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- Player = owner
- 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()
- coroutine.resume(coroutine.create(function()
- game.StarterGui:SetCore("ChatMakeSystemMessage", {
- Text = "Fixed by PixelFir3 / Cortana#8155";
- Color = Color3.new(0, 1, 1);
- Font = Enum.Font.Code;
- FontSize = Enum.FontSize.Size24;
- })
- end))
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = 0.016666666666667
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if frame <= tf 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
- hbwait = function(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 = 0.1
- local Movement = Instance.new("NumberValue", Stats)
- Movement.Name = "Movement"
- Movement.Value = 0.35
- local Damage = Instance.new("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 0
- 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 animtype = math.floor(math.random(1, 3))
- local attacktype = 1
- local attack = false
- local equipped = false
- local LastPoint = nil
- 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 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)
- subtractmana = function(k)
- if k <= Mana.Value then
- Mana.Value = Mana.Value - k
- end
- end
- local co1 = 0
- local co2 = 0
- local co3 = 0
- local co4 = 0
- local maxmana = 0
- local maxstun = 1
- local recovermana = 0
- local losestun = 0
- local stunwait = 0
- local manawait = 0
- local skill1mana = 0
- local skill2mana = 0
- local skill3mana = 0
- local skill4mana = 0
- local menuupdatespeed = 0
- local constantupdate = false
- local showstats = false
- local allowstunbar = false
- local CustomColor = Torso.BrickColor
- local Colorpart1 = CustomColor.r
- local Colorpart2 = CustomColor.g
- local Colorpart3 = CustomColor.b
- local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
- makeframe = function(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
- makelabel = function(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, 0.19607843137255, 0.19607843137255), "Health Bar")
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137255, 0.19607843137255), "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, 0.19607843137255), "Stun Frame")
- stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137255), "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(0.3921568627451, 0.3921568627451, 1), "Defense Frame")
- damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.3921568627451, 0.3921568627451), "Damage Frame")
- movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 1, 0.3921568627451), "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
- NoOutline = function(Part)
- Part.TopSurface = 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
- nooutline = function(part)
- part.TopSurface = 10
- end
- part = function(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
- mesh = function(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
- weld = function(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 = "Russian Kick"
- local ClassName = "Russian Kick"
- 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" or b.ClassName == "Motor" 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"
- 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.")
- clerp = function(a, b, t)
- return a:lerp(b, t)
- end
- positiveangle = function(number)
- if number > 0 then
- number = 0
- end
- return number
- end
- negativeangle = function(number)
- if number < 0 then
- number = 0
- end
- return number
- end
- so = function(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
- GetDistance = function(Part1, Part2, magnitude)
- local target = Part1.Position - Part2.Position
- local mag = target.magnitude
- if mag <= magnitude then
- return true
- else
- return false
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- DamageStatLabel = function(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))
- else
- if labeltype == "Debuff" then
- f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2))
- else
- if labeltype == "Interruption" then
- f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2))
- end
- end
- 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
- IncreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat)
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and 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))
- else
- if Stat == "Damage" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "+Damage", c3(1, 1, 1))
- else
- if Stat == "Movement" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "+Movement", c3(1, 1, 1))
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value - Amount
- end
- ), Location.Stats[Stat])
- end
- DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1))
- end
- DecreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat)
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and 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))
- else
- if Stat == "Damage" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "-Damage", c3(1, 1, 1))
- else
- if Stat == "Movement" then
- DamageStatLabel("Debuff", Location.Head.CFrame, "-Movement", c3(1, 1, 1))
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value + Amount
- end
- ), Location.Stats[Stat])
- end
- DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1))
- end
- Damagefunc = function(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, 0.3921568627451, 1))
- local BlockDebounce = Instance.new("BoolValue", hit.Parent.Stats)
- BlockDebounce.Name = "BlockDebounce"
- BlockDebounce.Value = true
- game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
- end
- do
- if ranged ~= true then
- do
- 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
- do return end
- if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
- if DecreaseTheStat == "Defense" then
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- else
- if DecreaseTheStat == "Damage" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- else
- if DecreaseTheStat == "Movement" then
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- end
- end
- 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
- D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
- -- DECOMPILER ERROR at PC377: Unhandled construct in 'MakeBoolean' P1
- if hit.Parent.Stats:FindFirstChild("Defense") ~= nil or 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
- else
- if D > 3 and ranged ~= true then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
- end
- 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(0.7843137254902, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0.86274509803922, 0))
- end
- else
- if D >= 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 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(0.7843137254902, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(0.88235294117647, 0.88235294117647, 0.88235294117647))
- end
- end
- end
- end
- do
- 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
- else
- if KnockbackType == 2 then
- vp.Velocity = Property.CFrame.lookVector * knockback
- end
- end
- 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
- end
- end
- end
- end
- end
- end
- end
- end
- MagniDamage = function(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 = nil
- if hum ~= nil then
- head = c:FindFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni 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
- do
- 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 mag <= magni 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
- do
- -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- MagniBufforDebuff = function(Part, Magni, Type, Stat, Amount, Duration, ShowTheBufforDebuff, ApplyToOthersInstead)
- if Player.Neutral == true then
- if Type == "Buff" then
- IncreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
- else
- if Type == "Debuff" then
- DecreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff)
- end
- end
- end
- for _,c in pairs(workspace:GetChildren()) do
- local hum = (c:FindFirstChild("Humanoid"))
- local head = nil
- if hum ~= nil then
- head = c:FindFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- -- DECOMPILER ERROR at PC83: Unhandled construct in 'MakeBoolean' P1
- if ApplyToOthersInstead == true and mag <= Magni 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)
- else
- if Type == "Debuff" then
- DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
- end
- end
- end
- end
- end
- if ApplyToOthersInstead == false and mag <= Magni 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)
- else
- if Type == "Debuff" then
- DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff)
- end
- end
- end
- end
- end
- Lightning = function(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
- local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
- do
- 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
- do
- do
- li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
- 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
- -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- end
- MagicRing = function(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
- MagicWave = function(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
- MagicBlock = function(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))
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- MagicBlock2 = function(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
- MagicCylinder = function(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
- MagicCircle = function(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
- MagicHead = function(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
- BreakEffect = function(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)
- else
- if rotate == false then
- Part.CFrame = CF
- end
- end
- Part.Transparency = i
- Numbb = Numbb + (randnumb)
- end
- Part.Parent = nil
- end
- ), prt, CF, Numbb, randnumb)
- end
- ElecEffect = function(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
- TrailEffect = function(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
- ClangEffect = function(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
- MagicCone = function(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
- MagicFlatCone = function(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
- MagicSpikedCrown = function(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
- MagicCrown = function(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
- MagicSkull = function(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 = false
- local allowabilitiestofunction = false
- local canunequiporequip = false
- local allowwalking = false
- local disablemovingarms = false
- local usemotorsinsteadofwelds = false
- local leftarm = false
- local rightarm = false
- local allowhopperbin = false
- local showstunbar = false
- local walkspeeddependsonmovementvalue = true
- local alternatemanaregensystem = false
- local showhealthmanaandstunnumbers = false
- local changebarcolorsifnotenoughmana = false
- local disablejump = false
- if hidemenu == true or allowmenutofunction == false then
- for _,v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
- v.Visible = false
- v.BorderSizePixel = 0
- end
- end
- end
- do
- 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
- do
- 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 = 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
- equipanim = function()
- attack = true
- Movement.Value = Movement.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- 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(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * 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(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * 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(0), rad(0), rad(0)), 0.3 / 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(0)), 0.3 / animationspeed)
- end
- attack = false
- end
- unequipanim = function()
- 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(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed)
- if disablemovingarms == false then
- RW.C1 = clerp(RW.C1, angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed)
- LW.C1 = clerp(LW.C1, angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / 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(0)), 0.3 / 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(0)), 0.3 / animationspeed)
- RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed)
- LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed)
- end
- 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)
- RW.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0
- LW.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0
- if disablemovingarms == false then
- RW.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
- LW.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5)
- end
- 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)
- Movement.Value = Movement.Value + 0.1
- Defense.Value = Defense.Value - 0.4
- 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
- end
- if 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
- StaggerHit = function()
- 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
- do
- 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 then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- end
- Stagger = function()
- 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
- do
- 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
- do
- attacktype = 1
- disablejump = false
- attack = false
- end
- end
- end
- Stun = function()
- 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
- EAbility = function()
- attack = true
- attack = false
- end
- Attack1 = function()
- attack = true
- attack = false
- end
- Attack2 = function()
- attack = true
- attack = false
- end
- Attack3 = function()
- attack = true
- attack = false
- end
- Attack4 = function()
- attack = true
- attack = false
- end
- Move1 = function()
- attack = true
- attack = false
- end
- Move2 = function()
- attack = true
- attack = false
- end
- Move3 = function()
- attack = true
- attack = false
- end
- Move4 = function()
- attack = true
- attack = false
- end
- hold = false
- Mouse.Button1Down:connect(function()
- if attack == true or equipped == false then
- return
- end
- hold = true
- if attacktype == 1 then
- attacktype = 2
- Attack1()
- else
- if attacktype == 2 then
- attacktype = 3
- Attack2()
- else
- if attacktype == 3 then
- attacktype = 4
- Attack3()
- else
- if attacktype == 4 then
- attacktype = 1
- Attack4()
- end
- end
- end
- 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
- ob1u = function(Mouse)
- hold = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if key == "f" and canunequiporequip == true and attack == false then
- if equipped == false 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
- equipanim()
- elseif equipped == true then
- equipped = false
- unequipanim()
- hbwait()
- if disablemovingarms == true then
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = Torso
- LSH.Parent = Torso
- end
- if disableanimator == true then
- Animator.Parent = Humanoid
- end
- if disableanimate == true then
- Animate.Disabled = false
- end
- end
- end
- if key == "e" and attack == false and equipped == true then
- if animtype < 3 then
- animtype = animtype + 1
- elseif animtype >= 3 then
- animtype = 1
- end
- end
- if key == "z" and attack == false and equipped == true and co1 <= cooldown1 and skill1mana <= Mana.Value then
- subtractmana(skill1mana)
- cooldown1 = 0
- Move1()
- end
- if key == "x" and attack == false and equipped == true and co2 <= cooldown2 and skill2mana <= Mana.Value then
- subtractmana(skill2mana)
- cooldown2 = 0
- Move2()
- end
- if key == "c" and attack == false and equipped == true and co3 <= cooldown3 and skill3mana <= Mana.Value then
- subtractmana(skill3mana)
- cooldown3 = 0
- Move3()
- end
- if key == "v" and attack == false and equipped == true and co4 <= cooldown4 and skill4mana <= Mana.Value then
- subtractmana(skill4mana)
- cooldown4 = 0
- Move4()
- 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
- s = function(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
- ds = function(Mouse)
- end
- end
- if allowhopperbin == true then
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- end
- updateskills = function()
- if allowabilitiestofunction == true then
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.033333333333333
- if co1 <= cooldown1 then
- cooldown1 = co1
- end
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.033333333333333
- if co2 <= cooldown2 then
- cooldown2 = co2
- end
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.033333333333333
- if co3 <= cooldown3 then
- cooldown3 = co3
- end
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.033333333333333
- if co4 <= cooldown4 then
- cooldown4 = co4
- end
- end
- if changebarcolorsifnotenoughmana == true then
- if Mana.Value <= skill1mana then
- bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill2mana then
- bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill3mana then
- bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill4mana then
- bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- else
- if 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
- end
- if alternatemanaregensystem == false then
- if Mana.Value <= maxmana then
- Mana.Value = Mana.Value + recovermana / 30
- else
- if maxmana <= Mana.Value then
- Mana.Value = maxmana
- end
- end
- else
- if alternatemanaregensystem == true then
- if maxmana <= Mana.Value then
- Mana.Value = maxmana
- else
- if manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- Mana.Value = Mana.Value + 1
- end
- end
- end
- end
- if allowstunbar == true then
- if StunValue.Value <= 0 then
- StunValue.Value = 0
- else
- if stundelay <= stunwait then
- stundelay = stundelay + 1
- else
- stundelay = 0
- StunValue.Value = StunValue.Value - 1
- end
- end
- else
- if allowstunbar == false then
- StunValue.Value = 0
- end
- 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 .. "%"
- else
- if Rooted.Value == true or Movement.Value <= 0 then
- movementtext.Text = "Movement: 0%"
- end
- end
- end
- end
- )
- end
- while 1 do
- hbwait()
- if Hitbox ~= nil then
- if attack == true then
- Hitbox.Name = "Hitbox"
- else
- if attack == false then
- Hitbox.Name = "NilHitbox"
- end
- end
- end
- if 0 < Humanoid.Health then
- if walkspeeddependsonmovementvalue == true then
- if Movement.Value < 0 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 100 <= StunValue.Value 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
- local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
- hitfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position + vt(0, -1, 0)).lookVector, 4 * PlayerSize, Character)
- if 0.5 <= donum then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- 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
- else
- if 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
- end
- else
- -- DECOMPILER ERROR at PC2457: Unhandled construct in 'MakeBoolean' P3
- if (Anim ~= "Walk" and equipped == 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
- 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
- else
- if 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
- end
- else
- -- DECOMPILER ERROR at PC2648: Unhandled construct in 'MakeBoolean' P3
- if (Anim ~= "Walk" and equipped == 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
- 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
- else
- if 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
- end
- else
- if 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
- end
- Anim = "Idle"
- if attack == false then
- if equipped == true then
- if animtype == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(100), rad(0), rad(-80)) * angles(rad(-5 * math.sin((sine) / 4)), rad(90), rad(0)) * (RWC0), 1 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(80), rad(0), rad(70)) * angles(rad(-5 * math.sin((sine) / 4)), rad(-90), rad(0)) * (LWC0), 1 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
- end
- if animtype == 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(2.5 + 2.5 * math.cos((sine) / 4)), rad(0), rad(0)), 1 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(2.5 * math.sin((sine) / 4)), rad(0), rad(0)), 1 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(5), rad(10)) * angles(rad(60 * math.cos((sine) / 8)), rad(5), rad(0)) * (RWC0), 1 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-5), rad(-10)) * angles(rad(-60 * math.cos((sine) / 8)), rad(-5), rad(0)) * (LWC0), 1 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 5 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 5 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
- end
- end
- if animtype == 3 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(-20)) * angles(rad(0), rad(10), rad(0)) * (RWC0), 1 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.25 + 0.25 * math.sin((sine) / 8) * PlayerSize, 0.5 * PlayerSize, -0.25 - 0.25 * math.sin((sine) / 8) * PlayerSize) * angles(rad(80 - 30 * math.cos((sine) / 4)), rad(0), rad(60 * math.sin((sine) / 8))) * (LWC0), 1 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed)
- end
- end
- end
- end
- end
- end
- end
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