local tox,toy,toz = 0,0,0
- if origangle.x > nextangle.x then
- tox = -math.abs(origangle.x - nextangle.x) *perc
- else
- tox = math.abs(origangle.x - nextangle.x) *perc
- end
- if origangle.y > nextangle.y then
- toy = -math.abs(origangle.y - nextangle.y) *perc
- else
- toy = math.abs(origangle.y - nextangle.y) *perc
- end
- if origangle.z > nextangle.z then
- toz = -math.abs(origangle.z - nextangle.z) *perc
- else
- toz = math.abs(origangle.z - nextangle.z) *perc
- end
- local tox2,toy2,toz2 = 0,0,0
- if origpos.x > nextpos.x then
- tox2 = -math.abs(origpos.x - nextpos.x) *perc
- else
- tox2 = math.abs(origpos.x - nextpos.x) *perc
- end
- if origpos.y > nextpos.y then
- toy2 = -math.abs(origpos.y - nextpos.y) *perc
- else
- toy2 = math.abs(origpos.y - nextpos.y) *perc
- end
- if origpos.z > nextpos.z then
- toz2 = -math.abs(origpos.z - nextpos.z) *perc
- else
- toz2 = math.abs(origpos.z - nextpos.z) *perc
- end
- weld.Angle.Value = Vector3.new(origangle.x + tox,origangle.y + toy,origangle.z + toz)
- weld[CO] = CFrame.new(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz)
- end
- -- Antiboomz0r's functions -----------------------------------------------------------------
- TrailOn = false
- local ppart = iPart{nil,0.2,0.2,0.2}
- ppart.Material = "SmoothPlastic"
- ppart.TopSurface = "SmoothNoOutlines"
- ppart.BottomSurface = "SmoothNoOutlines"
- ppart.RightSurface = "SmoothNoOutlines"
- ppart.LeftSurface = "SmoothNoOutlines"
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z,
- right.x, top.x, back.x,
- right.y, top.y, back.y,
- right.z, top.z, back.z)
- end
- function Triangle(a, b, c)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b-a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- print("unreachable")
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = iNew{
- "WedgePart",
- Pack,
- FormFactor="Custom",
- BrickColor=ppart.BrickColor,
- Transparency=ppart.Transparency,
- Reflectance=ppart.Reflectance,
- Material=ppart.Material,
- CanCollide=ppart.CanCollide
- }
- local sz = v3(0.2, width, len1)
- w1.Size = sz
- local sp = iNew{"SpecialMesh",w1,MeshType="Wedge",Scale=v3(0,1,1)*sz/w1.Size}
- w1:BreakJoints()
- w1.Anchored = true
- w1.Transparency = 0.7
- Spawn(function()
- for i=0,1,0.1 do
- wait()
- w1.Transparency=w1.Transparency+0.03
- end
- end)
- w1.CFrame = maincf*ca2(math.pi,0,math.pi/2)*cn(0,width/2,len1/2)
- table.insert(list,w1)
- end
- if len2 > 0.01 then
- local w2 = iNew{
- "WedgePart",
- Pack,
- FormFactor="Custom",
- BrickColor=ppart.BrickColor,
- Transparency=ppart.Transparency,
- Reflectance=ppart.Reflectance,
- Material=ppart.Material,
- CanCollide=ppart.CanCollide
- }
- local sz = v3(0.2, width, len2)
- w2.Size = sz
- local sp = iNew{"SpecialMesh",w2,MeshType="Wedge",Scale=v3(0,1,1)*sz/w2.Size}
- w2:BreakJoints()
- w2.Anchored = true
- w2.Transparency = 0.7
- Spawn(function()
- for i=0,1,0.1 do
- wait()
- w2.Transparency=w2.Transparency+0.03
- end
- end)
- w2.CFrame = maincf*ca2(math.pi,math.pi,-math.pi/2)*cn(0,width/2,-len1 - len2/2)
- table.insert(list,w2)
- end
- return unpack(list)
- end
- -- Antiboomz0r's functions -----------------------------------------------------------------
- LoopFunctions={}
- function DoLoop(times,func)
- LoopFunctions[#LoopFunctions+1]={times,0,func}
- end
- function PlaySound(sound,pitch,volume)
- local S0und = tostring(sound)
- so[S0und].Pitch=pitch
- so[S0und].Volume=volume
- so[S0und]:Play()
- return S0und
- end
- function Raycast(Pos,Dir,Ign)
- return workspace:FindPartOnRay(Ray.new(Pos,Dir.unit*300),Ign)
- end
- function FindGround(cf,ig)
- local ax,ay,az = cf:toEulerAnglesXYZ()
- local bhit,bpos=Raycast(cf.p,cf.p-(cf.p+v3(0,200,0)),ig)
- if bhit and bpos then
- return bhit,cn(bpos)*ca(ax,ay,az)
- end
- end
- function AddBV(str,cfr,par,debt)
- if not par then return end
- if par:findFirstChild'LibBV' then
- par.LibBV:Remove()
- end
- BodyVelocity = iNew{'BodyVelocity',par,velocity=cfr.lookVector*str,maxForce=v3(1,1,1)/0,Name='LibBV'}
- game:GetService("Debris"):AddItem(BodyVelocity,debt)
- end
- function AddBG(str,par,debt)
- if not par then return end
- if par:findFirstChild'LibBG' then
- par.LibBG:Remove()
- end
- BodyGyro=iNew{'BodyGyro',par,maxTorque=v3(1,1,1)/0,P=100000,cframe=str,Name='LibBG'}
- game:GetService("Debris"):AddItem(BodyGyro,debt)
- end
- function MakeCrack(pos,sc,tim,par,ig)
- Spawn(function()
- if not tim then
- tim = 5
- end
- local bhit,bpos=Raycast(pos,pos-(pos + v3(0,10,0)),ig)
- if bhit and bpos then
- local Crack = iPart{par or workspace,sc,0.2,sc,ca=false,an=true,tr=1,co=bhit.BrickColor.Name} Crack.CFrame=cn(bpos)*ca(0,rn(-360,360),0)
- local Image = iNew({"Decal",Crack,Face="Top",Texture=as.Crack}) game:GetService("Debris"):AddItem(Crack,tim)
- end
- end)
- end
- function MeshEffect(par,cf,x,y,z,inc,col,sha,adj)
- local adj = adj or cn(0,0,0)
- local mp=iPart{par,1,1,1,co=col,tr=0.3,ca=false,an=true} mp.CFrame=cf mp.Name="unray"
- local ms
- if sha:sub(1,4)=='http' then
- ms=iNew{'SpecialMesh',mp,MeshId=sha}
- elseif sha=='Block' then
- ms=iNew{'BlockMesh',mp}
- elseif sha=='Cylinder' then
- ms=iNew{'CylinderMesh',mp}
- elseif sha=='Head' or sha=='Sphere' then
- ms=iNew{'SpecialMesh',mp,MeshType=sha}
- end
- Spawn(function()
- for i=0,1,inc do
- mp.Transparency=0.2+(0.7*i)
- mp.CFrame=mp.CFrame*adj
- ms.Scale=v3(x,y,z)*(0.3+(0.7*i))
- wait(0)
- end
- mp:Destroy()
- end)
- end
- Dmg=false
- Dmgv={17,23}
- SpikeDmg=false
- HitDebounce={}
- Multiplier = 1
- Damage=function(Hum,Mult,Sound)
- if not Hum.Parent:findFirstChild'Torso' then return end
- local HName=Hum.Parent.Name
- if HitDebounce[HName] and HitDebounce[HName]>tick() then return end
- HitDebounce[HName]=tick()+0.3
- local Mult=Mult or 1
- local Dealt=mran(Dmgv[1],Dmgv[2])*Mult
- local col=''
- if Hum.Parent:findFirstChild'Block' and Hum.Parent.Block.Value>0 then
- Hum.Parent.Block.Value=Hum.Parent.Block.Value-1
- col='Bright blue'
- if Sound then
- PlaySound("Block",1,1)
- PlaySound("Hit3",0.8,0.4)
- end
- else
- Hum:TakeDamage(Dealt)
- col='Bright red'
- if Sound then
- PlaySound("Hit3",0.8,0.4)
- end
- if Anim == "HEAD SMASH!" and Hum.Parent:FindFirstChild("Head") then
- for i=1,mran(5,9) do
- local blood = iPart{workspace,0.5,0.5,0.5,co="Bright red"} blood.CanCollide=true
- game:GetService("Debris"):AddItem(blood,2)
- blood.CFrame = Hum.Parent.Head.CFrame
- blood.Velocity = v3(rn(-2,2),rn(-2,2),rn(-2,2))
- blood.RotVelocity = v3(rn(-2,2),rn(-2,2),rn(-2,2))
- end
- end
- end
- local DoH=iNew{'Model',Pack,Name=col=='Bright blue' and 'Block' or Dealt}
- iNew{'Humanoid',DoH,MaxHealth=0,Health=0,Name=''}
- local Doh=iPart{DoH,1,0.2,1,co=col,an=true}
- Doh.Name='Head'
- iNew{'BlockMesh',Doh}
- local dofs=Hum.Parent.Torso.CFrame*cn(mran2(-1.5,1.5),2.5,mran2(-1,1))
- Doh.CFrame=dofs
- game:GetService("Debris"):AddItem(Doh,1)
- end
- -- Weapon
- len=8
- c={"Dark stone grey","Brown","Medium stone grey","Brick yellow","Reddish brown","Really black"}
- Pack=iNew{'Model',Char,Name=name}
- Axe = iPart{Pack,0.35,len,0.35,co=c[2]} Axe.Material="Wood"
- wAxe = iNew{"Weld",Pack,Part0=LA,Part1=Axe,C0=cn(0,-1,0)*ca(-90,0,0)}
- Top = iPart{Pack,0.4,1.1,0.4,co=c[1]}
- iNew{"Weld",Pack,Part0=Axe,Part1=Top,C0=cn(0,len/2-0.8,0)*ca(0,90,0)}
- AxeHitBox = iPart{Pack,1,4,4,tr=1}
- iNew{"Weld",Pack,Part0=Top,Part1=AxeHitBox,C0=ca(0,90,0)}
- Bottom = iPart{Pack,0.36,1.1,0.36,co=c[1]}
- iNew{"Weld",Pack,Part0=Axe,Part1=Bottom,C0=cn(0,-len/2+0.45,0)}
- Part = iPart{Pack,0.2,0.2,0.2,co=c[2]} Part.Material="Wood"
- iNew{"Weld",Pack,Part0=Bottom,Part1=Part,C0=cn(0,-0.65,0)}
- Ring = iPart{Pack,1,1,1,co=c[1]}
- iNew{"Weld",Pack,Part0=Part,Part1=Ring,C0=cn(0,-0.4,0)*ca(0,90,0)}
- iNew{"SpecialMesh",Ring,MeshId=as.ring,Scale=v3(0.6,0.6,1.3)}
- RingHitBox = iPart{Pack,2,2,1,tr=1}
- iNew{"Weld",Pack,Part0=Ring,Part1=RingHitBox}
- Grip = iPart{Pack,0.37,1.2,0.37,co=c[4]} Grip.Material="Fabric"
- iNew{"Weld",Pack,Part0=Axe,Part1=Grip,C0=cn(0,0.5,0)}
- for i=-1,1,2 do
- gp = iPart{Pack,0.42,1,0.42,co=c[6]} Grip.Material="Plastic"
- iNew{"Weld",Pack,Part0=Grip,Part1=gp,C0=cn(0,0.6*i,0)}
- iNew{"BlockMesh",gp,Scale=v3(1,0.05,1)}
- end
- Grip = iPart{Pack,0.37,1.2,0.37,co=c[4]} Grip.Material="Fabric"
- iNew{"Weld",Pack,Part0=Axe,Part1=Grip,C0=cn(0,-2.5,0)}
- for i=-1,1,2 do
- gp = iPart{Pack,0.42,1,0.42,co=c[6]} Grip.Material="Plastic"
- iNew{"Weld",Pack,Part0=Grip,Part1=gp,C0=cn(0,0.6*i,0)}
- iNew{"BlockMesh",gp,Scale=v3(1,0.05,1)}
- end
- for i=-1,1,2 do
- p1 = iPart{Pack,0.6,0.9,0.2,co=c[1]}
- iNew{"Weld",Pack,Part0=Top,Part1=p1,C0=cn(-0.4*i,0,0)}
- p2 = iPart{Pack,0.7,2.25,0.2,co=c[1]}
- iNew{"Weld",Pack,Part0=p1,Part1=p2,C0=cn(-0.65*i,0,0)}
- p3 = iPart{Pack,0.35,0.9,0.2,co=c[1]}
- iNew{"Weld",Pack,Part0=p2,Part1=p3,C0=cn(-0.525*i,0,0)}
- b = iPart{Pack,1,1,0.9,co=c[3]}
- iNew{"Weld",Pack,Part0=p3,Part1=b,C0=cn(-0.2*i,0,0)*ca(90,0,0)*ca(0,0,90)}
- iNew{"BlockMesh",b,Scale=v3(0.1,0.05,1)}
- p4 = iPart{Pack,0.2,0.675,0.35,co=c[1]}
- iNew{"Weld",Pack,Part0=p3,Part1=p4,C0=cn(0,0.7875,0)*ca(0,90*i,0)}
- iNew{"SpecialMesh",p4,MeshType="Wedge"}
- b = iPart{Pack,1,1,(0.675^2+0.35^2)^0.5,co=c[3]}
- iNew{"Weld",Pack,Part0=p4,Part1=b,C0=ca2(-math.atan(0.675/0.35),0,0)*cn(0,0.025,0)}
- iNew{"BlockMesh",b,Scale=v3(0.1,0.05,1)}
- p5 = iPart{Pack,0.2,0.675,0.35,co=c[1]}
- iNew{"Weld",Pack,Part0=p3,Part1=p5,C0=cn(0,-0.7875,0)*ca(180,90*i,0)}
- iNew{"SpecialMesh",p5,MeshType="Wedge"}
- b = iPart{Pack,1,1,(0.675^2+0.35^2)^0.5,co=c[3]}
- iNew{"Weld",Pack,Part0=p5,Part1=b,C0=ca2(-math.atan(0.675/0.35),0,0)*cn(0,0.025,0)}
- iNew{"BlockMesh",b,Scale=v3(0.1,0.05,1)}
- p6 = iPart{Pack,0.2,0.8,0.7,co=c[1]} --
- iNew{"Weld",Pack,Part0=p2,Part1=p6,C0=cn(0,1.525,0)*ca(0,90*i,0)}
- iNew{"SpecialMesh",p6,MeshType="Wedge"}
- b = iPart{Pack,1,1,(0.8^2+0.7^2)^0.5,co=c[3]}
- iNew{"Weld",Pack,Part0=p6,Part1=b,C0=ca2(-math.atan(0.8/0.7),0,0)*cn(0,0.025,0)}
- iNew{"BlockMesh",b,Scale=v3(0.1,0.05,1)}
- p7 = iPart{Pack,0.2,0.8,0.7,co=c[1]}
- iNew{"Weld",Pack,Part0=p2,Part1=p7,C0=cn(0,-1.525,0)*ca(180,90*i,0)}
- iNew{"SpecialMesh",p7,MeshType="Wedge"}
- b = iPart{Pack,1,1,(0.8^2+0.7^2)^0.5,co=c[3]}
- iNew{"Weld",Pack,Part0=p7,Part1=b,C0=ca2(-math.atan(0.8/0.7),0,0)*cn(0,0.025,0)}
- iNew{"BlockMesh",b,Scale=v3(0.1,0.05,1)}
- p8 = iPart{Pack,0.2,0.675,0.6,co=c[1]}
- iNew{"Weld",Pack,Part0=p1,Part1=p8,C0=cn(0,0.7875,0)*ca(0,-90*i,0)}
- iNew{"SpecialMesh",p8,MeshType="Wedge"}
- p9 = iPart{Pack,0.2,0.675,0.6,co=c[1]}
- iNew{"Weld",Pack,Part0=p1,Part1=p9,C0=cn(0,-0.7875,0)*ca(180,-90*i,0)}
- iNew{"SpecialMesh",p9,MeshType="Wedge"}
- end
- for i,v in pairs(Pack:GetChildren()) do if v:IsA("BasePart") then v.CanCollide=false v.Name="Ignore" end end
- function Touched(hit)
- if not Dmg and not SpikeDmg then return end
- if hit.Parent==Char then return end
- if not hit.Parent then return end
- if hit.Parent:findFirstChild'Humanoid' then
- local Hum=hit.Parent.Humanoid
- Damage(Hum,Multiplier,true)
- local HMT=Hum.Parent:findFirstChild'Torso'
- if HMT then
- if Anim~="SPIKEZ" then
- AddBV(20,cn(Torso.Position,HMT.Position),HMT,0.15)
- end
- end
- end
- end
- AxeHitBox.Touched:connect(Touched)
- for i,v in pairs(Torso:children()) do
- if v:IsA'Sound' then
- v:Destroy()
- end
- end
- for i,n in pairs(so) do
- local v=iNew{'Sound',Torso,Volume=1,Pitch=1,Looped=false,Name=v,SoundId=as[n]}
- so[n]=v
- end
- function ReturnPose()
- RePose()
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,PoseLA,PoseLA2,1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,PoseRA,PoseRA2,1)
- SetWeld(LLW,0,i,ASpeed,wLL,wLL2,PoseLL,PoseLL2,1)
- SetWeld(RLW,0,i,ASpeed,wRL,wRL2,PoseRL,PoseRL2,1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,PoseRT2,1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,PoseNE,PoseNE2,1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,PoseAX,PoseAX2,1)
- wait(0)
- end
- end
- function RePose()
- local a,b=GetWeld(LAW)
- local c,d=GetWeld(RAW)
- local e,f=GetWeld(LLW)
- local g,h=GetWeld(RLW)
- local i,j=GetWeld(wAxe)
- local k,l=GetWeld(Root)
- local m,n=GetWeld(Neck)
- wLA=a wLA2=b
- wRA=c wRA2=d
- wLL=e wLL2=f
- wRL=g wRL2=h
- wAX=i wAX2=j
- wRT=k wRT2=l
- wNE=m wNE2=n
- end
- Mouse = Player:GetMouse()
- keys={}
- Combo = 0
- ComboTime = 20
- Mouse.Button1Down:connect(function()
- if Anim == "" or string.find(Anim,"Combo") then
- local function Break()
- Combo=-0.5
- Humanoid.WalkSpeed = 16
- ReturnPose()
- Anim=""
- Combo=0
- end
- if Combo == 0 then
- Combo = 0.5
- Anim = "Combo1"
- wait(0.1)
- RePose()
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,v3(-1.5,0.5,0),v3(75,-90+190,0),1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,v3(1.4,0.5,0),v3(100,-90+90,-25),1)
- SetWeld(LLW,0,i,ASpeed,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-10),1)
- SetWeld(RLW,0,i,ASpeed,wRL,wRL2,v3(0.5,-1,0),v3(0,0,10),1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,v3(0,0,0),v3(0,70,0),1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,v3(0,1.5,0),v3(0,20,0),1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,v3(0,-1,-2.5),v3(-90,0,0),1)
- wait(0)
- end
- Combo = 1
- DoLoop(ComboTime,function(i)
- if i==1 and Combo==1 then
- Break()
- end
- wait()
- end)
- elseif Combo == 1 then
- Combo = 1.5
- Anim="Combo2"
- wait(0.1)
- RePose()
- Dmg=true
- PlaySound("FireSlash",1,1)
- TrailOn = true
- for i=1,ASpeed/1.5 do
- SetWeld(LAW,0,i,ASpeed/1.5,wLA,wLA2,v3(-1.5,0.5,0),v3(75,-90+190,0),1)
- SetWeld(RAW,0,i,ASpeed/1.5,wRA,wRA2,v3(1.4,0.5,0),v3(100,-90+90,-25),1)
- SetWeld(LLW,0,i,ASpeed/1.5,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-10),1)
- SetWeld(RLW,0,i,ASpeed/1.5,wRL,wRL2,v3(0.5,-1,0),v3(0,0,10),1)
- SetWeld(Root,0,i,ASpeed/1.5,wRT,wRT2,v3(0,0,0),v3(0,-150,0),1)
- SetWeld(Neck,0,i,ASpeed/1.5,wNE,wNE2,v3(0,1.5,0),v3(0,30,0),1)
- SetWeld(wAxe,0,i,ASpeed/1.5,wAX,wAX2,v3(0,-1,-2.5),v3(-90,0,0),1)
- wait(0)
- end
- Dmg=false
- TrailOn = false
- Combo = 2
- DoLoop(ComboTime,function(i)
- if i==1 and Combo==2 then
- Break()
- end
- wait()
- end)
- end
- end
- end)
- Mouse.KeyDown:connect(function(key)
- keys[key]=true
- if keys["q"] then
- if Anim == "" and Combo==0 then
- Anim = "Frontal Ground Smash"
- wait(0.1)
- Legs(0)
- RePose()
- Humanoid.WalkSpeed = 2
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,v3(-1.2,0,0.2),v3(75,-90+60,20),1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,v3(1.5,0.5,-0.7),v3(120,-80+30,-25),1)
- SetWeld(LLW,0,i,ASpeed,wLL,wLL2,v3(-0.5,-1,0),v3(-20,0,-10),1)
- SetWeld(RLW,0,i,ASpeed,wRL,wRL2,v3(0.5,0,-1),v3(0,0,10),1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,v3(0,0,0),v3(20,0,0),1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,v3(0,1.5,0),v3(30,0,0),1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,PoseAX,v3(-90,45,0),1)
- wait(0)
- end
- wait(0.15)
- PlaySound("FireSlash",1.2,1)
- Dmg=true
- Multiplier = 2
- RePose()
- TrailOn = true
- for i=1,ASpeed/2 do
- SetWeld(LAW,0,i,ASpeed/2,wLA,wLA2,v3(-1.3,0.5,0.2),v3(-10,-90+80,0),1)
- SetWeld(RAW,0,i,ASpeed/2,wRA,wRA2,v3(1.5,0.5,-0.7),v3(40,-80+30,-40),1)
- SetWeld(LLW,0,i,ASpeed/2,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-10),1)
- SetWeld(RLW,0,i,ASpeed/2,wRL,wRL2,v3(0.5,-1,0),v3(0,0,10),1)
- SetWeld(Root,0,i,ASpeed/2,wRT,wRT2,v3(0,0,0),v3(0,0,0),1)
- SetWeld(Neck,0,i,ASpeed/2,wNE,wNE2,v3(0,1.5,0),v3(-15,8,0),1)
- SetWeld(wAxe,0,i,ASpeed/2,wAX,wAX2,PoseAX,v3(-90,0,0),1)
- wait(0)
- end
- PlaySound("Smash",0.35,1)
- Dmg=false
- Multiplier = 1
- TrailOn = false
- ReturnPose()
- Humanoid.WalkSpeed = 16
- Legs(Walking and nil or 0)
- Anim=""
- end
- elseif keys["e"] then
- if Anim == "" and Combo==0 then
- Anim = "Counter Helix"
- wait(0.1)
- RePose()
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,v3(-1.5,0.5,0),v3(75,-90+190,0),1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,v3(1.4,0.5,0),v3(100,-90+90,-25),1)
- SetWeld(LLW,0,i,ASpeed,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-10),1)
- SetWeld(RLW,0,i,ASpeed,wRL,wRL2,v3(0.5,-1,0),v3(0,0,10),1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,v3(0,0,0),v3(0,70,0),1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,v3(0,1.5,0),v3(0,20,0),1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,v3(0,-1,-2.5),v3(-90,0,0),1)
- wait(0)
- end
- PlaySound("CounterHelix",1,1)
- Dmg=true
- RePose()
- TrailOn = true
- Spawn(function()
- for i=1,ASpeed/1.5 do
- SetWeld(LAW,0,i,ASpeed/1.5,wLA,wLA2,v3(-1.5,0.5,0),v3(75,-90+190,0),1)
- SetWeld(RAW,0,i,ASpeed/1.5,wRA,wRA2,v3(1.4,0.5,0),v3(100,-90+90,-25),1)
- SetWeld(LLW,0,i,ASpeed/1.5,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-10),1)
- SetWeld(RLW,0,i,ASpeed/1.5,wRL,wRL2,v3(0.5,-1,0),v3(0,0,10),1)
- SetWeld(Neck,0,i,ASpeed/1.5,wNE,wNE2,v3(0,1.5,0),v3(0,30,0),1)
- SetWeld(wAxe,0,i,ASpeed/1.5,wAX,wAX2,v3(0,-1,-2.5),v3(-90,0,0),1)
- wait(0)
- end
- end)
- local lolrandom=rn(60,90)
- for i=1,ASpeed*2 do
- SetWeld(Root,0,i,ASpeed*2,wRT,wRT2,v3(0,0,0),v3(0,-360-lolrandom,0),1)
- wait()
- if i==(ASpeed*2) then
- ClearWeld(Root)
- for i=1,1 do
- SetWeld(Root,0,i,1,v3(0,0,0),v3(0,0,0),v3(0,0,0),v3(0,-lolrandom,0),1)
- end
- end
- end
- TrailOn = false
- Dmg=false
- ReturnPose()
- Legs(Walking and nil or 0)
- Anim=""
- end
- elseif keys["r"] then
- if Anim == "" and Combo == 0 then
- Anim = "Spike Upheaval"
- wait(0.1)
- RePose()
- Legs(0)
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,v3(-1.2,0.8,0),v3(180,-90+90,45),1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,v3(1.2,0.8,0),v3(180,-90+90,-45),1)
- SetWeld(LLW,0,i,ASpeed,wLL,wLL2,v3(-0.5,-1,0),v3(-30,0,-10),1)
- SetWeld(RLW,0,i,ASpeed,wRL,wRL2,v3(0.5,-1,0),v3(-30,0,10),1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,v3(0,0,0),v3(30,0,0),1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,v3(0,1,-0.5),v3(-60,0,0),1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,v3(0,-1,-2.5),v3(-90,45,0),1)
- wait(0)
- end
- wait(0.1)
- Dmg=true
- RePose()
- TrailOn = true
- for i=1,ASpeed/1.3 do
- SetWeld(LAW,0,i,ASpeed/1.3,wLA,wLA2,v3(-1.2,0.8,0),v3(30,-90+90,35),1)
- SetWeld(RAW,0,i,ASpeed/1.3,wRA,wRA2,v3(1.2,0.8,0),v3(30,-90+90,-35),1)
- SetWeld(LLW,0,i,ASpeed/1.3,wLL,wLL2,v3(-0.5,-1,0),v3(40,0,-10),1)
- SetWeld(RLW,0,i,ASpeed/1.3,wRL,wRL2,v3(0.5,-1,0),v3(40,0,10),1)
- SetWeld(Root,0,i,ASpeed/1.3,wRT,wRT2,v3(0,0,0),v3(-40,0,0),1)
- SetWeld(Neck,0,i,ASpeed/1.3,wNE,wNE2,v3(0,1.5,0),v3(20,0,0),1)
- SetWeld(wAxe,0,i,ASpeed/1.3,wAX,wAX2,v3(0,-1,-2.5),v3(-90,45,0),1)
- wait(0)
- end
- TrailOn = false
- Dmg=false
- Anim = "SPIKEZ"
- Spawn(function()
- local BHit,BPos=FindGround(cn(Top.CFrame.p),Char)
- if BHit then
- MeshEffect(Pack,BPos*cn(0,1,0),6,4,6,0.1,BHit.BrickColor.Name,as.blast,cn(0,0,0))
- end
- SpikeDmg=true
- local RootCF = Root.Parent.CFrame
- for i=1,7 do
- local Spike = iPart{nil,3,5,3,an=true,ca=true} Spike.Name="Spike"
- game:GetService("Debris"):AddItem(Spike,2)
- Spike.Touched:connect(Touched)
- local BHit,BPos=FindGround(RootCF*cn(0,0,-i*6.5),Char)
- if BHit then
- Spike.BrickColor=BHit.BrickColor
- MakeCrack(BPos.p+v3(0,10,0),6,2,Pack,Char)
- MeshEffect(Pack,cn(BPos.X,BPos.Y,BPos.Z),6,1,6,0.1,BHit.BrickColor.Name,"Sphere",cn(0,0,0))
- end
- iNew{"SpecialMesh",Spike,MeshId=as.cone,Scale=v3(1,8,1)}
- Spawn(function()
- local LOL3,LOL4=mran(-10,10),mran(-10,10)
- for x=-1,1,2 do
- local LOL,LOL2
- if x==-1 then LOL=1 LOL2=8 elseif x==1 then LOL=8 LOL2=1 end
- for i = LOL,LOL2,(x*-0.5) do
- if not BPos then break end
- if x==-1 and i==(LOL+1) then
- PlaySound("Hit3",0.8,0.2)
- end
- Spike.Parent=workspace
- Spike.CFrame = BPos*ca(LOL3,0,LOL4)*cn(0,-5.5+i,0)
- wait(0)
- end
- wait(0.7)
- end
- end)
- wait(0.07)
- end
- repeat wait(0.5) until not workspace:FindFirstChild("Spike")
- SpikeDmg=false
- end)
- wait(0.5)
- ReturnPose()
- Legs()
- Anim = ""
- end
- elseif keys["t"] then
- if Anim == "" and Combo == 0 then
- local Bashing = false
- local FoundChar = nil
- local connection = nil
- Anim = "Bash"
- wait(0.1)
- RePose()
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,v3(-1.3,0.3,-0.2),v3(45,12,20),1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,v3(1.5,0.6,0.5),v3(70,20,15),1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,v3(0,-70,0),1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,PoseNE,v3(0,40,0),1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,v3(2.5,-1,0),v3(-90,0,-90),1)
- wait(0)
- end
- wait(0.1)
- RePose()
- local AnimSpeed = ASpeed/0.8
- for i=1,AnimSpeed do
- SetWeld(LAW,0,i,AnimSpeed,wLA,wLA2,v3(-1.3,0.3,-0.4),v3(45,12,30),1)
- SetWeld(RAW,0,i,AnimSpeed,wRA,wRA2,v3(1.5,0.6,0.7),v3(100,20,25),1)
- SetWeld(Root,0,i,AnimSpeed,wRT,wRT2,v3(0,0,1),v3(0,-100,0),1)
- SetWeld(Neck,0,i,AnimSpeed,wNE,wNE2,PoseNE,v3(0,40,0),1)
- SetWeld(wAxe,0,i,AnimSpeed,wAX,wAX2,v3(3,-1,0),v3(-90,0,-90),1)
- wait(0)
- end
- wait(0.1)
- Bashing = true
- local function RingTouched(hit)
- if not Bashing then return end
- if hit.Parent==Char then return end
- if not hit.Parent then return end
- if hit.Parent:findFirstChild'Humanoid' then
- local Hum=hit.Parent.Humanoid
- local HMT=Hum.Parent:findFirstChild'Torso'
- local HMH=Hum.Parent:findFirstChild'Head'
- if not HMT or not HMH then return end
- AddBV(10,cn(Torso.Position,HMT.Position),HMT,0.15)
- PlaySound("Hit3",0.8,0.4)
- Bashing = false
- FoundChar = Hum.Parent
- MeshEffect(Pack,RingHitBox.CFrame,3,3,3,0.07,"Black",as.blast,cn(0,0,0))
- MeshEffect(Pack,RingHitBox.CFrame*ca(90,0,0),7,7,3,0.07,"Black",as.ring,cn(0,0,0))
- Hum.PlatformStand=true
- repeat wait(0) until Anim == "Ready to HEAD SMASH!"
- Anim = "HEAD SMASH!"
- Humanoid.WalkSpeed = 0
- RePose()
- Legs(0)
- UseGyro = false
- Spawn(function()
- while Anim == "HEAD SMASH!" do
- if FoundChar and FoundChar.Torso and Anim == "HEAD SMASH!" then
- wait(0)
- Hum.PlatformStand=true
- Gyro.maxTorque = v3(1,1,1)/0
- pcall(function()
- Gyro.cframe = cn(Root.Parent.Position,v3(FoundChar.Torso.Position.x,Torso.Position.y,FoundChar.Torso.Position.z))
- end)
- else
- break
- end
- end
- UseGyro = true
- end)
- for i=1,ASpeed do
- SetWeld(LAW,0,i,ASpeed,wLA,wLA2,v3(-1.2,0.8,0),v3(180,-90+90,45),1)
- SetWeld(RAW,0,i,ASpeed,wRA,wRA2,v3(1.2,0.8,0),v3(180,-90+90,-45),1)
- SetWeld(LLW,0,i,ASpeed,wLL,wLL2,v3(-0.5,-1,0),v3(-30,0,-10),1)
- SetWeld(RLW,0,i,ASpeed,wRL,wRL2,v3(0.5,-1,0),v3(-30,0,10),1)
- SetWeld(Root,0,i,ASpeed,wRT,wRT2,v3(0,0,0),v3(30,0,0),1)
- SetWeld(Neck,0,i,ASpeed,wNE,wNE2,v3(0,1,-0.5),v3(-60,0,0),1)
- SetWeld(wAxe,0,i,ASpeed,wAX,wAX2,v3(0,-1,-2.5),v3(-90,45,0),1)
- wait(0)
- end
- wait(0.1)
- Dmg=true
- Multiplier = 999
- RePose()
- TrailOn = true
- PlaySound("FireSlash",1.2,1)
- for i=1,ASpeed/1.3 do
- SetWeld(LAW,0,i,ASpeed/1.3,wLA,wLA2,v3(-1.2,0.8,0),v3(30,-90+90,35),1)
- SetWeld(RAW,0,i,ASpeed/1.3,wRA,wRA2,v3(1.2,0.8,0),v3(30,-90+90,-35),1)
- SetWeld(LLW,0,i,ASpeed/1.3,wLL,wLL2,v3(-0.5,-1,0),v3(40,0,-10),1)
- SetWeld(RLW,0,i,ASpeed/1.3,wRL,wRL2,v3(0.5,-1,0),v3(40,0,10),1)
- SetWeld(Root,0,i,ASpeed/1.3,wRT,wRT2,v3(0,0,0),v3(-40,0,0),1)
- SetWeld(Neck,0,i,ASpeed/1.3,wNE,wNE2,v3(0,1.5,0),v3(20,0,0),1)
- SetWeld(wAxe,0,i,ASpeed/1.3,wAX,wAX2,v3(0,-1,-2.5),v3(-90,45,0),1)
- wait(0)
- end
- local BHit,BPos=FindGround(cn(Top.CFrame.p),Char)
- if BHit and BPos then
- MeshEffect(Pack,BPos*cn(0,1,0),5,3,5,0.1,BHit.BrickColor.Name,as.blast,cn(0,0,0))
- end
- TrailOn = false
- Multiplier = 1
- Dmg=false
- Humanoid.WalkSpeed = 16
- ReturnPose()
- Legs()
- connection:disconnect()
- Anim = ""
- FoundChar = nil
- end
- end
- connection = RingHitBox.Touched:connect(RingTouched)
- RePose()
- PlaySound("Slash",1,1)
- local AnimSpeed = ASpeed/1.4
- for i=1,AnimSpeed do
- SetWeld(LAW,0,i,AnimSpeed,wLA,wLA2,v3(-1.3,0.3,-0.2),v3(45,12,-20),1)
- SetWeld(RAW,0,i,AnimSpeed,wRA,wRA2,v3(1.5,0.6,0.5),v3(70,20,-15),1)
- SetWeld(Root,0,i,AnimSpeed,wRT,wRT2,PoseRT,v3(0,0,0),1)
- SetWeld(Neck,0,i,AnimSpeed,wNE,wNE2,PoseNE,v3(0,60,0),1)
- SetWeld(wAxe,0,i,AnimSpeed,wAX,wAX2,v3(2.3,-1,0),v3(-90,0,-90),1)
- wait(0)
- end
- if FoundChar then Humanoid.WalkSpeed = 0 end
- ReturnPose()
- Anim = FoundChar and "Ready to HEAD SMASH!" or ""
- if Anim == "" then Bashing = false FoundChar = nil connection = nil end
- end
- end
- end)
- Mouse.KeyUp:connect(function(key)
- keys[key]=false
- end)
- Anim = ""
- ASpeed=12
- PoseLA=v3(-1.5,0.5,0) PoseLA2=v3(45,-90+12,0)
- PoseRA=v3(1.5,0.5,0) PoseRA2=v3(70,-80,0)
- PoseLL=v3(-0.5,-1,0) PoseLL2=v3(0,0,0)
- PoseRL=v3(0.5,-1,0) PoseRL2=v3(0,0,0)
- PoseRT=v3(0,0,0) PoseRT2=v3(0,0,0)
- PoseNE=v3(0,1.5,0) PoseNE2=v3(0,0,0)
- PoseAX=v3(0,-1,-2.5) PoseAX2=v3(-90,0,0)
- Arms(0) Legs()
- ReturnPose()
- Walking=false
- Humanoid.Running:connect(function(Walk)
- Walking=Walk>0 and true or false
- end)
- Spawn(function()
- while wait(0) do
- if Anim=="" and Combo==0 then
- if Torso.Velocity.magnitude < 1 then -- IDLE ANIMS
- wait()
- Legs(0)
- RePose()
- for i=1,ASpeed*6.5 do
- if Torso.Velocity.magnitude>1 or Anim~="" then break end
- SetWeld(LAW,0,i,ASpeed*6.5,wLA,wLA2,v3(-1.5,0.5,0),v3(60,-90+15,0),1)
- SetWeld(RAW,0,i,ASpeed*6.5,wRA,wRA2,v3(1.5,0.5,0),v3(90,-80+5,0),1)
- SetWeld(LLW,0,i,ASpeed*6.5,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-15),1)
- SetWeld(RLW,0,i,ASpeed*6.5,wRL,wRL2,v3(0.5,-1,0),v3(0,0,15),1)
- SetWeld(Root,0,i,ASpeed*6.5,wRT,wRT2,v3(0,0,0),v3(0,0,0),1)
- SetWeld(Neck,0,i,ASpeed*6.5,wNE,wNE2,v3(0,1.5,0),v3(3,0,0),1)
- SetWeld(wAxe,0,i,ASpeed*6.5,wAX,wAX2,PoseAX,PoseAX2,1)
- if Torso.Velocity.magnitude>1 or Anim~="" then break end
- wait(0)
- end
- wait()
- RePose()
- for i=1,ASpeed*5 do
- if Torso.Velocity.magnitude>1 or Anim~="" then break end
- SetWeld(LAW,0,i,ASpeed*5,wLA,wLA2,v3(-1.5,0.5,0),v3(55,-90+5,0),1)
- SetWeld(RAW,0,i,ASpeed*5,wRA,wRA2,v3(1.5,0.5,0),v3(60,-80-5,0),1)
- SetWeld(LLW,0,i,ASpeed*5,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-8),1)
- SetWeld(RLW,0,i,ASpeed*5,wRL,wRL2,v3(0.5,-1,0),v3(0,0,8),1)
- SetWeld(Root,0,i,ASpeed*5,wRT,wRT2,v3(0,0,0),v3(0,0,0),1)
- SetWeld(Neck,0,i,ASpeed*5,wNE,wNE2,v3(0,1.5,0),v3(-8,0,0),1)
- SetWeld(wAxe,0,i,ASpeed*5,wAX,wAX2,PoseAX,PoseAX2,1)
- if Torso.Velocity.magnitude>1 or Anim~="" then break end
- wait(0)
- end
- wait()
- else -- RUN ANIMS
- Legs()
- RePose()
- num = 0.5
- for i=1,ASpeed*num do
- if Torso.Velocity.magnitude<1 or Anim~="" then break end
- SetWeld(LAW,0,i,ASpeed*num,wLA,wLA2,v3(-1.5+0.25,0.5,0),v3(60,-90+15,0),0)
- SetWeld(RAW,0,i,ASpeed*num,wRA,wRA2,v3(1.5+0.25,0.5,0),v3(90,-80+5,0),0)
- SetWeld(LLW,0,i,ASpeed*num,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-15),0)
- SetWeld(RLW,0,i,ASpeed*num,wRL,wRL2,v3(0.5,-1,0),v3(0,0,15),0)
- SetWeld(Root,0,i,ASpeed*num,wRT,wRT2,v3(0,0,0),v3(0,0,0),0)
- SetWeld(Neck,0,i,ASpeed*num,wNE,wNE2,v3(0,1.5,0),v3(0,0,0),0)
- SetWeld(wAxe,0,i,ASpeed*num,wAX,wAX2,PoseAX,PoseAX2,0)
- if Torso.Velocity.magnitude<1 or Anim~="" then break end
- wait(0)
- end
- wait()
- RePose()
- for i=1,ASpeed*num do
- if Torso.Velocity.magnitude<1 or Anim~="" then break end
- SetWeld(LAW,0,i,ASpeed*num,wLA,wLA2,v3(-1.5,0.5,0),v3(55,-90+5,0),0)
- SetWeld(RAW,0,i,ASpeed*num,wRA,wRA2,v3(1.5,0.5,0),v3(60,-80-5,0),0)
- SetWeld(LLW,0,i,ASpeed*num,wLL,wLL2,v3(-0.5,-1,0),v3(0,0,-8),0)
- SetWeld(RLW,0,i,ASpeed*num,wRL,wRL2,v3(0.5,-1,0),v3(0,0,8),0)
- SetWeld(Root,0,i,ASpeed*num,wRT,wRT2,v3(0,0,0),v3(0,0,0),0)
- SetWeld(Neck,0,i,ASpeed*num,wNE,wNE2,v3(0,1.5,0),v3(0,0,0),0)
- SetWeld(wAxe,0,i,ASpeed*num,wAX,wAX2,PoseAX,PoseAX2,1)
- if Torso.Velocity.magnitude<1 or Anim~="" then break end
- wait(0)
- end
- wait()
- end
- end
- end
- end)
- UseGyro = true
- Count = 0
- game:GetService("RunService").RenderStepped:connect(function()
- Count = Count + 1
- if Pack.Parent then
- -- Hitbox ---------------------------------------------------------------------------------
- AxeHitBox.Transparency=1
- RingHitBox.Transparency=1
- -- Trails ---------------------------------------------------------------------------------
- local blcf = AxeHitBox.CFrame*cn(0,0,-0.5)
- if TrailOn then
- if scfr and (AxeHitBox.Position-scfr.p).magnitude > .1 then
- local h = 3.8
- local a,b = Triangle((scfr*cn(0,h/2,0)).p,(scfr*cn(0,-h/2,0)).p,(blcf*cn(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end
- if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*cn(0,h/2,0)).p,(blcf*cn(0,-h/2,0)).p,(scfr*cn(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end
- if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end
- elseif not TrailsOn then
- scfr = nil
- end
- -- DoLoop Package ---------------------------------------------------------------------------------
- for i,v in pairs(LoopFunctions) do
- v[2]=v[2]+1
- v[3](v[2]/v[1])
- if v[1]<=v[2] then
- LoopFunctions[i]=nil
- end
- end
- -- Gyro ---------------------------------------------------------------------------------
- if UseGyro then
- Gyro.maxTorque = v3(0,0,0)
- end
- ---------------------------------------------------------------------------------
- end
- end)
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