Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- wait(0.016666666666666666)
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- rad = math.rad
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- Mouse = Player:GetMouse()
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = 0.016666666666666666
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- local animationspeed = 2
- function hbwait(number)
- if number == 0 or number == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, number do
- ArtificialHB.Event:wait()
- end
- end
- end
- local Stats = Instance.new("Folder", Character)
- Stats.Name = "Stats"
- local Defense = Instance.new("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 2
- local Movement = Instance.new("NumberValue", Stats)
- Movement.Name = "Movement"
- Movement.Value = 2
- local Damage = Instance.new("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 2
- local Mana = Instance.new("NumberValue", Stats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local Rooted = Instance.new("BoolValue", Stats)
- Rooted.Name = "Rooted"
- Rooted.Value = false
- local BlockValue = Instance.new("BoolValue", Stats)
- BlockValue.Name = "BlockValue"
- BlockValue.Value = false
- local StaggerHitAnim = Instance.new("BoolValue", Stats)
- StaggerHitAnim.Name = "StaggerHitAnim"
- StaggerHitAnim.Value = false
- local StaggerAnim = Instance.new("BoolValue", Stats)
- StaggerAnim.Name = "StaggerAnim"
- StaggerAnim.Value = false
- local StunAnim = Instance.new("BoolValue", Stats)
- StunAnim.Name = "StunAnim"
- StunAnim.Value = false
- local StunValue = Instance.new("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- local CanCrit = Instance.new("BoolValue", Stats)
- CanCrit.Name = "CanCrit"
- CanCrit.Value = false
- local CritChance = Instance.new("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 20
- local CanPenetrateArmor = Instance.new("BoolValue", Stats)
- CanPenetrateArmor.Name = "CanPenetrateArmor"
- CanPenetrateArmor.Value = false
- local AntiTeamKill = Instance.new("BoolValue", Stats)
- AntiTeamKill.Name = "AntiTeamKill"
- AntiTeamKill.Value = false
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootCF = angles(rad(-90), 0, rad(180))
- local idle = 0
- local Anim = "Idle"
- local attacktype = 1
- local attack = false
- local equipped = false
- local weaponequipped = false
- local LastPoint
- local staggerhitanim = false
- local staggeranim = false
- local stunanim = false
- local CritChanceNumber = 0
- local idlen = 0
- local donum = 0
- local sine = 0
- local change = 2 / animationspeed
- local walkinganim = false
- local handidle = false
- local walk = 0
- local someangle = 0
- local change2 = 1
- local stundelay = 0
- local manadelay = 0
- local robloxidleanimation = Instance.new("Animation", Torso)
- robloxidleanimation.Name = "robloxidleanimation"
- robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local Animator = Humanoid:FindFirstChild("Animator")
- local Animate = Character:FindFirstChild("Animate")
- local HitPlayerSounds = {
- 199149137,
- 199149186,
- 199149221,
- 199149235,
- 199149269,
- 199149297
- }
- local HitArmorSounds = {
- 199149321,
- 199149338,
- 199149367,
- 199149409,
- 199149452
- }
- local HitWeaponSounds = {
- 199148971,
- 199149025,
- 199149072,
- 199149109,
- 199149119
- }
- local HitBlockSounds = {199148933, 199148947}
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local scrn = Instance.new("ScreenGui", PlayerGui)
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- function subtractmana(k)
- if k <= Mana.Value then
- Mana.Value = Mana.Value - k
- end
- end
- local co1 = 20
- local co2 = 40
- local co3 = 1
- local co4 = 1
- local maxmana = 100
- local maxstun = 100
- local recovermana = 1
- local losestun = 1
- local stunwait = 20
- local manawait = 10
- local skill1mana = 20
- local skill2mana = 40
- local skill3mana = 0
- local skill4mana = 0
- local menuupdatespeed = 0.5
- local constantupdate = true
- local showstats = true
- local allowstunbar = true
- local CustomColor = Torso.BrickColor
- local Colorpart1 = CustomColor.r
- local Colorpart2 = CustomColor.g
- local Colorpart3 = CustomColor.b
- local InverseColor = BrickColor.new("Institutional white")
- function makeframe(par, trans, pos, size, color, name)
- local frame = Instance.new("Frame")
- frame.Parent = par
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 2
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- frame.Name = name
- return frame
- end
- function makelabel(par, text, trans, stroketrans, name)
- local label = Instance.new("TextLabel")
- label.Parent = par
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = stroketrans
- label.TextTransparency = trans
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.Legacy
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- label.Name = name
- return label
- end
- framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
- framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
- framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
- framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
- bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
- bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
- bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
- bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
- text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1")
- text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2")
- text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3")
- text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4")
- manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
- manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
- manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
- healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar")
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
- healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
- if allowstunbar == true then
- stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame")
- stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
- stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
- end
- if showstats == true then
- defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 0.39215686274509803, 1), "Defense Frame")
- damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.39215686274509803, 0.39215686274509803), "Damage Frame")
- movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 1, 0.39215686274509803), "Movement Frame")
- defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
- damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
- movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
- end
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function nooutline(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0, c1)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- local WeaponName = "Stop Sign Edit"
- local ClassName = "Stop Sign Edit By MarineU1"
- local PlayerSize = 1
- local RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0))
- local LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0))
- if PlayerSize ~= 1 then
- RootPart.Size = RootPart.Size * PlayerSize
- Torso.Size = Torso.Size * PlayerSize
- Head.Size = Head.Size * PlayerSize
- RightArm.Size = RightArm.Size * PlayerSize
- LeftArm.Size = LeftArm.Size * PlayerSize
- RightLeg.Size = RightLeg.Size * PlayerSize
- LeftLeg.Size = LeftLeg.Size * PlayerSize
- RootJoint.Parent = RootPart
- Neck.Parent = Torso
- LS.Parent = Torso
- RS.Parent = Torso
- LH.Parent = Torso
- RH.Parent = Torso
- RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0))
- Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0))
- Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize)
- RS.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0
- LS.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0
- RS.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
- LS.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
- RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0))
- LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0))
- RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
- LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize)
- for _, v in pairs(Character:GetChildren()) do
- if v.ClassName == "Hat" or v.ClassName == "Accessory" then
- v.Parent = nil
- v.Parent = Character
- v.Handle.Mesh.Scale = v.Handle.Mesh.Scale * PlayerSize
- for _, b in pairs(v.Handle:GetChildren()) do
- if b.ClassName == "Weld" then
- local p1 = b.Part1
- b.Part1 = nil
- local c01, c02, c03, c04, c05, c06, c07, c08, c09, c010, c011, c012 = b.C0:components()
- local c11, c12, c13, c14, c15, c16, c17, c18, c19, c110, c111, c112 = b.C1:components()
- b.C0 = cf(c01 * PlayerSize, c02 * PlayerSize, c03 * PlayerSize, c04, c05, c06, c07, c08, c09, c010, c011, c012)
- b.C1 = cf(c11 * PlayerSize, c12 * PlayerSize, c13 * PlayerSize, c14, c15, c16, c17, c18, c19, c110, c111, c112)
- b.Part1 = p1
- end
- end
- end
- end
- end
- m = Instance.new("Model", Character)
- m.Name = WeaponName
- Effects = Instance.new("Folder", m)
- Effects.Name = "Effects"
- Handle = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Medium stone grey", "Handle", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Handleweld = weld(m, Character["Right Arm"], Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0, -4.37113883E-8, 0, -1, 0, 0.999999881, 0, 1, 0, -4.37113883E-8))
- mesh("SpecialMesh", Handle, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(35, 1.75, 1.75))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.01000118, -0.200000763, -1.1920929E-7, 1, 4.37113883E-8, 0, 0, 1.91068547E-15, 1, 4.37113883E-8, -1, 1.91068547E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(10, 1, 4))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.1283927, -0.200000763, -2.12839127, 0.707106948, 0.70710659, -1.28027615E-8, -1.28027615E-8, 3.0908609E-8, 1, 0.70710659, -0.707106948, 3.0908609E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(9.89999962, 1, 4.19999981))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.12839174, -0.200000763, -2.1283927, -0.70710659, 0.707106948, -7.46199973E-8, -7.46199973E-8, 3.09086268E-8, 1, 0.707106948, 0.70710659, 3.09086268E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(9.89999962, 1, 4.19999981))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -0.200000763, 3.01000118, 1.91068547E-15, -1, -4.37113883E-8, -4.37113883E-8, -4.37113883E-8, 1, -1, 0, -4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(10, 1, 4))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.724999547, -0.210002899, -3.34500122, 5.96046412E-8, 1, -4.37113883E-8, -4.37113847E-8, 4.37113918E-8, 1, 1, -5.96046377E-8, 4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.18500042, -0.210002899, -0.824999571, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.72500062, -0.210002899, 3.0350008, -5.96046341E-8, -1, -4.37113954E-8, -4.37113883E-8, -4.37113918E-8, 1, -1, 5.96046377E-8, -4.37113847E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88500118, -0.210002899, -0.625000238, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.725000381, -0.210002899, 2.73500061, -5.96046341E-8, -1, -4.37113954E-8, -4.37113883E-8, -4.37113918E-8, 1, -1, 5.96046377E-8, -4.37113847E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88500023, -0.210002899, -0.305000544, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.1950016, -0.210002899, -0.30500102, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.305000186, -0.210002899, -3.34500217, 5.96046412E-8, 1, -4.37113883E-8, -4.37113847E-8, 4.37113918E-8, 1, 1, -5.96046377E-8, 4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88500118, -0.210002899, 0.015000701, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500065, -0.210002899, 0.0150001049, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.164998531, -0.210002899, -3.34500122, 5.96046412E-8, 1, -4.37113883E-8, -4.37113847E-8, 4.37113918E-8, 1, 1, -5.96046377E-8, 4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88500118, -0.210002899, 0.315000296, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500065, -0.210002899, 0.315001369, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.164998174, -0.210002899, -2.73500061, 5.96046412E-8, 1, -4.37113883E-8, -4.37113847E-8, 4.37113918E-8, 1, 1, -5.96046377E-8, 4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88500214, -0.210002899, 0.535002112, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500065, -0.210002899, 0.535001278, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500065, -0.210002899, 0.834999204, -1, 5.96046377E-8, -8.74227766E-8, -8.74227766E-8, 0, 1, 5.96046377E-8, 1, 5.21080354E-15))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.684997559, -0.210002899, -3.34500027, 5.96046412E-8, 1, -4.37113883E-8, -4.37113847E-8, 4.37113918E-8, 1, 1, -5.96046377E-8, 4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.684998512, -0.210002899, -3.04500103, 5.96046412E-8, 1, -4.37113883E-8, -4.37113847E-8, 4.37113918E-8, 1, 1, -5.96046377E-8, 4.37113883E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.01000166, -0.189994812, 0.0100030899, 1, -4.37114025E-8, -1.58932352E-8, -1.58932387E-8, -5.96046377E-8, -1, 4.37114025E-8, 1, -5.96046341E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(10, 1, 4))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.1354661, -0.189994812, -2.12131977, 0.707106829, -0.707106769, 4.58097809E-8, -2.24173533E-8, -8.72021815E-8, -1, 0.707106769, 0.707106829, -7.75127234E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(9.89999962, 1, 4.19999981))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.12131834, -0.189994812, -2.13546705, -0.707106292, -0.707107246, -6.07109172E-8, 1.47268324E-7, -6.14099775E-8, -1, 0.707107246, -0.707106292, 1.47557884E-7))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(9.89999962, 1, 4.19999981))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0100032091, -0.189994812, 3.01000166, 2.60540156E-15, 1, -5.96046377E-8, -1.58932636E-8, -5.96046377E-8, -1, -1, 3.55271368E-15, 1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(10, 1, 4))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.735001564, -0.199996948, -3.34499979, 5.96046092E-8, -1, 5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, 1, 5.96046092E-8, -1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.18499231, -0.199996948, -0.834997773, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.735005498, -0.199996948, 3.03500223, -5.96046164E-8, 1, -5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, -1, -5.96046164E-8, 1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88499784, -0.200004578, -0.63499558, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.734998822, -0.199993134, 2.73499918, -5.96046164E-8, 1, -5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, -1, -5.96046164E-8, 1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.88499594, -0.200000763, -0.315001726, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500494, -0.199996948, -0.31500113, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.315002918, -0.200000763, -3.34500074, 5.96046092E-8, -1, 5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, 1, 5.96046092E-8, -1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.8849988, -0.200000763, 0.00499808788, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500017, -0.200000763, 0.00499856472, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.154998422, -0.200000763, -3.34500074, 5.96046092E-8, -1, 5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, 1, 5.96046092E-8, -1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.8849988, -0.200004578, 0.305001616, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500017, -0.200004578, 0.305000901, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.154993892, -0.199996948, -2.73500013, 5.96046092E-8, -1, 5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, 1, 5.96046092E-8, -1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.8849988, -0.200000763, 0.525003314, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500017, -0.200004578, 0.524998307, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.19500017, -0.200004578, 0.82499969, -1, -5.96046519E-8, 1.58932281E-8, -1.58932245E-8, -5.96046377E-8, -1, 5.96046519E-8, -1, 5.96046377E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.675001979, -0.199996948, -3.34499884, 5.96046092E-8, -1, 5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, 1, 5.96046092E-8, -1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, InverseColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.675001979, -0.199996948, -3.04500151, 5.96046092E-8, -1, 5.96046412E-8, -1.58932636E-8, -5.96046377E-8, -1, 1, 5.96046092E-8, -1.58932636E-8))
- mesh("SpecialMesh", Part, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(2.5, 1, 1))
- Hitbox = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "Hitbox", Vector3.new(0, 0, 0))
- Hitboxweld = weld(m, Handle, Hitbox, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 3.01000118, -4.37113883E-8, 0, 1, 0, 1, 0, -1, 0, -4.37113883E-8))
- Handleweld.Part0 = Torso
- Handleweld.Part1 = Handle
- Handleweld.C0 = cf(0, 0, 0.5) * angles(rad(0), rad(-90), rad(0)) * angles(rad(45), rad(0), rad(0))
- Humanoid.Died:connect(function()
- attack = true
- for _, v in pairs(Character:GetChildren()) do
- if v.ClassName == "Model" then
- v:Destroy()
- end
- end
- end)
- for i, v in pairs(Character:GetChildren()) do
- if v.ClassName == "Model" then
- for _, c in pairs(v:GetChildren()) do
- if c.ClassName == "Part" then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- end
- end
- end
- print(ClassName .. " loaded.")
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function positiveangle(number)
- if number > 0 then
- number = 0
- end
- return number
- end
- function negativeangle(number)
- if number < 0 then
- number = 0
- end
- return number
- end
- function so(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://roblox.com/asset/?id=" .. id
- hbwait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 10)
- end))
- end
- function GetDistance(Part1, Part2, magnitude)
- local target = Part1.Position - Part2.Position
- local mag = target.magnitude
- if magnitude >= mag then
- return true
- else
- return false
- end
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function DamageStatLabel(labeltype, cframe, text, color)
- local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0))
- c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
- game:GetService("Debris"):AddItem(c, 5)
- Instance.new("BodyGyro", c)
- local f = Instance.new("BodyPosition", c)
- f.P = 2000
- f.D = 100
- f.maxForce = vt(math.huge, math.huge, math.huge)
- if labeltype == "Normal" then
- f.position = c.Position + vt(math.random(-2, 2), 6, math.random(-2, 2))
- elseif labeltype == "Debuff" then
- f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2))
- elseif labeltype == "Interruption" then
- f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2))
- end
- game:GetService("Debris"):AddItem(c, 5)
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(2.5, 0, 2.5, 0)
- bg.StudsOffset = vt(-2, 2, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(2.5, 0, 2.5, 0)
- tl.Text = text
- tl.Font = Enum.Font.SourceSans
- tl.FontSize = Enum.FontSize.Size42
- tl.TextColor3 = color
- tl.TextScaled = false
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- f.Parent = c
- coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel)
- wait(0.25)
- for i = 1, 5 do
- wait()
- BodyPosition.position = Part.Position - vt(0, 0.5, 0)
- end
- wait(1.25)
- for i = 1, 5 do
- wait()
- TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2
- TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2
- BodyPosition.position = Part.Position + vt(0, 0.5, 0)
- end
- Part.Parent = nil
- end), c, f, tl)
- end
- function IncreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
- if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
- if Location.Stats[Stat] ~= nil then
- Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount
- if ShowTheStat == true then
- if Stat == "Defense" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "+Defense", c3(1, 1, 1))
- elseif Stat == "Damage" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "+Damage", c3(1, 1, 1))
- elseif Stat == "Movement" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "+Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value - Amount
- end), Location.Stats[Stat])
- end
- else
- DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- end
- end
- end
- function DecreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
- if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
- if Location.Stats[Stat] ~= nil then
- Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount
- if ShowTheStat == true then
- if Stat == "Defense" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "-Defense", c3(1, 1, 1))
- elseif Stat == "Damage" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "-Damage", c3(1, 1, 1))
- elseif Stat == "Movement" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "-Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value + Amount
- end), Location.Stats[Stat])
- end
- else
- DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- end
- end
- end
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:GetChildren()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then
- StaggerHitAnim.Value = true
- so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
- return
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:FindFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:FindFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if AntiTeamKill.Value == true and Player.Neutral == false and game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then
- return
- end
- if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then
- return
- end
- if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("StunValue") ~= nil then
- hit.Parent.Stats:FindFirstChild("StunValue").Value = hit.Parent.Stats:FindFirstChild("StunValue").Value + incstun
- end
- if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("StaggerAnim") ~= nil and stagger == true then
- hit.Parent.Stats:FindFirstChild("StaggerAnim").Value = true
- end
- if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("BlockValue") ~= nil and hit.Parent.Stats:FindFirstChild("BlockValue").Value == true then
- if hit.Parent.Stats:FindFirstChild("BlockDebounce") == nil then
- DamageStatLabel("Interruption", hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- local BlockDebounce = Instance.new("BoolValue", hit.Parent.Stats)
- BlockDebounce.Name = "BlockDebounce"
- BlockDebounce.Value = true
- game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
- end
- if ranged ~= true then
- if hit.Parent.Stats:FindFirstChild("BlockDebounce2") == nil then
- local BlockDebounce2 = Instance.new("BoolValue", hit.Parent.Stats)
- BlockDebounce2.Name = "BlockDebounce2"
- BlockDebounce2.Value = true
- game:GetService("Debris"):AddItem(BlockDebounce2, 0.1)
- so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- end
- hit.Parent.Stats:FindFirstChild("BlockValue").Value = false
- StaggerAnim.Value = true
- end
- return
- end
- if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
- if DecreaseTheStat == "Defense" then
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- elseif DecreaseTheStat == "Damage" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- elseif DecreaseTheStat == "Movement" then
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- end
- end
- local D = math.random(minim, maxim) * Damage.Value
- if hit.Parent:FindFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:FindFirstChild("Defense") then
- if CanPenetrateArmor.Value == true then
- else
- D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
- end
- elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
- end
- end
- if CanCrit.Value == true then
- CritChanceNumber = math.random(1, CritChance.Value)
- if CritChanceNumber == CritChance.Value then
- D = D * 2
- end
- end
- D = math.floor(D)
- h.Health = h.Health - D
- if D <= 3 and staggerhit == true then
- if ranged ~= true then
- StaggerHitAnim.Value = true
- end
- if ranged ~= true then
- so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
- end
- elseif D > 3 and ranged ~= true then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
- end
- if D > 3 and D < 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0.8627450980392157, 0))
- end
- elseif D >= 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
- end
- else
- if D <= 3 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
- end
- else
- end
- end
- if Type == "Normal" then
- local vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.Velocity = Property.CFrame.lookVector * knockback
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- elseif Type == "Warp" then
- local vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- vp.Velocity = (Property.Position - hit.Position).unit * knockback
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- elseif Type == "Warp2" then
- local vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(10000, 10000, 10000)
- vp.Velocity = ((hit.Position - Property.Position).unit + vt(0, 1, 0)) * knockback
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- end
- local DebounceHit = Instance.new("BoolValue", hit.Parent)
- DebounceHit.Name = "DebounceHit"
- DebounceHit.Value = true
- game:GetService("Debris"):AddItem(DebounceHit, Delay)
- end
- end
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
- for _, c in pairs(workspace:GetChildren()) do
- local hum = c:FindFirstChild("Humanoid")
- local head
- if hum ~= nil then
- head = c:FindFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
- end
- end
- for _, d in pairs(c:GetChildren()) do
- if d.ClassName == "Model" and ranged ~= true then
- head = d:FindFirstChild("Hitbox")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- hitrefpart.Anchored = true
- hitrefpart.CFrame = cf(head.Position)
- so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
- StaggerHitAnim.Value = true
- end
- end
- end
- end
- end
- end
- end
- function MagniBufforDebuff(Part, Magni, Type, Stat, Amount, Duration, ShowTheBufforDebuff, ApplyToOthersInstead)
- if Player.Neutral == true then
- if Type == "Buff" then
- IncreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
- elseif Type == "Debuff" then
- DecreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
- end
- end
- for _, c in pairs(workspace:GetChildren()) do
- local hum = c:FindFirstChild("Humanoid")
- local head
- if hum ~= nil then
- head = c:FindFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if ApplyToOthersInstead == true then
- if Magni >= mag and c.Name ~= Player.Name and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- if Type == "Buff" then
- IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
- elseif Type == "Debuff" then
- DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
- end
- end
- elseif ApplyToOthersInstead == false and Magni >= mag and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- if Type == "Buff" then
- IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
- elseif Type == "Debuff" then
- DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
- end
- end
- end
- end
- end
- end
- function Lightning(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
- local magz = (p0 - p1).magnitude
- local curpos = p0
- local trz = {
- -ofs,
- ofs
- }
- for i = 1, tym do
- do
- local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
- li.Anchored = true
- local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude
- li.Size = vt(th, th, magz2)
- li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
- else
- li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
- end
- curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- hbwait()
- li.Transparency = li.Transparency + 0.1 / last
- end
- end
- end))
- end
- end
- end
- function MagicRing(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicWave(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, -0.1 * z1), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- if rotate == true then
- Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock2(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- CF = prt.CFrame
- num = math.random(5, 20)
- coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
- for i = 0, 1, delay do
- hbwait()
- if rotate == true then
- Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- Part.CFrame = CF2 * cf(0, i * Num, 0)
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh, CF, num)
- end
- function MagicCylinder(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicCircle(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicHead(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function BreakEffect(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
- CF = Part.CFrame
- Numbb = 0
- randnumb = math.random() - math.random()
- for i = 0, 1, delay do
- hbwait()
- CF = CF * cf(0, 1, 0)
- if rotate == true then
- Part.CFrame = CF * angles(Numbb, 0, 0)
- elseif rotate == false then
- Part.CFrame = CF
- end
- Part.Transparency = i
- Numbb = Numbb + randnumb
- end
- Part.Parent = nil
- end), prt, CF, Numbb, randnumb)
- end
- function ElecEffect(brickcolor, material, cf, x, y, z, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cf
- xval = math.random()
- yval = math.random()
- zval = math.random()
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- xvaal = xvaal - 0.1 * (delay * 10)
- yvaal = yvaal - 0.1 * (delay * 10)
- zvaal = zvaal - 0.1 * (delay * 10)
- Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
- Part.Transparency = i
- end
- Part.Parent = nil
- end), prt, msh, xval, yval, zval)
- end
- function TrailEffect(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
- local magnitudecframe = (currentcf.p - oldcf.p).magnitude
- if magnitudecframe > 0.01 then
- local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt(1, magnitudecframe, 1))
- prt.Anchored = true
- prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(rad(90), 0, 0)
- local TheMeshType = "BlockMesh"
- if meshtype == "Cylinder" then
- TheMeshType = "CylinderMesh"
- end
- local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt(0 + size, 1, 0 + size))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x, y, z)
- end
- Part.Parent = nil
- end), prt, msh, currentcf, oldcf)
- end
- end
- function ClangEffect(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
- local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
- game:GetService("Debris"):AddItem(prt, 10)
- local TheLastPoint = cframe
- coroutine.resume(coroutine.create(function(Part)
- for i = 1, duration do
- hbwait()
- Part.CFrame = Part.CFrame * angles(rad(angle), 0, 0) * cf(0, power, 0)
- TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
- TheLastPoint = Part.CFrame
- end
- Part.Parent = nil
- end), prt)
- end
- function MagicCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicFlatCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicSpikedCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicSkull(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- local startequipped = true
- local startequippedwithequipanimation = false
- local disableanimator = true
- local disableanimate = true
- local alternatewalk = false
- local hidemenu = false
- local allowmenutofunction = true
- local allowabilitiestofunction = true
- local canunequiporequip = false
- local allowwalking = false
- local disablemovingarms = false
- local usemotorsinsteadofwelds = false
- local leftarm = false
- local rightarm = false
- local allowhopperbin = false
- local showstunbar = true
- local walkspeeddependsonmovementvalue = true
- local alternatemanaregensystem = true
- local showhealthmanaandstunnumbers = true
- local changebarcolorsifnotenoughmana = false
- local disablejump = false
- if hidemenu == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
- v.Visible = false
- end
- end
- end
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and disablejump == true then
- Humanoid.Jump = false
- end
- end)
- if allowmenutofunction == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- if showstats == true then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- if showstunbar == true then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- if allowabilitiestofunction == true then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- end
- if allowhopperbin == true then
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = WeaponName
- script.Parent = Tool
- end
- Bin = script.Parent
- end
- if disablemovingarms == true then
- RWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0))
- LWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0))
- RSH, LSH = nil, nil
- if usemotorsinsteadofwelds == true then
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- else
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- end
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = Torso
- LSH.Parent = Torso
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = Character["Right Arm"]
- RW.Parent = nil
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = Character["Left Arm"]
- LW.Parent = nil
- else
- RW = Torso["Right Shoulder"]
- LW = Torso["Left Shoulder"]
- RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0))
- LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0))
- end
- function equipanim()
- attack = true
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-5)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-5)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.25 * PlayerSize, 0.5 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-40), rad(0), rad(-70)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-10)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(77.5), rad(0)) * angles(rad(-3.75), rad(0), rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-77.5), rad(0)) * angles(rad(-3.75), rad(0), rad(0)), 0.3 / animationspeed)
- end
- Handleweld.Part0 = RightArm
- Handleweld.C0 = cf(0.1, -0.9, -0.1) * angles(rad(0), rad(130), rad(0)) * angles(rad(0), rad(0), rad(15)) * angles(rad(61.25), rad(0), rad(0)) * angles(rad(0), rad(-4), rad(0))
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(5)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-5), rad(0), rad(-10)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(130), rad(0), rad(20)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-5)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(67.5), rad(0)) * angles(rad(-3.75), rad(0), rad(-2.5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-3.75), rad(0), rad(-2.5)), 0.3 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(rad(-35), rad(0), rad(70)), 0.3 / animationspeed)
- end
- attack = false
- end
- function unequipanim()
- attack = true
- for i = 0, 1, 0.16 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(5)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-5), rad(0), rad(-10)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(80)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-5)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(67.5), rad(0)) * angles(rad(-3.75), rad(0), rad(-2.5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-3.75), rad(0), rad(-2.5)), 0.3 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(rad(-15), rad(0), rad(70)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-5)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-10)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.25 * PlayerSize, 0.5 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-40), rad(0), rad(-70)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-10)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(77.5), rad(0)) * angles(rad(-3.75), rad(0), rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-77.5), rad(0)) * angles(rad(-3.75), rad(0), rad(0)), 0.3 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.1, -0.9, -0.1) * angles(rad(0), rad(130), rad(0)) * angles(rad(0), rad(0), rad(15)) * angles(rad(61.25), rad(0), rad(0)) * angles(rad(0), rad(-4), rad(0)), 0.3 / animationspeed)
- end
- Handleweld.Part0 = Torso
- Handleweld.C0 = cf(0, 0, 0.5) * angles(rad(0), rad(-90), rad(0)) * angles(rad(45), rad(0), rad(0))
- attack = false
- end
- if startequipped == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- Movement.Value = Movement.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- elseif startequippedwithequipanimation == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- hbwait()
- equipanim()
- end))
- end
- function StaggerHit()
- attack = true
- if Hitbox ~= nil then
- for i = 1, math.random(2, 4) do
- ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
- end
- end
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(30)) * angles(rad(5), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-30), rad(0), rad(60)) * angles(rad(0), rad(-30), rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(-20)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.9 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-10), rad(0), rad(-20)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed)
- if StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- attack = false
- end
- function Stagger()
- attack = true
- disablejump = true
- if Hitbox ~= nil then
- for i = 1, math.random(2, 4) do
- ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
- end
- end
- attacktype = 1
- DamageStatLabel("Interruption", Head.CFrame, "Staggered!", Color3.new(1, 1, 0))
- local staggervelocity = Instance.new("BodyVelocity", Torso)
- staggervelocity.P = 500
- staggervelocity.maxForce = vt(math.huge, 0, math.huge)
- if Rooted.Value == false then
- staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
- end
- for i = 0, 1, 0.35 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.1 * PlayerSize) * angles(rad(-20), rad(0), rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.2 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.2 * PlayerSize) * angles(rad(-30), rad(0), rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.9 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(30)), 0.3 / animationspeed)
- end
- staggervelocity:Destroy()
- for i = 0, 1, 0.015 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.8 * PlayerSize) * angles(rad(0), rad(0), rad(-20)) * angles(rad(-5), rad(-5), rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(20), rad(0), rad(20)) * angles(rad(0), rad(5), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(20)) * angles(rad(0), rad(-20), rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-15), rad(0), rad(-10)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(0), rad(0), rad(70)) * angles(rad(0), rad(30), rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, 0.4 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-2.5), rad(0), rad(-10)), 0.3 / animationspeed)
- if StunAnim.Value == true then
- break
- end
- end
- attacktype = 1
- disablejump = false
- attack = false
- end
- function Stun()
- attack = true
- disablejump = true
- attacktype = 1
- DamageStatLabel("Interruption", Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(15), rad(0), rad(-160)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(10), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(15)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(-15)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.5 * PlayerSize) * angles(rad(45), rad(0), rad(-170)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(45)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(-45)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1 * PlayerSize) * angles(rad(75), rad(0), rad(-180)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-60)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(75)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-45), rad(0), rad(-75)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-30)), 0.3 / animationspeed)
- end
- Humanoid.AutoRotate = false
- for i = 1, 70 * animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -2.5 * PlayerSize) * angles(rad(90), rad(0), rad(-180)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-90)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(-10), rad(90)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-90), rad(0), rad(-90)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.2 * PlayerSize) * angles(rad(0), rad(70), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-100), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.5 * PlayerSize) * angles(rad(20), rad(0), rad(100)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(30)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-5), rad(0), rad(70)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.25 * PlayerSize, -1 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-10), rad(0), rad(20)), 0.3 / animationspeed)
- end
- Humanoid.AutoRotate = true
- attacktype = 1
- disablejump = false
- attack = false
- end
- function EAbility()
- attack = true
- attack = false
- end
- function Attack1()
- attack = true
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-20)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(10)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(60)) * angles(rad(0), rad(-80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(-2.5), rad(0), rad(5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-75), rad(0)) * angles(rad(-7.5), rad(0), rad(5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.8, -0.5) * angles(rad(30), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- so("199145204", Hitbox, 1, 1.2)
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- TrailEffect("Institutional white", "Neon", Hitbox.CFrame * cf(0, 0, -1), LastPoint, "Block", 0, 0.1, -0.01, 0, -0.01, 0.1)
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- MagniDamage(Hitbox, 4, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-10)) * angles(rad(5), rad(0), rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(90), rad(0), rad(-60)) * angles(rad(0), rad(-80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(70), rad(0)) * angles(rad(-5), rad(0), rad(-5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-85), rad(0)) * angles(rad(-2.5), rad(0), rad(-5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -2, -0.5) * angles(rad(-70), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = nil
- attack = false
- end
- function Attack2()
- attack = true
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- local playsoundvalue = 0
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- if playsoundvalue >= 4 then
- playsoundvalue = 0
- so("199145146", Handle, 1, 1.4)
- elseif playsoundvalue < 4 then
- playsoundvalue = playsoundvalue + 1
- end
- TrailEffect("Institutional white", "Neon", Hitbox.CFrame * cf(0, 0, -1), LastPoint, "Block", 0, 0.1, -0.01, 0, -0.01, 0.1)
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(20)) * angles(rad(10), rad(0), rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(80)) * angles(rad(0), rad(-80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-5), rad(0), rad(7.5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-10), rad(0), rad(5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.8, -0.5) * angles(rad(0), rad(0 + 720 * i), rad(90)), 2 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- TrailEffect("Institutional white", "Neon", Hitbox.CFrame * cf(0, 0, -1), LastPoint, "Block", 0, 0.1, -0.01, 0, -0.01, 0.1)
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(20)) * angles(rad(10), rad(0), rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(80)) * angles(rad(0), rad(80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-5), rad(0), rad(7.5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-10), rad(0), rad(5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0.1) * angles(rad(10), rad(0), rad(90)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- so("200632211", Hitbox, 1, 1.2)
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- TrailEffect("Institutional white", "Neon", Hitbox.CFrame * cf(0, 0, -1), LastPoint, "Block", 0, 0.1, -0.01, 0, -0.01, 0.1)
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- MagniDamage(Hitbox, 4, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(40)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-2.5), rad(0), rad(-35)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(20)) * angles(rad(0), rad(80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.125 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-2.5), rad(0), rad(-5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-100), rad(0)) * angles(rad(-5), rad(0), rad(-7.5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1.5, 0.1) * angles(rad(-85), rad(0), rad(90)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = nil
- attack = false
- end
- function Attack3()
- attack = true
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-20)) * angles(rad(5), rad(0), rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(0.5 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(90), rad(0), rad(-70)) * angles(rad(20), rad(80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.125 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-2.5), rad(0), rad(-2.5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-5), rad(0), rad(-5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.8, -0.5) * angles(rad(20), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- so("199145146", Hitbox, 1, 1.2)
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- TrailEffect("Institutional white", "Neon", Hitbox.CFrame * cf(0, 0, -1), LastPoint, "Block", 0, 0.1, -0.01, 0, -0.01, 0.1)
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- MagniDamage(Hitbox, 4, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-20)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(10)) * angles(rad(2.5), rad(0), rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(80)) * angles(rad(-20), rad(80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0.125 * PlayerSize) * angles(rad(0), rad(-75), rad(0)) * angles(rad(-10), rad(0), rad(7.5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1.8, -1) * angles(rad(-40), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = nil
- attack = false
- end
- function Attack4()
- attack = true
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(20)) * angles(rad(5), rad(0), rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(200), rad(0), rad(10)) * angles(rad(0), rad(20), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-5), rad(0), rad(5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-65), rad(0)) * angles(rad(-2.5), rad(0), rad(5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.8, -0.5) * angles(rad(20), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- so("199145146", Hitbox, 1, 1.1)
- local hastouched = false
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- local signhit, signpos = rayCast(Hitbox.Position, cf(Hitbox.Position, Hitbox.Position + vt(0, -1, 0)).lookVector, 2, Character)
- if signhit ~= nil and hastouched == false and signhit.Parent:FindFirstChild("Humanoid") == nil then
- hastouched = true
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(signpos)
- game:GetService("Debris"):AddItem(refpart, 10)
- so("199145477", refpart, 1, 1)
- MagicWave(signhit.BrickColor, "SmoothPlastic", refpart.CFrame, 1, 3, 1, 0.25, 0.25, 0.25, 0.05)
- end
- TrailEffect("Institutional white", "Neon", Hitbox.CFrame * cf(0, 0, -1), LastPoint, "Block", 0, 0.1, -0.01, 0, -0.01, 0.1)
- LastPoint = Hitbox.CFrame * cf(0, 0, -1)
- MagniDamage(Hitbox, 4, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1 * PlayerSize) * angles(rad(10), rad(0), rad(30)), 0.6 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-25)) * angles(rad(-5), rad(0), rad(0)), 0.6 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(0), rad(10)) * angles(rad(0), rad(-5), rad(0)) * RWC0, 0.6 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.6 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, 0.15 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(55), rad(0)) * angles(rad(-2.5), rad(0), rad(12.5)), 0.6 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-0.875 * PlayerSize, -0.25 * PlayerSize, -0.75 * PlayerSize) * angles(rad(0), rad(-110), rad(0)) * angles(rad(-5), rad(0), rad(15)), 0.6 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1.3, -1) * angles(rad(-20), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- LastPoint = nil
- attack = false
- end
- function Move1()
- attack = true
- for i = 0, 1, 0.04 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(15)), 0.15 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-5), rad(0), rad(-20)), 0.15 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(130), rad(0), rad(10)) * angles(rad(0), rad(7.5), rad(0)) * RWC0, 0.15 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.15 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(75), rad(0)) * angles(rad(-5), rad(0), rad(0)), 0.15 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-2.5), rad(0), rad(-2.5)), 0.15 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(rad(-40), rad(0), rad(85)), 0.15 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- local hastouched = false
- for i = 0, 1, 0.12 / animationspeed do
- hbwait()
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true and StunAnim.Value ~= true then
- local signhit, signpos = rayCast(Handle.Position, cf(Handle.Position, Handle.Position + vt(0, -1, 0)).lookVector, 3.5, Character)
- if signhit ~= nil and hastouched == false then
- hastouched = true
- do
- local refpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(signpos) * angles(rad(90), 0, 0)
- local refpartmesh = mesh("SpecialMesh", refpart, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(0, 0, 0))
- game:GetService("Debris"):AddItem(refpart, 10)
- so("201858045", refpart, 1, 1)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- MagicRing(CustomColor, "SmoothPlastic", refpart.CFrame, 50, 50, 1, -2.5, -2.5, 0, 0.05)
- MagicBlock(CustomColor, "SmoothPlastic", true, refpart.CFrame, 100, 100, 100, -5, -5, -5, 0.05)
- MagicCircle(CustomColor, "SmoothPlastic", refpart.CFrame, 200, 200, 200, -7.5, -7.5, -7.5, 0.05)
- local num = 1
- MagniDamage(Part, 25, 3, 6, 20, "Warp", Part, 0, 1, math.random(5, 10), nil, true, true, "Movement", 0.2, 3, true)
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- refpart.BrickColor = InverseColor
- end))
- for i = 0, 150, 2.5 do
- hbwait()
- Mesh.Scale = vt(i * num, i * num, 1)
- num = num - 0.016666666666666666
- refpart.CFrame = refpart.CFrame * angles(0, 0, rad(5))
- end
- so("231917806", refpart, 1, 1)
- MagicRing(InverseColor, "SmoothPlastic", refpart.CFrame, 0, 0, 1, 1.25, 1.25, 0, 0.025)
- MagicBlock(InverseColor, "SmoothPlastic", true, refpart.CFrame, 2.5, 2.5, 2.5, 2.5, 2.5, 2.5, 0.025)
- MagicCircle(InverseColor, "SmoothPlastic", refpart.CFrame, 5, 5, 5, 5, 5, 5, 0.025)
- MagniDamage(Part, 25, 10, 15, 20, "Warp2", Part, 0, 1, math.random(5, 10), nil, true, true, nil, 0, 0, false)
- end), refpart, refpartmesh)
- end
- end
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(15)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(2.5), rad(0), rad(-20)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(60), rad(0), rad(10)) * angles(rad(0), rad(-5), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(75), rad(0)) * angles(rad(-5), rad(0), rad(0)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-2.5), rad(0), rad(-2.5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.8, -0.6) * angles(rad(30), rad(0), rad(85)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- attack = false
- end
- function Move2()
- attack = true
- for i = 0, 1, 0.04 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(25)), 0.15 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-20)), 0.15 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(0.5 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(90), rad(0), rad(-60)) * angles(rad(25), rad(60), rad(0)) * RWC0, 0.15 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.15 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(65), rad(0)) * angles(rad(-5), rad(0), rad(-5)), 0.15 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-2.5), rad(0), rad(2.5)), 0.15 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0.2) * angles(rad(20), rad(0), rad(0)), 0.15 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-20)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-2.5), rad(0), rad(15)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(70)) * angles(rad(-25), rad(80), rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-2.5), rad(0), rad(5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-65), rad(0)) * angles(rad(-5), rad(0), rad(5)), 0.45 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, -0.3) * angles(rad(-30), rad(0), rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- attack = false
- end
- function Move3()
- attack = true
- attack = false
- end
- function Move4()
- attack = true
- attack = false
- end
- hold = false
- Mouse.Button1Down:connect(function()
- if attack == true or equipped == false or weaponequipped == false then
- return
- end
- hold = true
- if attacktype == 1 then
- attacktype = 2
- Attack1()
- elseif attacktype == 2 then
- attacktype = 3
- Attack2()
- elseif attacktype == 3 then
- attacktype = 4
- Attack3()
- elseif attacktype == 4 then
- attacktype = 1
- Attack4()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- hbwait()
- end
- end
- if attack == false then
- attacktype = 1
- end
- end))
- end)
- if allowhopperbin == true then
- function ob1u(Mouse)
- hold = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if key == "f" and attack == false then
- if weaponequipped == false then
- weaponequipped = true
- equipanim()
- elseif weaponequipped == true then
- weaponequipped = false
- unequipanim()
- end
- end
- if weaponequipped == true then
- if key == "e" and attack == false and equipped == true then
- EAbility()
- end
- if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and Mana.Value >= skill1mana then
- subtractmana(skill1mana)
- cooldown1 = 0
- Move1()
- end
- if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and Mana.Value >= skill2mana then
- subtractmana(skill2mana)
- cooldown2 = 0
- Move2()
- end
- if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and Mana.Value >= skill3mana then
- subtractmana(skill3mana)
- cooldown3 = 0
- Move3()
- end
- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and Mana.Value >= skill4mana then
- subtractmana(skill4mana)
- cooldown4 = 0
- Move4()
- end
- end
- if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then
- if key == "q" then
- Mana.Value = 100
- cooldown1 = co1
- cooldown2 = co2
- cooldown3 = co3
- cooldown4 = co4
- end
- if key == "p" then
- StaggerHitAnim.Value = true
- end
- if key == "[" then
- StaggerAnim.Value = true
- end
- if key == "]" then
- StunAnim.Value = true
- end
- end
- end)
- Mouse.KeyUp:connect(function(key2)
- end)
- if allowhopperbin == true then
- function s(Mouse)
- Mouse.Button1Down:connect(function()
- ob1d(Mouse)
- end)
- Mouse.Button1Up:connect(function()
- ob1u(Mouse)
- end)
- Mouse.KeyDown:connect(key)
- Mouse.KeyUp:connect(key2)
- end
- end
- if allowhopperbin == true then
- function ds(Mouse)
- end
- end
- if allowhopperbin == true then
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- end
- function updateskills()
- if allowabilitiestofunction == true then
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.03333333333333333
- if cooldown1 >= co1 then
- cooldown1 = co1
- end
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.03333333333333333
- if cooldown2 >= co2 then
- cooldown2 = co2
- end
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.03333333333333333
- if cooldown3 >= co3 then
- cooldown3 = co3
- end
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.03333333333333333
- if cooldown4 >= co4 then
- cooldown4 = co4
- end
- end
- if changebarcolorsifnotenoughmana == true then
- if Mana.Value <= skill1mana then
- bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill2mana then
- bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill3mana then
- bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill4mana then
- bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- elseif changebarcolorsifnotenoughmana == false then
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- end
- if alternatemanaregensystem == false then
- if Mana.Value <= maxmana then
- Mana.Value = Mana.Value + recovermana / 30
- elseif Mana.Value >= maxmana then
- Mana.Value = maxmana
- end
- elseif alternatemanaregensystem == true then
- if Mana.Value >= maxmana then
- Mana.Value = maxmana
- elseif manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- Mana.Value = Mana.Value + 1
- end
- end
- if allowstunbar == true then
- if StunValue.Value <= 0 then
- StunValue.Value = 0
- elseif stundelay <= stunwait then
- stundelay = stundelay + 1
- else
- stundelay = 0
- StunValue.Value = StunValue.Value - 1
- end
- elseif allowstunbar == false then
- StunValue.Value = 0
- end
- end
- if allowmenutofunction == true then
- ArtificialHB.Event:connect(function()
- updateskills()
- if allowabilitiestofunction == true then
- framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- if allowstunbar == true and showstunbar == true and stunframe ~= nil then
- stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- if showhealthmanaandstunnumbers == true then
- manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
- healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
- if allowstunbar == true and showstunbar == true then
- stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
- end
- end
- if showstats == true then
- defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- defensetext.Text = "Defense: " .. Defense.Value * 100 .. "%"
- damagetext.Text = "Damage: " .. Damage.Value * 100 .. "%"
- if Rooted.Value == false then
- movementtext.Text = "Movement: " .. Movement.Value * 100 .. "%"
- elseif Rooted.Value == true or 0 >= Movement.Value then
- movementtext.Text = "Movement: 0%"
- end
- end
- end)
- end
- while true do
- hbwait()
- if Hitbox ~= nil then
- if attack == true then
- Hitbox.Name = "Hitbox"
- elseif attack == false then
- Hitbox.Name = "NilHitbox"
- end
- end
- if 0 < Humanoid.Health then
- if walkspeeddependsonmovementvalue == true then
- if 0 > Movement.Value or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Movement.Value
- end
- end
- if maxstun <= StunValue.Value then
- StunValue.Value = 0
- StunAnim.Value = true
- end
- if StaggerAnim.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- hbwait()
- end
- Stagger()
- StaggerAnim.Value = false
- staggeranim = false
- end))
- end
- if StaggerHitAnim.Value == true and staggerhitanim == false then
- coroutine.resume(coroutine.create(function()
- staggerhitanim = true
- while attack == true do
- hbwait()
- end
- StaggerHit()
- StaggerHitAnim.Value = false
- staggerhitanim = false
- end))
- end
- if StunAnim.Value == true and stunanim == false or StunValue.Value >= 100 then
- coroutine.resume(coroutine.create(function()
- StunValue.Value = 0
- stunanim = true
- while attack == true do
- hbwait()
- end
- Stun()
- StunAnim.Value = false
- stunanim = false
- end))
- end
- sine = sine + change
- someangle = someangle % 100 + change2 / 10
- local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
- hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position + vt(0, -1, 0)).lookVector, 4 * PlayerSize, Character)
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.003 / animationspeed
- else
- donum = donum - 0.003 / animationspeed
- end
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if leftarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true or leftarm == false then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- end
- if rightarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true or rightarm == false then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- end
- if allowwalking == true then
- if Anim == "Walk" and equipped == true then
- if alternatewalk == false then
- if walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif Anim ~= "Walk" and equipped == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- end
- local walkspeedvalue = 6 / (Humanoid.WalkSpeed / 16)
- if Anim == "Walk" and equipped == true then
- RootJoint.C1 = clerp(RootJoint.C1, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.1 * math.cos(sine / (walkspeedvalue / 2)) * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- Neck.C1 = clerp(Neck.C1, angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize) * angles(rad(2 * math.sin(sine / (walkspeedvalue / 2))), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(-0.125 * PlayerSize + 0.375 * math.cos(sine / walkspeedvalue) * PlayerSize, 0.875 * PlayerSize - 0.25 * math.sin(sine / walkspeedvalue) * PlayerSize, 0.5 * PlayerSize) * angles(rad(0), rad(0), rad(10 + 60 * math.cos(sine / walkspeedvalue))), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0.125 * PlayerSize + 0.375 * math.cos(sine / walkspeedvalue) * PlayerSize, 0.875 * PlayerSize + 0.25 * math.sin(sine / walkspeedvalue) * PlayerSize, 0.5 * PlayerSize) * angles(rad(0), rad(0), rad(-10 + 60 * math.cos(sine / walkspeedvalue))), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- elseif Anim ~= "Walk" or equipped == false then
- RootJoint.C1 = clerp(RootJoint.C1, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- Neck.C1 = clerp(Neck.C1, angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- if velderp > 1 and hitfloor == nil then
- Anim = "Jump"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-20), rad(0), rad(0)), 0.2 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-40), rad(0), rad(20)) * RWC0, 0.2 / animationspeed)
- if weaponequipped == false then
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-40), rad(0), rad(-20)) * LWC0, 0.2 / animationspeed)
- elseif weaponequipped == true then
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.2 / animationspeed)
- end
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, -0.3 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-10), rad(0), rad(-20)), 0.2 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, -0.3 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-10), rad(0), rad(20)), 0.2 / animationspeed)
- if weaponequipped == true then
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- end
- elseif velderp < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(20), rad(0), rad(0)), 0.2 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(60)) * RWC0, 0.2 / animationspeed)
- if weaponequipped == false then
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(-60)) * LWC0, 0.2 / animationspeed)
- elseif weaponequipped == true then
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.2 / animationspeed)
- end
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(20)), 0.2 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(10)), 0.2 / animationspeed)
- if weaponequipped == true then
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and equipped == true then
- if weaponequipped == false then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0.02 * math.cos(sine / 30) * PlayerSize, 0 * PlayerSize) * angles(rad(1.25 - 1.25 * math.cos(sine / 30)), rad(0), rad(-10)), 0.15 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-1.25 * math.sin(sine / 30)), rad(0), rad(10)), 0.15 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(2.5 - 1.25 * math.sin(sine / 30)), rad(0), rad(12.5 + 1.25 * math.cos(sine / 30))) * RWC0, 0.15 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(2.5 - 1.25 * math.sin(sine / 30)), rad(0), rad(-10 - 1.25 * math.cos(sine / 30))) * LWC0, 0.15 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(75), rad(0)) * angles(rad(-2.5), rad(0), rad(1.25 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-5), rad(0), rad(-1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
- elseif weaponequipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0.02 * math.cos(sine / 30) * PlayerSize, 0 * PlayerSize) * angles(rad(1.25 - 1.25 * math.cos(sine / 30)), rad(0), rad(10)), 0.15 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(-1.25 * math.sin(sine / 30)), rad(0), rad(-10)), 0.15 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80 - 1.25 * math.cos(sine / 30)), rad(0), rad(20)) * RWC0, 0.15 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.15 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(-5), rad(0), rad(3.75 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-85), rad(0)) * angles(rad(-2.5), rad(0), rad(-1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, -0.2) * angles(rad(10 + 0.4 * math.cos(sine / 30)), rad(0 - 0.2 * math.cos(sine / 30)), rad(70)), 0.15 / animationspeed)
- end
- end
- elseif torvel > 1 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1 / animationspeed
- if walk >= 15 - 5 * (Humanoid.WalkSpeed / 16) then
- walk = 0
- if walkinganim == true then
- walkinganim = false
- elseif walkinganim == false then
- walkinganim = true
- end
- end
- if attack == false and equipped == true then
- if weaponequipped == false then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize + 0.05 * math.cos(sine / walkspeedvalue) * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(5 * math.cos(sine / walkspeedvalue))), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-5 * math.cos(sine / walkspeedvalue))) * angles(rad(-5), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(5), rad(20), rad(10)) * angles(rad(60 * math.cos(sine / walkspeedvalue)), rad(0), rad(0)) * RWC0, 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(5), rad(-20), rad(-10)) * angles(rad(-60 * math.cos(sine / walkspeedvalue)), rad(0), rad(0)) * LWC0, 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90 - 5 * math.cos(sine / walkspeedvalue)), rad(0)) * angles(rad(-2.5 - 2.5 * math.cos(sine / walkspeedvalue)), rad(0), rad(5)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90 - 5 * math.cos(sine / walkspeedvalue)), rad(0)) * angles(rad(-2.5 + 2.5 * math.cos(sine / walkspeedvalue)), rad(0), rad(-5)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- elseif weaponequipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize + 0.05 * math.cos(sine / walkspeedvalue) * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(5 * math.cos(sine / walkspeedvalue))), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-5 * math.cos(sine / walkspeedvalue))) * angles(rad(-5), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(30 + 2.5 * math.sin(sine / (walkspeedvalue / 2))), rad(0), rad(10 - 2.5 * math.sin(sine / walkspeedvalue))) * RWC0, 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.25 * PlayerSize, 0.25 * PlayerSize) * angles(rad(-60), rad(0), rad(65)) * angles(rad(0), rad(-135), rad(0)) * LWC0, 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90 - 5 * math.cos(sine / walkspeedvalue)), rad(0)) * angles(rad(-2.5 - 2.5 * math.cos(sine / walkspeedvalue)), rad(0), rad(5)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90 - 5 * math.cos(sine / walkspeedvalue)), rad(0)) * angles(rad(-2.5 + 2.5 * math.cos(sine / walkspeedvalue)), rad(0), rad(-5)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed)
- end
- end
- end
- end
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement