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Dec 1st, 2017
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  1. --[[Fixed by Scenius]]--
  2. wait(0.016666666666666666)
  3. --local TagService = require(game:GetService('ReplicatedStorage'):WaitForChild('TagService'))
  4. folder = Instance.new("Folder")
  5. folder.Name = "Weapons"
  6. folder.Parent = game.ReplicatedStorage
  7. main = Instance.new("Folder")
  8. main.Name = "Gladiator 2.0"
  9. main.Parent = folder
  10. model = Instance.new("Model")
  11. model.Name = "Classic"
  12. model.Parent = main
  13. Player = game:GetService("Players").LocalPlayer
  14. Character = Player.Character
  15. PlayerGui = Player.PlayerGui
  16. Backpack = Player.Backpack
  17. Torso = Character.Torso
  18. Head = Character.Head
  19. Humanoid = Character.Humanoid
  20. LeftArm = Character["Left Arm"]
  21. LeftLeg = Character["Left Leg"]
  22. RightArm = Character["Right Arm"]
  23. RightLeg = Character["Right Leg"]
  24. LS = Torso["Left Shoulder"]
  25. LH = Torso["Left Hip"]
  26. RS = Torso["Right Shoulder"]
  27. RH = Torso["Right Hip"]
  28. Face = Head.face
  29. Neck = Torso.Neck
  30. it = Instance.new
  31. attacktype = 1
  32. vt = Vector3.new
  33. cf = CFrame.new
  34. euler = CFrame.fromEulerAnglesXYZ
  35. angles = CFrame.Angles
  36. necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
  37. RootCF = angles(math.rad(-90), 0, math.rad(180))
  38. RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
  39. LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
  40. RootPart = Character.HumanoidRootPart
  41. RootJoint = RootPart.RootJoint
  42. attack = false
  43. equipped = false
  44. Mouse = Player:GetMouse()
  45. local idle = 0
  46. local Anim = "Idle"
  47. local ShotTarget = RootPart
  48. player = nil
  49. ArtificialHB = Instance.new("BindableEvent", script)
  50. ArtificialHB.Name = "ArtificialHB"
  51. script:WaitForChild("ArtificialHB")
  52. frame = 0.016666666666666666
  53. tf = 0
  54. allowframeloss = false
  55. tossremainder = false
  56. lastframe = tick()
  57. script.ArtificialHB:Fire()
  58. game:GetService("RunService").Heartbeat:connect(function(s, p)
  59. tf = tf + s
  60. if tf >= frame then
  61. if allowframeloss then
  62. script.ArtificialHB:Fire()
  63. lastframe = tick()
  64. else
  65. for i = 1, math.floor(tf / frame) do
  66. script.ArtificialHB:Fire()
  67. end
  68. lastframe = tick()
  69. end
  70. if tossremainder then
  71. tf = 0
  72. else
  73. tf = tf - frame * math.floor(tf / frame)
  74. end
  75. end
  76. end)
  77. local animationspeed = 2
  78. function hbwait(number)
  79. if number == 0 or number == nil then
  80. ArtificialHB.Event:wait()
  81. else
  82. for i = 0, number do
  83. ArtificialHB.Event:wait()
  84. end
  85. end
  86. end
  87. local Stats = Instance.new("Folder", Character)
  88. Stats.Name = "Stats"
  89. local Defense = Instance.new("NumberValue", Stats)
  90. Defense.Name = "Defense"
  91. Defense.Value = 0.6
  92. local Movement = Instance.new("NumberValue", Stats)
  93. Movement.Name = "Movement"
  94. Movement.Value = 1.1
  95. local Damage = Instance.new("NumberValue", Stats)
  96. Damage.Name = "Damage"
  97. Damage.Value = 0.5
  98. local Mana = Instance.new("NumberValue", Stats)
  99. Mana.Name = "Mana"
  100. Mana.Value = 0
  101. local Rooted = Instance.new("BoolValue", Stats)
  102. Rooted.Name = "Rooted"
  103. Rooted.Value = false
  104. local BlockValue = Instance.new("BoolValue", Stats)
  105. BlockValue.Name = "BlockValue"
  106. BlockValue.Value = false
  107. local StaggerHitAnim = Instance.new("BoolValue", Stats)
  108. StaggerHitAnim.Name = "StaggerHitAnim"
  109. StaggerHitAnim.Value = false
  110. local StaggerAnim = Instance.new("BoolValue", Stats)
  111. StaggerAnim.Name = "StaggerAnim"
  112. StaggerAnim.Value = false
  113. local StunAnim = Instance.new("BoolValue", Stats)
  114. StunAnim.Name = "StunAnim"
  115. StunAnim.Value = false
  116. local StunValue = Instance.new("NumberValue", Stats)
  117. StunValue.Name = "StunValue"
  118. StunValue.Value = 0
  119. local CanCrit = Instance.new("BoolValue", Stats)
  120. CanCrit.Name = "CanCrit"
  121. CanCrit.Value = true
  122. local CritChance = Instance.new("NumberValue", Stats)
  123. CritChance.Name = "CritChance"
  124. CritChance.Value = 20
  125. local CanPenetrateArmor = Instance.new("BoolValue", Stats)
  126. CanPenetrateArmor.Name = "CanPenetrateArmor"
  127. CanPenetrateArmor.Value = false
  128. local AntiTeamKill = Instance.new("BoolValue", Stats)
  129. AntiTeamKill.Name = "AntiTeamKill"
  130. AntiTeamKill.Value = false
  131. local LastPoint
  132. local changeanim = false
  133. local move2charging = false
  134. local staggerhitanim = false
  135. local staggeranim = false
  136. local stunanim = false
  137. local dancing = false
  138. local Mode = "Normal"
  139. local CritChanceNumber = 0
  140. local CustomColor = Torso.BrickColor
  141. local Colorpart1 = CustomColor.r
  142. local Colorpart2 = CustomColor.g
  143. local Colorpart3 = CustomColor.b
  144. local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
  145. local idleangle = 0
  146. local idlen = 0
  147. local donum = 0
  148. local sine = 0
  149. local change = 2 / animationspeed
  150. local walkinganim = false
  151. local handidle = false
  152. local walk = 0
  153. local someangle = 0
  154. local change2 = 1
  155. local stundelay = 0
  156. local manadelay = 0
  157. local robloxidleanimation = Instance.new("Animation", Torso)
  158. robloxidleanimation.Name = "robloxidleanimation"
  159. robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  160. local Animator = Humanoid:findFirstChild("Animator")
  161. local Animate = Character:findFirstChild("Animate")
  162. local HitPlayerSounds = {
  163. 199149137,
  164. 199149186,
  165. 199149221,
  166. 199149235,
  167. 199149269,
  168. 199149297
  169. }
  170. local HitArmorSounds = {
  171. 199149321,
  172. 199149338,
  173. 199149367,
  174. 199149409,
  175. 199149452
  176. }
  177. local HitWeaponSounds = {
  178. 199148971,
  179. 199149025,
  180. 199149072,
  181. 199149109,
  182. 199149119
  183. }
  184. local HitBlockSounds = {199148933, 199148947}
  185. local cooldown1 = 0
  186. local cooldown2 = 0
  187. local cooldown3 = 0
  188. local cooldown4 = 0
  189. local scrn = Instance.new("ScreenGui", PlayerGui)
  190. local ud = UDim2.new
  191. local c3 = Color3.new
  192. local skillcolorscheme = c3(1, 1, 1)
  193. function subtractmana(k)
  194. if k <= Mana.Value then
  195. Mana.Value = Mana.Value - k
  196. end
  197. end
  198. local co1 = 20
  199. local co2 = 40
  200. local co3 = 60
  201. local co4 = 80
  202. local maxmana = 100
  203. local maxstun = 1
  204. local recovermana = 1
  205. local losestun = 0
  206. local stunwait = 100
  207. local manawait = 20
  208. local skill1mana = 20
  209. local skill2mana = 40
  210. local skill3mana = 60
  211. local skill4mana = 80
  212. local menuupdatespeed = 0.5
  213. local constantupdate = true
  214. local showstats = true
  215. local allowstunbar = false
  216. function makeframe(par, trans, pos, size, color, name)
  217. local frame = Instance.new("Frame")
  218. frame.Parent = par
  219. frame.BackgroundTransparency = trans
  220. frame.BorderSizePixel = 0
  221. frame.Position = pos
  222. frame.Size = size
  223. frame.BackgroundColor3 = color
  224. frame.Name = name
  225. return frame
  226. end
  227. function makelabel(par, text, trans, stroketrans, name)
  228. local label = Instance.new("TextLabel")
  229. label.Parent = par
  230. label.BackgroundTransparency = 1
  231. label.Size = ud(1, 0, 1, 0)
  232. label.Position = ud(0, 0, 0, 0)
  233. label.TextColor3 = c3(255, 255, 255)
  234. label.TextStrokeTransparency = stroketrans
  235. label.TextTransparency = trans
  236. label.FontSize = Enum.FontSize.Size32
  237. label.Font = Enum.Font.Legacy
  238. label.BorderSizePixel = 0
  239. label.TextScaled = true
  240. label.Text = text
  241. label.Name = name
  242. return label
  243. end
  244. framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
  245. framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
  246. framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
  247. framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
  248. bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
  249. bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
  250. bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
  251. bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
  252. text1 = makelabel(framesk1, "[C] Boulder", 1, 1, "Text 1")
  253. text2 = makelabel(framesk2, "[V] Cataclysm", 1, 1, "Text 2")
  254. text3 = makelabel(framesk3, "[X] Destructive Blow", 1, 1, "Text 3")
  255. text4 = makelabel(framesk4, "[Z] Pray", 1, 1, "Text 4")
  256. manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
  257. manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
  258. manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
  259. 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")
  260. healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
  261. healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
  262. if allowstunbar == true then
  263. 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")
  264. stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
  265. stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
  266. end
  267. if showstats == true then
  268. defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3843137254901961, 0.1450980392156863, 0.8196078431372549), "Defense Frame")
  269. damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.6862745098039216, 0), "Damage Frame")
  270. movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 1, 0), "Movement Frame")
  271. defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
  272. damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
  273. movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
  274. end
  275. function NoOutline(Part)
  276. Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
  277. end
  278. local weldBetween = function(a, b)
  279. local weldd = Instance.new("ManualWeld")
  280. weldd.Part0 = a
  281. weldd.Part1 = b
  282. weldd.C0 = CFrame.new()
  283. weldd.C1 = b.CFrame:inverse() * a.CFrame
  284. weldd.Parent = a
  285. return weldd
  286. end
  287. function nooutline(part)
  288. part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
  289. end
  290. function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
  291. local fp = it("Part")
  292. fp.formFactor = formfactor
  293. fp.Parent = parent
  294. fp.Reflectance = reflectance
  295. fp.Transparency = transparency
  296. fp.CanCollide = false
  297. fp.Locked = true
  298. fp.BrickColor = BrickColor.new(tostring(brickcolor))
  299. fp.Name = name
  300. fp.Size = size
  301. fp.Position = Character.Torso.Position
  302. nooutline(fp)
  303. fp.Material = material
  304. fp:BreakJoints()
  305. return fp
  306. end
  307. function mesh(Mesh, part, meshtype, meshid, offset, scale)
  308. local mesh = it(Mesh)
  309. mesh.Parent = part
  310. if Mesh == "SpecialMesh" then
  311. mesh.MeshType = meshtype
  312. mesh.MeshId = meshid
  313. end
  314. mesh.Offset = offset
  315. mesh.Scale = scale
  316. return mesh
  317. end
  318. function weld(parent, part0, part1, c0, c1)
  319. local weld = it("Motor")
  320. weld.Parent = parent
  321. weld.Part0 = part0
  322. weld.Part1 = part1
  323. weld.C0 = c0
  324. weld.C1 = c1
  325. return weld
  326. end
  327. m = Instance.new("Model", Character)
  328. m.Name = "Gladiator's Greatsword"
  329. local particleemitterreference = part(3, Torso, "SmoothPlastic", 0, 1, "Really black", "Particle Emitter Reference", vt())
  330. particleemitterreferenceweld = weld(m, Torso, particleemitterreference, cf(0, 0, 0), cf(0, 0, 0))
  331. local particleemitter = Instance.new("ParticleEmitter", particleemitterreference)
  332. particleemitter.ZOffset = 1
  333. particleemitter.Lifetime = NumberRange.new(0.5)
  334. particleemitter.Speed = NumberRange.new(0)
  335. particleemitter.Size = NumberSequence.new({
  336. NumberSequenceKeypoint.new(0, 4),
  337. NumberSequenceKeypoint.new(1, 6)
  338. })
  339. particleemitter.RotSpeed = NumberRange.new(360)
  340. particleemitter.LockedToPart = true
  341. particleemitter.Rate = 20
  342. particleemitter.Transparency = NumberSequence.new({
  343. NumberSequenceKeypoint.new(0, 1),
  344. NumberSequenceKeypoint.new(0.2, 0),
  345. NumberSequenceKeypoint.new(1, 1)
  346. })
  347. particleemitter.LightEmission = 0.25
  348. particleemitter.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
  349. particleemitter.Texture = "rbxassetid://244221613"
  350. local particleemitter2 = Instance.new("ParticleEmitter", particleemitterreference)
  351. particleemitter2.ZOffset = 1
  352. particleemitter2.Lifetime = NumberRange.new(1)
  353. particleemitter2.Speed = NumberRange.new(0)
  354. particleemitter2.Size = NumberSequence.new({
  355. NumberSequenceKeypoint.new(0, 4),
  356. NumberSequenceKeypoint.new(1, 6)
  357. })
  358. particleemitter2.RotSpeed = NumberRange.new(360)
  359. particleemitter2.LockedToPart = true
  360. particleemitter2.Rate = 20
  361. particleemitter2.Transparency = NumberSequence.new({
  362. NumberSequenceKeypoint.new(0, 1),
  363. NumberSequenceKeypoint.new(0.2, 0.5),
  364. NumberSequenceKeypoint.new(1, 1)
  365. })
  366. particleemitter2.LightEmission = 0.25
  367. particleemitter2.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
  368. particleemitter2.Texture = "rbxassetid://242292318"
  369. particleemitter.Enabled = false
  370. particleemitter2.Enabled = false
  371. Effects = Instance.new("Folder", m)
  372. Effects.Name = "Effects"
  373. ---Handleweld.Part0 = Torso
  374. ---Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
  375. Humanoid.Died:connect(function()
  376. attack = true
  377. for _, v in pairs(Character:GetChildren()) do
  378. if v:IsA("Model") then
  379. m:Destroy()
  380. end
  381. end
  382. end)
  383. for i, v in pairs(Character:GetChildren()) do
  384. if v:IsA("Model") then
  385. for _, c in pairs(v:GetChildren()) do
  386. if c:IsA("Part") then
  387. c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
  388. end
  389. end
  390. end
  391. end
  392. print("Gladiator loaded.")
  393. function so(id, par, vol, pit)
  394. coroutine.resume(coroutine.create(function()
  395. local sou = Instance.new("Sound", par or workspace)
  396. sou.Volume = vol
  397. sou.Pitch = pit or 1
  398. sou.SoundId = "http://roblox.com/asset/?id=" .. id
  399. hbwait()
  400. sou:play()
  401. game:GetService("Debris"):AddItem(sou, 10)
  402. end))
  403. end
  404. function clerp(a, b, t)
  405. local qa = {
  406. QuaternionFromCFrame(a)
  407. }
  408. local qb = {
  409. QuaternionFromCFrame(b)
  410. }
  411. local ax, ay, az = a.x, a.y, a.z
  412. local bx, by, bz = b.x, b.y, b.z
  413. local _t = 1 - t
  414. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  415. end
  416. function QuaternionFromCFrame(cf)
  417. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  418. local trace = m00 + m11 + m22
  419. if trace > 0 then
  420. local s = math.sqrt(1 + trace)
  421. local recip = 0.5 / s
  422. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  423. else
  424. local i = 0
  425. if m00 < m11 then
  426. i = 1
  427. end
  428. if m22 > (i == 0 and m00 or m11) then
  429. i = 2
  430. end
  431. if i == 0 then
  432. local s = math.sqrt(m00 - m11 - m22 + 1)
  433. local recip = 0.5 / s
  434. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  435. elseif i == 1 then
  436. local s = math.sqrt(m11 - m22 - m00 + 1)
  437. local recip = 0.5 / s
  438. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  439. elseif i == 2 then
  440. local s = math.sqrt(m22 - m00 - m11 + 1)
  441. local recip = 0.5 / s
  442. return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  443. end
  444. end
  445. end
  446. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  447. local xs, ys, zs = x + x, y + y, z + z
  448. local wx, wy, wz = w * xs, w * ys, w * zs
  449. local xx = x * xs
  450. local xy = x * ys
  451. local xz = x * zs
  452. local yy = y * ys
  453. local yz = y * zs
  454. local zz = z * zs
  455. 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))
  456. end
  457. function QuaternionSlerp(a, b, t)
  458. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  459. local startInterp, finishInterp
  460. if cosTheta >= 1.0E-4 then
  461. if 1 - cosTheta > 1.0E-4 then
  462. local theta = math.acos(cosTheta)
  463. local invSinTheta = 1 / math.sin(theta)
  464. startInterp = math.sin((1 - t) * theta) * invSinTheta
  465. finishInterp = math.sin(t * theta) * invSinTheta
  466. else
  467. startInterp = 1 - t
  468. finishInterp = t
  469. end
  470. elseif 1 + cosTheta > 1.0E-4 then
  471. local theta = math.acos(-cosTheta)
  472. local invSinTheta = 1 / math.sin(theta)
  473. startInterp = math.sin((t - 1) * theta) * invSinTheta
  474. finishInterp = math.sin(t * theta) * invSinTheta
  475. else
  476. startInterp = t - 1
  477. finishInterp = t
  478. end
  479. 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
  480. end
  481. function rayCast(Pos, Dir, Max, Ignore)
  482. return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
  483. end
  484. function DamageStatLabel(cframe, text, color)
  485. local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0))
  486. c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
  487. game:GetService("Debris"):AddItem(c, 5)
  488. Instance.new("BodyGyro", c)
  489. local f = Instance.new("BodyPosition", c)
  490. f.P = 2000
  491. f.D = 100
  492. f.maxForce = vt(math.huge, math.huge, math.huge)
  493. f.position = c.Position + vt(math.random(-1, 1), 6, math.random(-1, 1))
  494. game:GetService("Debris"):AddItem(c, 5)
  495. local bg = Instance.new("BillboardGui", c)
  496. bg.Adornee = c
  497. bg.Size = UDim2.new(2.5, 0, 2.5, 0)
  498. bg.StudsOffset = vt(-2, 2, 0)
  499. bg.AlwaysOnTop = false
  500. local tl = Instance.new("TextLabel", bg)
  501. tl.BackgroundTransparency = 1
  502. tl.Size = UDim2.new(2.5, 0, 2.5, 0)
  503. tl.Text = text
  504. tl.Font = Enum.Font.SourceSans
  505. tl.FontSize = Enum.FontSize.Size42
  506. tl.TextColor3 = color
  507. tl.TextScaled = false
  508. tl.TextStrokeTransparency = 0
  509. tl.TextScaled = true
  510. tl.TextWrapped = true
  511. f.Parent = c
  512. coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel)
  513. wait(0.25)
  514. for i = 1, 5 do
  515. wait()
  516. BodyPosition.position = Part.Position - vt(0, 0.5, 0)
  517. end
  518. wait(1.25)
  519. for i = 1, 5 do
  520. wait()
  521. TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2
  522. TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2
  523. BodyPosition.position = Part.Position + vt(0, 0.5, 0)
  524. end
  525. Part.Parent = nil
  526. end), c, f, tl)
  527. end
  528. function IncreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
  529. if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
  530. if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
  531. if Location.Stats[Stat] ~= nil then
  532. Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount
  533. if ShowTheStat == true then
  534. if Stat == "Defense" then
  535. DamageStatLabel(Location.Head.CFrame, "+Defense", c3(1, 1, 1))
  536. elseif Stat == "Damage" then
  537. DamageStatLabel(Location.Head.CFrame, "+Damage", c3(1, 1, 1))
  538. elseif Stat == "Movement" then
  539. DamageStatLabel(Location.Head.CFrame, "+Movement", c3(1, 1, 1))
  540. end
  541. end
  542. coroutine.resume(coroutine.create(function(CurrentDecrease)
  543. wait(Duration)
  544. CurrentDecrease.Value = CurrentDecrease.Value - Amount
  545. end), Location.Stats[Stat])
  546. end
  547. else
  548. DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  549. end
  550. end
  551. end
  552. function DecreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
  553. if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
  554. if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
  555. if Location.Stats[Stat] ~= nil then
  556. Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount
  557. if ShowTheStat == true then
  558. if Stat == "Defense" then
  559. DamageStatLabel(Location.Head.CFrame, "-Defense", c3(1, 1, 1))
  560. elseif Stat == "Damage" then
  561. DamageStatLabel(Location.Head.CFrame, "-Damage", c3(1, 1, 1))
  562. elseif Stat == "Movement" then
  563. DamageStatLabel(Location.Head.CFrame, "-Movement", c3(1, 1, 1))
  564. end
  565. end
  566. coroutine.resume(coroutine.create(function(CurrentDecrease)
  567. wait(Duration)
  568. CurrentDecrease.Value = CurrentDecrease.Value + Amount
  569. end), Location.Stats[Stat])
  570. end
  571. else
  572. DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  573. end
  574. end
  575. end
  576. function GetDistance(Part1, Part2, magnitude)
  577. local target = Part1.Position - Part2.Position
  578. local mag = target.magnitude
  579. if magnitude >= mag then
  580. return true
  581. else
  582. return false
  583. end
  584. end
  585. function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  586. if hit.Parent == nil then
  587. return
  588. end
  589. h = hit.Parent:FindFirstChild("Humanoid")
  590. for _, v in pairs(hit.Parent:GetChildren()) do
  591. if v:IsA("Humanoid") then
  592. h = v
  593. end
  594. end
  595. if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then
  596. StaggerHitAnim.Value = true
  597. so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
  598. return
  599. end
  600. if AntiTeamKill.Value == true then
  601. if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
  602. opponent = game.Players:FindFirstChild(hit.Parent.Name)
  603. end
  604. if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
  605. return
  606. end
  607. end
  608. if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
  609. h = hit.Parent.Parent:FindFirstChild("Humanoid")
  610. end
  611. if hit.Parent.className == "Hat" then
  612. hit = hit.Parent.Parent:findFirstChild("Head")
  613. end
  614. if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
  615. if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
  616. return
  617. end
  618. if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then
  619. return
  620. end
  621. if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
  622. hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
  623. end
  624. if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StaggerAnim") ~= nil and stagger == true then
  625. hit.Parent.Stats:findFirstChild("StaggerAnim").Value = true
  626. end
  627. if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
  628. DamageStatLabel(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  629. so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
  630. if ranged ~= true then
  631. hit.Parent.Stats:findFirstChild("BlockValue").Value = false
  632. StaggerAnim.Value = true
  633. end
  634. return
  635. end
  636. if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
  637. if DecreaseTheStat == "Defense" then
  638. DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  639. elseif DecreaseTheStat == "Damage" then
  640. DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  641. elseif DecreaseTheStat == "Movement" then
  642. DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  643. end
  644. end
  645. local D = math.random(minim, maxim) * Damage.Value
  646. if hit.Parent:FindFirstChild("Stats") ~= nil then
  647. if hit.Parent.Stats:FindFirstChild("Defense") then
  648. if CanPenetrateArmor.Value == true then
  649. else
  650. D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
  651. end
  652. elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
  653. end
  654. end
  655. if CanCrit.Value == true then
  656. CritChanceNumber = math.random(1, CritChance.Value)
  657. if CritChanceNumber == CritChance.Value then
  658. D = D * 2
  659. end
  660. end
  661. D = math.floor(D)
  662. h.Health = h.Health - D
  663. if D <= 3 and staggerhit == true then
  664. if ranged ~= true then
  665. StaggerHitAnim.Value = true
  666. end
  667. if ranged ~= true then
  668. so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
  669. end
  670. elseif D > 3 and ranged ~= true then
  671. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
  672. end
  673. if D > 2 and D < 20 then
  674. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  675. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  676. so("296102734", hit, 1, 1)
  677. else
  678. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0.8627450980392157, 0))
  679. end
  680. elseif D >= 20 then
  681. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  682. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  683. so("296102734", hit, 1, 1)
  684. else
  685. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
  686. end
  687. else
  688. if D <= 2 then
  689. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  690. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  691. so("296102734", hit, 1, 1)
  692. else
  693. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
  694. end
  695. else
  696. end
  697. end
  698. if Type == "Normal" then
  699. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
  700. vp = Instance.new("BodyVelocity")
  701. vp.P = 500
  702. vp.maxForce = vt(math.huge, 0, math.huge)
  703. if KnockbackType == 1 then
  704. vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  705. elseif KnockbackType == 2 then
  706. vp.Velocity = Property.CFrame.lookVector * knockback
  707. end
  708. if knockback > 0 then
  709. vp.Parent = hit.Parent.Torso
  710. end
  711. game:GetService("Debris"):AddItem(vp, 0.5)
  712. elseif Type == "Knockdown" then
  713. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
  714. vp = Instance.new("BodyVelocity")
  715. vp.P = 1000
  716. vp.maxForce = vt(0, math.huge, 0)
  717. vp.Velocity = Vector3.new(0, 10, 0)
  718. vp.Parent = hit.Parent.Torso
  719. game:GetService("Debris"):AddItem(vp, 0.25)
  720. elseif Type == "Normal2" then
  721. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  722. vp = Instance.new("BodyVelocity")
  723. vp.P = 500
  724. vp.maxForce = vt(math.huge, 0, math.huge)
  725. if KnockbackType == 1 then
  726. vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  727. elseif KnockbackType == 2 then
  728. vp.Velocity = Property.CFrame.lookVector * knockback
  729. end
  730. if knockback > 0 then
  731. vp.Parent = hit.Parent.Torso
  732. end
  733. game:GetService("Debris"):AddItem(vp, 0.5)
  734. elseif Type == "SuperKnockup" then
  735. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  736. vp = Instance.new("BodyVelocity")
  737. vp.P = 500
  738. vp.maxForce = vt(0, math.huge, 0)
  739. vp.Velocity = vt(0, math.random(20, 40), 0)
  740. if knockback > 0 then
  741. vp.Parent = hit.Parent.Torso
  742. end
  743. game:GetService("Debris"):AddItem(vp, 0.5)
  744. vp2 = Instance.new("BodyVelocity")
  745. vp2.P = 500
  746. vp2.maxForce = vt(math.huge, 0, math.huge)
  747. if KnockbackType == 1 then
  748. vp2.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  749. elseif KnockbackType == 2 then
  750. vp2.Velocity = Property.CFrame.lookVector * knockback
  751. end
  752. if knockback > 0 then
  753. vp2.Parent = hit.Parent.Torso
  754. end
  755. game:GetService("Debris"):AddItem(vp2, 0.5)
  756. elseif Type == "RockHit" then
  757. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  758. rockvelocity = Instance.new("BodyVelocity")
  759. rockvelocity.P = 500
  760. rockvelocity.maxForce = vt(math.huge, 0, math.huge)
  761. rockvelocity.Velocity = hit.Position * knockback - Property.Position
  762. if knockback > 0 then
  763. rockvelocity.Parent = hit.Parent.Torso
  764. end
  765. game:GetService("Debris"):AddItem(rockvelocity, 0.5)
  766. end
  767. DebounceHit = Instance.new("BoolValue", hit.Parent)
  768. DebounceHit.Name = "DebounceHit"
  769. DebounceHit.Value = true
  770. game:GetService("Debris"):AddItem(DebounceHit, Delay)
  771. end
  772. end
  773. function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
  774. for _, c in pairs(workspace:GetChildren()) do
  775. local hum = c:FindFirstChild("Humanoid")
  776. local head
  777. if hum ~= nil then
  778. head = c:FindFirstChild("Torso")
  779. if head ~= nil then
  780. local targ = head.Position - Part.Position
  781. local mag = targ.magnitude
  782. if magni >= mag and c.Name ~= Player.Name then
  783. Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
  784. end
  785. end
  786. for _, d in pairs(c:GetChildren()) do
  787. if d.ClassName == "Model" and ranged ~= true then
  788. head = d:FindFirstChild("Hitbox")
  789. if head ~= nil then
  790. local targ = head.Position - Part.Position
  791. local mag = targ.magnitude
  792. if magni >= mag and c.Name ~= Player.Name then
  793. local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  794. hitrefpart.Anchored = true
  795. hitrefpart.CFrame = cf(head.Position)
  796. so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
  797. StaggerHitAnim.Value = true
  798. end
  799. end
  800. end
  801. end
  802. end
  803. end
  804. end
  805. function Lightning(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
  806. local magz = p0 - p1.magnitude
  807. local curpos = p0
  808. local trz = {
  809. -ofs,
  810. ofs
  811. }
  812. for i = 1, tym do
  813. do
  814. local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
  815. li.Anchored = true
  816. local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
  817. local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
  818. if tym == i then
  819. local magz2 = curpos - p1.magnitude
  820. li.Size = vt(th, th, magz2)
  821. li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
  822. else
  823. li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
  824. end
  825. curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
  826. game.Debris:AddItem(li, last)
  827. coroutine.resume(coroutine.create(function()
  828. while li.Transparency ~= 1 do
  829. for i = 0, 1, last do
  830. hbwait()
  831. li.Transparency = li.Transparency + 0.1 / last
  832. end
  833. end
  834. end))
  835. end
  836. end
  837. end
  838. function MagicRing(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  839. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  840. prt.Anchored = true
  841. prt.CFrame = cframe
  842. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
  843. game:GetService("Debris"):AddItem(prt, 10)
  844. coroutine.resume(coroutine.create(function(Part, Mesh)
  845. for i = 0, 1, delay do
  846. hbwait()
  847. Part.CFrame = Part.CFrame
  848. Part.Transparency = i
  849. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  850. end
  851. Part.Parent = nil
  852. end), prt, msh)
  853. end
  854. function MagicWave(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  855. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  856. prt.Anchored = true
  857. prt.CFrame = cframe
  858. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
  859. game:GetService("Debris"):AddItem(prt, 10)
  860. coroutine.resume(coroutine.create(function(Part, Mesh)
  861. for i = 0, 1, delay do
  862. hbwait()
  863. Part.CFrame = Part.CFrame
  864. Part.Transparency = i
  865. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  866. end
  867. Part.Parent = nil
  868. end), prt, msh)
  869. end
  870. function MagicBlock(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
  871. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  872. prt.Anchored = true
  873. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  874. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  875. game:GetService("Debris"):AddItem(prt, 10)
  876. coroutine.resume(coroutine.create(function(Part, Mesh)
  877. for i = 0, 1, delay do
  878. hbwait()
  879. if rotate == true then
  880. Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  881. else
  882. end
  883. Part.Transparency = i
  884. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  885. end
  886. Part.Parent = nil
  887. end), prt, msh)
  888. end
  889. function MagicBlock2(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
  890. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  891. prt.Anchored = true
  892. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  893. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  894. game:GetService("Debris"):AddItem(prt, 10)
  895. CF = prt.CFrame
  896. num = math.random(5, 20)
  897. coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
  898. for i = 0, 1, delay do
  899. hbwait()
  900. if rotate == true then
  901. Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  902. else
  903. Part.CFrame = CF2 * cf(0, i * Num, 0)
  904. end
  905. Part.Transparency = i
  906. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  907. end
  908. Part.Parent = nil
  909. end), prt, msh, CF, num)
  910. end
  911. function MagicCylinder(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  912. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  913. prt.Anchored = true
  914. prt.CFrame = cframe
  915. local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  916. game:GetService("Debris"):AddItem(prt, 10)
  917. coroutine.resume(coroutine.create(function(Part, Mesh)
  918. for i = 0, 1, delay do
  919. hbwait()
  920. Part.Transparency = i
  921. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  922. end
  923. Part.Parent = nil
  924. end), prt, msh)
  925. end
  926. function MagicCircle(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  927. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  928. prt.Anchored = true
  929. prt.CFrame = cframe
  930. local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
  931. game:GetService("Debris"):AddItem(prt, 10)
  932. coroutine.resume(coroutine.create(function(Part, Mesh)
  933. for i = 0, 1, delay do
  934. hbwait()
  935. Part.Transparency = i
  936. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  937. end
  938. Part.Parent = nil
  939. end), prt, msh)
  940. end
  941. function MagicHead(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  942. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  943. prt.Anchored = true
  944. prt.CFrame = cframe
  945. local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
  946. game:GetService("Debris"):AddItem(prt, 10)
  947. coroutine.resume(coroutine.create(function(Part, Mesh)
  948. for i = 0, 1, delay do
  949. hbwait()
  950. Part.Transparency = i
  951. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  952. end
  953. Part.Parent = nil
  954. end), prt, msh)
  955. end
  956. function BreakEffect(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
  957. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  958. prt.Anchored = true
  959. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  960. local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
  961. game:GetService("Debris"):AddItem(prt, 10)
  962. coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
  963. CF = Part.CFrame
  964. Numbb = 0
  965. randnumb = math.random() - math.random()
  966. for i = 0, 1, delay do
  967. hbwait()
  968. CF = CF * cf(0, 1, 0)
  969. if rotate == true then
  970. Part.CFrame = CF * angles(Numbb, 0, 0)
  971. elseif rotate == false then
  972. Part.CFrame = CF
  973. end
  974. Part.Transparency = i
  975. Numbb = Numbb + randnumb
  976. end
  977. Part.Parent = nil
  978. end), prt, CF, Numbb, randnumb)
  979. end
  980. function ElecEffect(brickcolor, material, cf, x, y, z, delay)
  981. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  982. prt.Anchored = true
  983. prt.CFrame = cf
  984. xval = math.random()
  985. yval = math.random()
  986. zval = math.random()
  987. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
  988. game:GetService("Debris"):AddItem(prt, 10)
  989. coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
  990. for i = 0, 1, delay do
  991. hbwait()
  992. Part.CFrame = Part.CFrame
  993. xvaal = xvaal - 0.1 * (delay * 10)
  994. yvaal = yvaal - 0.1 * (delay * 10)
  995. zvaal = zvaal - 0.1 * (delay * 10)
  996. Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
  997. Part.Transparency = i
  998. end
  999. Part.Parent = nil
  1000. end), prt, msh, xval, yval, zval)
  1001. end
  1002. function TrailEffect(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
  1003. local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt())
  1004. prt.Anchored = true
  1005. prt.CFrame = currentcf
  1006. local TheMeshType = "BlockMesh"
  1007. if meshtype == "Cylinder" then
  1008. TheMeshType = "CylinderMesh"
  1009. end
  1010. local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt())
  1011. game:GetService("Debris"):AddItem(prt, 10)
  1012. local magnitudecframe = currentcf.p - oldcf.p.magnitude
  1013. prt.Size = Vector3.new(1, magnitudecframe, 1)
  1014. prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(math.rad(90), 0, 0)
  1015. msh.Scale = vt(0 + size, 1, 0 + size)
  1016. coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
  1017. for i = 0, 1, delay do
  1018. hbwait()
  1019. Part.Transparency = i
  1020. Mesh.Scale = Mesh.Scale + vt(x, y, z)
  1021. end
  1022. Part.Parent = nil
  1023. end), prt, msh, currentcf, oldcf)
  1024. end
  1025. function ClangEffect(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
  1026. local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
  1027. prt.Anchored = true
  1028. prt.CFrame = cframe
  1029. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
  1030. game:GetService("Debris"):AddItem(prt, 10)
  1031. local TheLastPoint = cframe
  1032. coroutine.resume(coroutine.create(function(Part)
  1033. for i = 1, duration do
  1034. hbwait()
  1035. Part.CFrame = Part.CFrame * angles(math.rad(angle), 0, 0) * cf(0, power, 0)
  1036. TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
  1037. TheLastPoint = Part.CFrame
  1038. end
  1039. Part.Parent = nil
  1040. end), prt)
  1041. end
  1042. function MagicCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1043. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1044. prt.Anchored = true
  1045. prt.CFrame = cframe
  1046. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
  1047. game:GetService("Debris"):AddItem(prt, 10)
  1048. coroutine.resume(coroutine.create(function(Part, Mesh)
  1049. for i = 0, 1, delay do
  1050. hbwait()
  1051. Part.Transparency = i
  1052. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1053. end
  1054. Part.Parent = nil
  1055. end), prt, msh)
  1056. end
  1057. function MagicFlatCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1058. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1059. prt.Anchored = true
  1060. prt.CFrame = cframe
  1061. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
  1062. game:GetService("Debris"):AddItem(prt, 10)
  1063. coroutine.resume(coroutine.create(function(Part, Mesh)
  1064. for i = 0, 1, delay do
  1065. hbwait()
  1066. Part.Transparency = i
  1067. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1068. end
  1069. Part.Parent = nil
  1070. end), prt, msh)
  1071. end
  1072. function MagicSpikedCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1073. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1074. prt.Anchored = true
  1075. prt.CFrame = cframe
  1076. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
  1077. game:GetService("Debris"):AddItem(prt, 10)
  1078. coroutine.resume(coroutine.create(function(Part, Mesh)
  1079. for i = 0, 1, delay do
  1080. hbwait()
  1081. Part.Transparency = i
  1082. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1083. end
  1084. Part.Parent = nil
  1085. end), prt, msh)
  1086. end
  1087. function MagicCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1088. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1089. prt.Anchored = true
  1090. prt.CFrame = cframe
  1091. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
  1092. game:GetService("Debris"):AddItem(prt, 10)
  1093. coroutine.resume(coroutine.create(function(Part, Mesh)
  1094. for i = 0, 1, delay do
  1095. hbwait()
  1096. Part.Transparency = i
  1097. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1098. end
  1099. Part.Parent = nil
  1100. end), prt, msh)
  1101. end
  1102. function MagicSkull(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1103. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1104. prt.Anchored = true
  1105. prt.CFrame = cframe
  1106. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
  1107. game:GetService("Debris"):AddItem(prt, 10)
  1108. coroutine.resume(coroutine.create(function(Part, Mesh)
  1109. for i = 0, 1, delay do
  1110. hbwait()
  1111. Part.Transparency = i
  1112. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1113. end
  1114. Part.Parent = nil
  1115. end), prt, msh)
  1116. end
  1117. local startequipped = false
  1118. local startequippedwithequipanimation = true
  1119. local disableanimator = true
  1120. local disableanimate = false
  1121. local alternatewalk = false
  1122. local hidemenu = false
  1123. local allowmenutofunction = true
  1124. local allowabilitiestofunction = true
  1125. local canunequiporequip = false
  1126. local allowidle = false
  1127. local allowwalking = false
  1128. local disablemovingarms = false
  1129. local usemotorsinsteadofwelds = false
  1130. local leftarm = false
  1131. local rightarm = false
  1132. local allowhopperbin = false
  1133. local showstunbar = false
  1134. local walkspeeddependsonmovementvalue = true
  1135. local alternatemanaregensystem = true
  1136. local showhealthmanaandstunnumbers = true
  1137. local changebarcolorsifnotenoughmana = false
  1138. local disablejump = false
  1139. if hidemenu == true then
  1140. for _, v in pairs(scrn:GetChildren()) do
  1141. if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
  1142. v.Visible = false
  1143. end
  1144. end
  1145. end
  1146. Humanoid.Changed:connect(function(Jump)
  1147. if Jump == "Jump" and disablejump == true then
  1148. Humanoid.Jump = false
  1149. end
  1150. end)
  1151. if allowmenutofunction == true then
  1152. for _, v in pairs(scrn:GetChildren()) do
  1153. if v.ClassName == "Frame" then
  1154. for _, b in pairs(v:GetChildren()) do
  1155. if b.ClassName == "TextLabel" then
  1156. coroutine.resume(coroutine.create(function(TheTextLabel)
  1157. wait(menuupdatespeed)
  1158. for i = 1, 0, -0.1 do
  1159. hbwait()
  1160. TheTextLabel.TextTransparency = i
  1161. TheTextLabel.TextStrokeTransparency = i
  1162. end
  1163. TheTextLabel.TextTransparency = 0
  1164. TheTextLabel.TextStrokeTransparency = 0
  1165. end), b)
  1166. if showstats == true then
  1167. coroutine.resume(coroutine.create(function(TheTextLabel)
  1168. wait(menuupdatespeed)
  1169. for i = 1, 0, -0.1 do
  1170. hbwait()
  1171. TheTextLabel.TextTransparency = i
  1172. TheTextLabel.TextStrokeTransparency = i
  1173. end
  1174. TheTextLabel.TextTransparency = 0
  1175. TheTextLabel.TextStrokeTransparency = 0
  1176. end), b)
  1177. end
  1178. if showstunbar == true then
  1179. coroutine.resume(coroutine.create(function(TheTextLabel)
  1180. wait(menuupdatespeed)
  1181. for i = 1, 0, -0.1 do
  1182. hbwait()
  1183. TheTextLabel.TextTransparency = i
  1184. TheTextLabel.TextStrokeTransparency = i
  1185. end
  1186. TheTextLabel.TextTransparency = 0
  1187. TheTextLabel.TextStrokeTransparency = 0
  1188. end), b)
  1189. end
  1190. if allowabilitiestofunction == true then
  1191. coroutine.resume(coroutine.create(function(TheTextLabel)
  1192. wait(menuupdatespeed)
  1193. for i = 1, 0, -0.1 do
  1194. hbwait()
  1195. TheTextLabel.TextTransparency = i
  1196. TheTextLabel.TextStrokeTransparency = i
  1197. end
  1198. TheTextLabel.TextTransparency = 0
  1199. TheTextLabel.TextStrokeTransparency = 0
  1200. end), b)
  1201. end
  1202. end
  1203. end
  1204. end
  1205. end
  1206. end
  1207. if allowhopperbin == true then
  1208. if script.Parent.className ~= "HopperBin" then
  1209. Tool = Instance.new("HopperBin")
  1210. Tool.Parent = Backpack
  1211. Tool.Name = "Weapon Name"
  1212. script.Parent = Tool
  1213. end
  1214. Bin = script.Parent
  1215. end
  1216. if disablemovingarms == true then
  1217. RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
  1218. LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
  1219. RSH, LSH = nil, nil
  1220. if usemotorsinsteadofwelds == true then
  1221. RW = Instance.new("Motor")
  1222. LW = Instance.new("Motor")
  1223. else
  1224. RW = Instance.new("Weld")
  1225. LW = Instance.new("Weld")
  1226. end
  1227. RW.Name = "Right Shoulder"
  1228. LW.Name = "Left Shoulder"
  1229. RSH = Torso["Right Shoulder"]
  1230. LSH = Torso["Left Shoulder"]
  1231. RSH.Parent = Torso
  1232. LSH.Parent = Torso
  1233. RW.Name = "Right Shoulder"
  1234. RW.Part0 = Torso
  1235. RW.C0 = cf(1.5, 0.5, 0)
  1236. RW.C1 = cf(0, 0.5, 0)
  1237. RW.Part1 = Character["Right Arm"]
  1238. RW.Parent = nil
  1239. LW.Name = "Left Shoulder"
  1240. LW.Part0 = Torso
  1241. LW.C0 = cf(-1.5, 0.5, 0)
  1242. LW.C1 = cf(0, 0.5, 0)
  1243. LW.Part1 = Character["Left Arm"]
  1244. LW.Parent = nil
  1245. else
  1246. RW = Torso["Right Shoulder"]
  1247. LW = Torso["Left Shoulder"]
  1248. RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
  1249. LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
  1250. end
  1251. if allowidle == true then
  1252. coroutine.resume(coroutine.create(function()
  1253. while true do
  1254. for i = 0, 1, 0.08 do
  1255. wait()
  1256. idleangle = idleangle + 0.005 * idlen
  1257. idlen = idlen - 0.1
  1258. end
  1259. idlen = 0
  1260. for i = 0, 1, 0.08 do
  1261. wait()
  1262. idleangle = idleangle - 0.005 * idlen
  1263. idlen = idlen - 0.1
  1264. end
  1265. idlen = 0
  1266. idleangle = 0
  1267. end
  1268. end))
  1269. end
  1270. if startequipped == true then
  1271. for _, v in pairs(m:GetChildren()) do
  1272. if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
  1273. v.Transparency = 0
  1274. end
  1275. end
  1276. elseif startequippedwithequipanimation == true then
  1277. for _, v in pairs(m:GetChildren()) do
  1278. if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
  1279. coroutine.resume(coroutine.create(function(Part)
  1280. for i = 1, 0, -0.1 do
  1281. hbwait()
  1282. Part.Transparency = i
  1283. end
  1284. Part.Transparency = 0
  1285. end), v)
  1286. end
  1287. end
  1288. end
  1289. function equipanim()
  1290. attack = true
  1291. Movement.Value = Movement.Value - 0.1
  1292. Defense.Value = Defense.Value + 0.4
  1293. so("346134880", RightArm, 0.5, 1)
  1294. so("346134880", LeftArm, 0.5, 1)
  1295. for i = 0, 1, 0.06 / animationspeed do
  1296. hbwait()
  1297. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1298. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1299. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.3 / animationspeed)
  1300. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(45)) * LWC0, 0.3 / animationspeed)
  1301. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1302. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1303. end
  1304. for i = 0, 1, 0.06 / animationspeed do
  1305. hbwait()
  1306. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1307. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(1.25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1308. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.45 / animationspeed)
  1309. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.45 / animationspeed)
  1310. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1311. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1312. end
  1313. attack = false
  1314. end
  1315. function unequipanim()
  1316. attack = true
  1317. for i = 0, 1, 0.08 / animationspeed do
  1318. hbwait()
  1319. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1320. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1321. RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1322. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1323. RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1324. LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1325. RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1326. LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1327. end
  1328. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1329. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1330. RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
  1331. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
  1332. RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
  1333. LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
  1334. RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1335. LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1336. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1337. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1338. Movement.Value = Movement.Value + 0.1
  1339. Defense.Value = Defense.Value - 0.4
  1340. attack = false
  1341. end
  1342. if startequipped == true then
  1343. equipped = true
  1344. if disableanimate == true then
  1345. Animate.Disabled = true
  1346. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  1347. idleanimation:Play()
  1348. end
  1349. if disableanimator == true then
  1350. Animator.Parent = nil
  1351. end
  1352. if disablemovingarms == true then
  1353. RW.Parent = Torso
  1354. LW.Parent = Torso
  1355. RSH.Parent = nil
  1356. LSH.Parent = nil
  1357. end
  1358. Movement.Value = Movement.Value - 0.1
  1359. Defense.Value = Defense.Value + 0.4
  1360. elseif startequippedwithequipanimation == true then
  1361. equipped = true
  1362. if disableanimate == true then
  1363. Animate.Disabled = true
  1364. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  1365. idleanimation:Play()
  1366. end
  1367. if disableanimator == true then
  1368. Animator.Parent = nil
  1369. end
  1370. if disablemovingarms == true then
  1371. RW.Parent = Torso
  1372. LW.Parent = Torso
  1373. RSH.Parent = nil
  1374. LSH.Parent = nil
  1375. end
  1376. coroutine.resume(coroutine.create(function()
  1377. hbwait()
  1378. equipanim()
  1379. end))
  1380. end
  1381. function StaggerHit()
  1382. attack = true
  1383. for i = 1, math.random(2, 4) do
  1384. ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1385. end
  1386. for i = 0, 1, 0.1 / animationspeed do
  1387. hbwait()
  1388. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1389. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1390. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(60)) * angles(math.rad(0), math.rad(-30), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1391. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1392. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1393. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1394. if StaggerAnim.Value == true or StunAnim.Value == true then
  1395. break
  1396. end
  1397. end
  1398. attack = false
  1399. end
  1400. function Stagger()
  1401. attack = true
  1402. disablejump = true
  1403. for i = 1, math.random(2, 4) do
  1404. ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1405. end
  1406. attacktype = 1
  1407. local staggervelocity = Instance.new("BodyVelocity", Torso)
  1408. staggervelocity.P = 500
  1409. staggervelocity.maxForce = vt(math.huge, 0, math.huge)
  1410. if Rooted.Value == false then
  1411. staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
  1412. end
  1413. for i = 0, 1, 0.35 / animationspeed do
  1414. hbwait()
  1415. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1416. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1417. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
  1418. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
  1419. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1420. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1421. end
  1422. for i = 0, 1, 0.2 / animationspeed do
  1423. hbwait()
  1424. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2 + idleangle) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1425. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1426. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
  1427. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
  1428. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1429. LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1430. end
  1431. staggervelocity:Destroy()
  1432. for i = 0, 1, 0.015 / animationspeed do
  1433. hbwait()
  1434. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(-5), math.rad(-5), math.rad(0)), 0.3 / animationspeed)
  1435. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(5), math.rad(0)), 0.3 / animationspeed)
  1436. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(-20), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1437. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-10)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1438. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(70)) * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3 / animationspeed)
  1439. LH.C0 = clerp(LH.C0, cf(-1, 0.4 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
  1440. if StunAnim.Value == true then
  1441. break
  1442. end
  1443. end
  1444. attacktype = 1
  1445. disablejump = false
  1446. attack = false
  1447. end
  1448. function Stun()
  1449. attack = true
  1450. disablejump = true
  1451. attacktype = 1
  1452. DamageStatLabel(Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
  1453. for i = 0, 1, 0.4 / animationspeed do
  1454. hbwait()
  1455. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(-160)), 0.3 / animationspeed)
  1456. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1457. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(15)) * RWC0, 0.3 / animationspeed)
  1458. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(-15)) * LWC0, 0.3 / animationspeed)
  1459. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1460. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1461. end
  1462. for i = 0, 1, 0.4 / animationspeed do
  1463. hbwait()
  1464. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(45), math.rad(0), math.rad(-170)), 0.3 / animationspeed)
  1465. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1466. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(45)) * RWC0, 0.3 / animationspeed)
  1467. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-45)) * LWC0, 0.3 / animationspeed)
  1468. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
  1469. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1470. end
  1471. for i = 0, 1, 0.4 / animationspeed do
  1472. hbwait()
  1473. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(75), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1474. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-60)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1475. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(75)) * RWC0, 0.3 / animationspeed)
  1476. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-45), math.rad(0), math.rad(-75)) * LWC0, 0.3 / animationspeed)
  1477. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
  1478. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1479. end
  1480. gyro = Instance.new("BodyGyro")
  1481. gyro.Parent = nil
  1482. gyro.P = 10000000
  1483. gyro.D = 1000
  1484. gyro.MaxTorque = vt(10000000, 10000000, 10000000)
  1485. gyro.cframe = RootPart.CFrame
  1486. for i = 1, 70 * animationspeed do
  1487. hbwait()
  1488. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1489. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1490. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(90)) * RWC0, 0.3 / animationspeed)
  1491. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-90)) * LWC0, 0.3 / animationspeed)
  1492. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1493. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1494. end
  1495. for i = 0, 1, 0.5 / animationspeed do
  1496. hbwait()
  1497. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1498. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1499. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(120)) * RWC0, 0.3 / animationspeed)
  1500. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-120)) * LWC0, 0.3 / animationspeed)
  1501. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1502. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1503. end
  1504. for i = 0, 1, 0.15 / animationspeed do
  1505. hbwait()
  1506. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(120)), 0.3 / animationspeed)
  1507. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1508. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)) * RWC0, 0.3 / animationspeed)
  1509. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(20)) * LWC0, 0.3 / animationspeed)
  1510. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(70)), 0.3 / animationspeed)
  1511. LH.C0 = clerp(LH.C0, cf(-1, -0.25 - idleangle, -1) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1512. end
  1513. gyro.Parent = nil
  1514. attacktype = 1
  1515. disablejump = false
  1516. attack = false
  1517. end
  1518. function Dance()
  1519. if Mode == "Sword" then
  1520. EAbility()
  1521. end
  1522. attack = true
  1523. dancing = true
  1524. disablejump = true
  1525. Rooted.Value = true
  1526. while dancing == true do
  1527. hbwait()
  1528. for i = 0, 1, 0.5 / animationspeed do
  1529. hbwait()
  1530. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1531. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
  1532. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.25 / animationspeed)
  1533. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.25 / animationspeed)
  1534. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.5 / animationspeed)
  1535. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-22.5)), 0.5 / animationspeed)
  1536. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1537. break
  1538. end
  1539. end
  1540. for i = 0, 1, 0.15 / animationspeed do
  1541. hbwait()
  1542. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(-0.5, 0, 0 + idleangle) * angles(math.rad(0), math.rad(-20), math.rad(30)), 0.5 / animationspeed)
  1543. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(-10), math.rad(-30)), 0.25 / animationspeed)
  1544. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-60)) * RWC0, 0.25 / animationspeed)
  1545. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(60), math.rad(0), math.rad(-60)) * LWC0, 0.25 / animationspeed)
  1546. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-7.5)), 0.5 / animationspeed)
  1547. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1548. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1549. break
  1550. end
  1551. end
  1552. for i = 0, 1, 0.5 / animationspeed do
  1553. hbwait()
  1554. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1555. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
  1556. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.25 / animationspeed)
  1557. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.25 / animationspeed)
  1558. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.5 / animationspeed)
  1559. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-22.5)), 0.5 / animationspeed)
  1560. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1561. break
  1562. end
  1563. end
  1564. for i = 0, 1, 0.15 / animationspeed do
  1565. hbwait()
  1566. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0.5, 0, 0 + idleangle) * angles(math.rad(0), math.rad(20), math.rad(-30)), 0.5 / animationspeed)
  1567. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(10), math.rad(30)), 0.25 / animationspeed)
  1568. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(60), math.rad(0), math.rad(60)) * RWC0, 0.25 / animationspeed)
  1569. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(60)) * LWC0, 0.25 / animationspeed)
  1570. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1571. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(7.5)), 0.5 / animationspeed)
  1572. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1573. break
  1574. end
  1575. end
  1576. end
  1577. disablejump = false
  1578. Rooted.Value = false
  1579. attack = false
  1580. end
  1581. function EAbility()
  1582. attack = true
  1583. if Mode == "Normal" then
  1584. Mode = "Sword"
  1585. for i = 0, 1, 0.08 / animationspeed do
  1586. hbwait()
  1587. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1588. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1589. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1590. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1591. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1592. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1593. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1594. break
  1595. end
  1596. end
  1597. Handleweld.Part0 = LeftArm
  1598. Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
  1599. Defense.Value = Defense.Value + 0.2
  1600. Damage.Value = Damage.Value + 0.5
  1601. Movement.Value = Movement.Value - 0.4
  1602. manawait = 30
  1603. elseif Mode == "Sword" then
  1604. Mode = "Normal"
  1605. for i = 0, 1, 0.08 / animationspeed do
  1606. hbwait()
  1607. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1608. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1609. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1610. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1611. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1612. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1613. Handleweld.C0 = clerp(Handleweld.C0, cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160)), 0.3 / animationspeed)
  1614. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1615. break
  1616. end
  1617. end
  1618. Handleweld.Part0 = Torso
  1619. Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
  1620. Defense.Value = Defense.Value - 0.2
  1621. Damage.Value = Damage.Value - 0.5
  1622. Movement.Value = Movement.Value + 0.4
  1623. manawait = 20
  1624. end
  1625. attack = false
  1626. end
  1627. function Attack1()
  1628. attack = true
  1629. if Mode == "Normal" then
  1630. for i = 0, 1, 0.15 / animationspeed do
  1631. hbwait()
  1632. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1633. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
  1634. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-15)) * RWC0, 0.45 / animationspeed)
  1635. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(10)) * LWC0, 0.45 / animationspeed)
  1636. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1637. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1638. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1639. break
  1640. end
  1641. end
  1642. so("169445092", LeftArm, 1, 0.8)
  1643. for i = 0, 1, 0.15 / animationspeed do
  1644. hbwait()
  1645. MagniDamage(LeftArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1646. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
  1647. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(50)), 0.6 / animationspeed)
  1648. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-20)) * RWC0, 0.6 / animationspeed)
  1649. LW.C0 = clerp(LW.C0, cf(-1.5, 0.4 + idleangle, -0.25) * angles(math.rad(100), math.rad(0), math.rad(-20)) * LWC0, 0.6 / animationspeed)
  1650. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.6 / animationspeed)
  1651. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.6 / animationspeed)
  1652. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1653. break
  1654. end
  1655. end
  1656. for i = 0, 1, 0.15 / animationspeed do
  1657. hbwait()
  1658. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
  1659. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  1660. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-15)) * RWC0, 0.45 / animationspeed)
  1661. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(10)) * LWC0, 0.45 / animationspeed)
  1662. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  1663. LH.C0 = clerp(LH.C0, cf(-0.85, -1 - idleangle, 0.4) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  1664. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1665. break
  1666. end
  1667. end
  1668. so("169445092", RightArm, 1, 0.9)
  1669. for i = 0, 1, 0.15 / animationspeed do
  1670. hbwait()
  1671. MagniDamage(RightArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1672. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.6 / animationspeed)
  1673. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-2.5), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
  1674. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(30)) * RWC0, 0.6 / animationspeed)
  1675. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(30)) * LWC0, 0.6 / animationspeed)
  1676. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.6 / animationspeed)
  1677. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.6 / animationspeed)
  1678. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1679. break
  1680. end
  1681. end
  1682. elseif Mode == "Sword" then
  1683. for i = 0, 1, 0.05 / animationspeed do
  1684. hbwait()
  1685. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1686. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1687. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * RWC0, 0.3 / animationspeed)
  1688. LW.C0 = clerp(LW.C0, cf(-1.25, 0.5 + idleangle, -0.25) * angles(math.rad(20), math.rad(0), math.rad(-80)) * angles(math.rad(0), math.rad(150), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1689. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1690. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1691. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1692. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1693. break
  1694. end
  1695. end
  1696. so("231917950", Hitbox, 1, 1.2)
  1697. so("203691447", Hitbox, 1, 1.2)
  1698. for i = 0, 1, 0.05 / animationspeed do
  1699. hbwait()
  1700. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1701. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3 / animationspeed)
  1702. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1703. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(110), math.rad(0), math.rad(-50)) * RWC0, 0.3 / animationspeed)
  1704. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(30)) * angles(math.rad(0), math.rad(85), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1705. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1706. LH.C0 = clerp(LH.C0, cf(-0.75, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-20), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-2.5)), 0.3 / animationspeed)
  1707. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.5, -0.25) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1708. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1709. break
  1710. end
  1711. end
  1712. end
  1713. attack = false
  1714. end
  1715. function Attack2()
  1716. attack = true
  1717. if Mode == "Normal" then
  1718. for i = 0, 1, 0.15 / animationspeed do
  1719. hbwait()
  1720. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1721. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1722. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-30)) * RWC0, 0.45 / animationspeed)
  1723. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  1724. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1725. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1726. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1727. break
  1728. end
  1729. end
  1730. disablejump = true
  1731. Rooted.Value = true
  1732. so("169445092", LeftLeg, 1, 1)
  1733. for i = 0, 1, 0.15 / animationspeed do
  1734. hbwait()
  1735. MagniDamage(LeftLeg, 5, 5, 10, 0, "Knockdown", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1736. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.6 / animationspeed)
  1737. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1738. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(0), math.rad(10)) * RWC0, 0.6 / animationspeed)
  1739. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)) * LWC0, 0.6 / animationspeed)
  1740. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.6 / animationspeed)
  1741. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-100)), 0.6 / animationspeed)
  1742. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1743. break
  1744. end
  1745. end
  1746. for i = 0, 1, 0.15 / animationspeed do
  1747. hbwait()
  1748. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
  1749. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(70)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1750. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(10)) * RWC0, 0.45 / animationspeed)
  1751. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-30)) * LWC0, 0.45 / animationspeed)
  1752. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1753. LH.C0 = clerp(LH.C0, cf(-1.1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1754. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1755. break
  1756. end
  1757. end
  1758. so("169445092", LeftLeg, 1, 0.7)
  1759. for i = 0, 1, 0.15 / animationspeed do
  1760. hbwait()
  1761. MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1762. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(-90)), 0.6 / animationspeed)
  1763. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1764. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(30)) * RWC0, 0.6 / animationspeed)
  1765. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-50)) * LWC0, 0.6 / animationspeed)
  1766. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-2.5)), 0.6 / animationspeed)
  1767. LH.C0 = clerp(LH.C0, cf(-1.1, -0.35 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-12.5), math.rad(0), math.rad(-2.5)), 0.6 / animationspeed)
  1768. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1769. break
  1770. end
  1771. end
  1772. disablejump = false
  1773. Rooted.Value = false
  1774. elseif Mode == "Sword" then
  1775. for i = 0, 1, 0.05 / animationspeed do
  1776. hbwait()
  1777. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.3 / animationspeed)
  1778. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1779. RW.C0 = clerp(RW.C0, cf(0.5, 0 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(15), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1780. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(60)) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1781. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1782. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1783. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-40), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1784. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1785. break
  1786. end
  1787. end
  1788. so("231917950", Hitbox, 1, 1.2)
  1789. so("203691467", Hitbox, 1, 1.2)
  1790. for i = 0, 1, 0.05 / animationspeed do
  1791. hbwait()
  1792. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1793. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3 / animationspeed)
  1794. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1795. RW.C0 = clerp(RW.C0, cf(-0.5, 0 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-100)) * angles(math.rad(20), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1796. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-50)) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1797. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1798. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1799. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1800. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1801. break
  1802. end
  1803. end
  1804. end
  1805. attack = false
  1806. end
  1807. function Attack3()
  1808. attack = true
  1809. if Mode == "Normal" then
  1810. disablejump = true
  1811. Rooted.Value = true
  1812. for i = 0, 1, 0.15 / animationspeed do
  1813. hbwait()
  1814. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  1815. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-70)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1816. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * RWC0, 0.45 / animationspeed)
  1817. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-5), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  1818. RH.C0 = clerp(RH.C0, cf(0.75, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-60), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1819. LH.C0 = clerp(LH.C0, cf(-1, -0.7 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  1820. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1821. break
  1822. end
  1823. end
  1824. so("169445092", RightLeg, 1, 1.1)
  1825. for i = 0, 1, 0.15 / animationspeed do
  1826. hbwait()
  1827. MagniDamage(RightLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1828. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(-15), math.rad(0), math.rad(90)), 0.6 / animationspeed)
  1829. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-80)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1830. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(45)) * RWC0, 0.6 / animationspeed)
  1831. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-5), math.rad(0), math.rad(-40)) * LWC0, 0.6 / animationspeed)
  1832. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1833. LH.C0 = clerp(LH.C0, cf(-1, -0.7 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-27.5), math.rad(0), math.rad(2.5)), 0.6 / animationspeed)
  1834. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1835. break
  1836. end
  1837. end
  1838. for i = 0, 1, 0.15 / animationspeed do
  1839. hbwait()
  1840. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.25 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  1841. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  1842. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(130), math.rad(0), math.rad(-10)) * RWC0, 0.45 / animationspeed)
  1843. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(50), math.rad(0), math.rad(-15)) * LWC0, 0.45 / animationspeed)
  1844. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(45), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1845. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1846. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1847. break
  1848. end
  1849. end
  1850. so("169445092", LeftLeg, 1, 1.2)
  1851. for i = 0, 1, 0.15 / animationspeed do
  1852. hbwait()
  1853. MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1854. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-80)), 0.6 / animationspeed)
  1855. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(80)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1856. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(5)) * RWC0, 0.6 / animationspeed)
  1857. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(25)) * LWC0, 0.6 / animationspeed)
  1858. RH.C0 = clerp(RH.C0, cf(1, -0.8 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(-10)), 0.6 / animationspeed)
  1859. LH.C0 = clerp(LH.C0, cf(-0.75, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-70), math.rad(0), math.rad(-30)), 0.6 / animationspeed)
  1860. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1861. break
  1862. end
  1863. end
  1864. disablejump = false
  1865. Rooted.Value = false
  1866. elseif Mode == "Sword" then
  1867. for i = 0, 1, 0.05 / animationspeed do
  1868. hbwait()
  1869. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(50)), 0.3 / animationspeed)
  1870. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-50)) * angles(math.rad(-7.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1871. RW.C0 = clerp(RW.C0, cf(-0.5, 0.25 + idleangle, -0.5) * angles(math.rad(120), math.rad(0), math.rad(-75)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1872. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-90)) * angles(math.rad(-70), math.rad(60), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1873. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(30), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(22.5)), 0.3 / animationspeed)
  1874. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1875. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1876. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1877. break
  1878. end
  1879. end
  1880. so("231917950", Hitbox, 1, 0.8)
  1881. so("203691447", Hitbox, 1, 0.8)
  1882. for i = 0, 1, 0.05 / animationspeed do
  1883. hbwait()
  1884. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1885. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.1 + idleangle) * angles(math.rad(-5), math.rad(0), math.rad(-50)), 0.3 / animationspeed)
  1886. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(50)) * angles(math.rad(7.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1887. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-70)) * angles(math.rad(10), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1888. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(50)) * angles(math.rad(10), math.rad(80), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1889. RH.C0 = clerp(RH.C0, cf(1, -0.8 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1890. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-40), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1891. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1892. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1893. break
  1894. end
  1895. end
  1896. end
  1897. attack = false
  1898. end
  1899. function GroundSmash(Part, Range)
  1900. local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
  1901. if hit ~= nil then
  1902. local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
  1903. refpart.Anchored = true
  1904. refpart.CFrame = cf(pos)
  1905. game:GetService("Debris"):AddItem(refpart, 5)
  1906. for i = 1, math.random(10, 20) do
  1907. local flyingdebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  1908. flyingdebris.TopSurface = hit.TopSurface
  1909. flyingdebris.BottomSurface = hit.BottomSurface
  1910. flyingdebris.LeftSurface = hit.LeftSurface
  1911. flyingdebris.RightSurface = hit.RightSurface
  1912. flyingdebris.FrontSurface = hit.FrontSurface
  1913. flyingdebris.BackSurface = hit.BackSurface
  1914. flyingdebris.Anchored = false
  1915. flyingdebris.CFrame = refpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  1916. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
  1917. game:GetService("Debris"):AddItem(flyingdebris, 5)
  1918. coroutine.resume(coroutine.create(function(TheDebris)
  1919. for i = 0, 1, 0.1 do
  1920. hbwait()
  1921. TheDebris.Transparency = i
  1922. end
  1923. TheDebris.Transparency = 1
  1924. TheDebris.Parent = nil
  1925. end), flyingdebris)
  1926. end
  1927. for i = 1, math.random(10, 20) do
  1928. local grounddebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  1929. grounddebris.TopSurface = hit.TopSurface
  1930. grounddebris.BottomSurface = hit.BottomSurface
  1931. grounddebris.LeftSurface = hit.LeftSurface
  1932. grounddebris.RightSurface = hit.RightSurface
  1933. grounddebris.FrontSurface = hit.FrontSurface
  1934. grounddebris.BackSurface = hit.BackSurface
  1935. grounddebris.Anchored = true
  1936. grounddebris.CFrame = refpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  1937. game:GetService("Debris"):AddItem(grounddebris, 10)
  1938. coroutine.resume(coroutine.create(function(TheDebris)
  1939. wait(5)
  1940. for i = 0, 1, 0.1 do
  1941. hbwait()
  1942. TheDebris.Transparency = i
  1943. end
  1944. TheDebris.Transparency = 1
  1945. TheDebris.Parent = nil
  1946. end), grounddebris)
  1947. end
  1948. so("199145477", refpart, 1, 0.75)
  1949. so("157878578", refpart, 1, 1)
  1950. MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.05)
  1951. MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.05)
  1952. MagniDamage(refpart, 15, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1953. end
  1954. end
  1955. function Attack4()
  1956. attack = true
  1957. if Mode == "Normal" then
  1958. for i = 0, 1, 0.15 / animationspeed do
  1959. hbwait()
  1960. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1961. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
  1962. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * angles(math.rad(30), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  1963. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  1964. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1965. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1966. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1967. break
  1968. end
  1969. end
  1970. so("169445092", LeftArm, 1, 1.3)
  1971. for i = 0, 1, 0.15 / animationspeed do
  1972. hbwait()
  1973. MagniDamage(LeftArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1974. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
  1975. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(70)), 0.45 / animationspeed)
  1976. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-30)) * RWC0, 0.45 / animationspeed)
  1977. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-60)) * LWC0, 0.45 / animationspeed)
  1978. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1979. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(-20), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-7.5)), 0.45 / animationspeed)
  1980. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1981. break
  1982. end
  1983. end
  1984. for i = 0, 1, 0.15 / animationspeed do
  1985. hbwait()
  1986. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.25 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
  1987. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  1988. RW.C0 = clerp(RW.C0, cf(1.25, 0.25 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(-20)) * angles(math.rad(-30), math.rad(-30), math.rad(0)) * RWC0, 0.45 / animationspeed)
  1989. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-50)) * angles(math.rad(30), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  1990. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1991. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-7.5)), 0.45 / animationspeed)
  1992. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1993. break
  1994. end
  1995. end
  1996. so("169445092", RightArm, 1, 1)
  1997. for i = 0, 1, 0.3 / animationspeed do
  1998. hbwait()
  1999. MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2000. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  2001. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
  2002. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(60), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2003. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2004. RH.C0 = clerp(RH.C0, cf(0.75, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(10), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2005. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2006. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2007. break
  2008. end
  2009. end
  2010. for i = 0, 1, 0.3 / animationspeed do
  2011. hbwait()
  2012. MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2013. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  2014. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
  2015. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(80), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2016. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2017. RH.C0 = clerp(RH.C0, cf(0.75, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(10), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2018. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2019. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2020. break
  2021. end
  2022. end
  2023. elseif Mode == "Sword" then
  2024. disablejump = true
  2025. Rooted.Value = true
  2026. for i = 0, 1, 0.05 / animationspeed do
  2027. hbwait()
  2028. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  2029. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2030. RW.C0 = clerp(RW.C0, cf(-0.25, 0.65 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2031. LW.C0 = clerp(LW.C0, cf(-1.5, 0.35 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(100), math.rad(30), math.rad(0)) * LWC0, 0.3 / animationspeed)
  2032. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  2033. LH.C0 = clerp(LH.C0, cf(-1, -0.85 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(7.5)), 0.3 / animationspeed)
  2034. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2035. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2036. break
  2037. end
  2038. end
  2039. so("203691492", Hitbox, 1, 1.2)
  2040. so("203691467", Hitbox, 1, 1.2)
  2041. for i = 0, 1, 0.15 / animationspeed do
  2042. hbwait()
  2043. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2044. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.75 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2045. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-10)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2046. RW.C0 = clerp(RW.C0, cf(-0.35, 0.15 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)) * angles(math.rad(-45), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2047. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-5)) * angles(math.rad(-65), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2048. RH.C0 = clerp(RH.C0, cf(1, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(7.5)), 0.45 / animationspeed)
  2049. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2050. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2051. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2052. break
  2053. end
  2054. end
  2055. GroundSmash(Hitbox, 4)
  2056. for i = 0, 1, 0.05 / animationspeed do
  2057. hbwait()
  2058. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.75 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2059. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-10)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2060. RW.C0 = clerp(RW.C0, cf(-0.35, 0.15 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)) * angles(math.rad(-45), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2061. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-5)) * angles(math.rad(-65), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2062. RH.C0 = clerp(RH.C0, cf(1, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(7.5)), 0.45 / animationspeed)
  2063. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2064. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2065. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2066. break
  2067. end
  2068. end
  2069. disablejump = false
  2070. Rooted.Value = false
  2071. end
  2072. attack = false
  2073. end
  2074. function Move1()
  2075. if Mode == "Sword" then
  2076. EAbility()
  2077. end
  2078. attack = true
  2079. disablejump = true
  2080. Rooted.Value = true
  2081. for i = 0, 1, 0.15 / animationspeed do
  2082. hbwait()
  2083. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2084. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2085. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2086. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-10)) * LWC0, 0.45 / animationspeed)
  2087. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -1) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2088. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  2089. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2090. break
  2091. end
  2092. end
  2093. so("156190061", Torso, 0.75, 0.8)
  2094. local aurathingy = 0
  2095. local maxaurathingy = 30
  2096. local TheColor1 = BrickColor.new("Bright yellow").r
  2097. local TheColor2 = BrickColor.new("Bright yellow").g
  2098. local TheColor3 = BrickColor.new("Bright yellow").b
  2099. local auralight = Instance.new("PointLight", Torso)
  2100. auralight.Color = Color3.new(TheColor1, TheColor2, TheColor3)
  2101. auralight.Brightness = 7.5
  2102. auralight.Range = 7.5
  2103. for i = 0, 1, 0.01 / animationspeed do
  2104. hbwait()
  2105. if aurathingy >= maxaurathingy then
  2106. local randomheal = math.floor(math.random(1, 2))
  2107. so("234226639", Torso, 0.5, 1 / (maxaurathingy / 20))
  2108. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, -2.5, 1, -2.5, 0.05)
  2109. DamageStatLabel(Head.CFrame, randomheal, Color3.new(0.29411764705882354, 0.788235294117647, 0.29411764705882354))
  2110. Humanoid.Health = Humanoid.Health + randomheal
  2111. maxaurathingy = maxaurathingy - 2
  2112. aurathingy = 0
  2113. else
  2114. aurathingy = aurathingy + 1
  2115. end
  2116. MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0), 1, 1, 1, 5, 0, 5, 0.1)
  2117. MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0) * angles(math.rad(90), 0, math.rad(math.random(-90, 90))), 1, 1, 1, 0, 10, 0, 0.1)
  2118. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2119. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2120. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2121. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-10)) * LWC0, 0.45 / animationspeed)
  2122. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -1) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2123. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  2124. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2125. break
  2126. end
  2127. end
  2128. DecreaseStat(Character, "Defense", 0.1, 5, true)
  2129. DecreaseStat(Character, "Damage", 0.1, 5, true)
  2130. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, 5, 5, 5, 0.1)
  2131. auralight.Parent = nil
  2132. disablejump = false
  2133. Rooted.Value = false
  2134. attack = false
  2135. end
  2136. function GroundSmash2(Part, Range, Damage)
  2137. local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
  2138. if hit ~= nil then
  2139. local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
  2140. refpart.Anchored = true
  2141. refpart.CFrame = cf(pos)
  2142. game:GetService("Debris"):AddItem(refpart, 5)
  2143. for i = 1, math.random(15, 30) do
  2144. local flyingdebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2145. flyingdebris.TopSurface = hit.TopSurface
  2146. flyingdebris.BottomSurface = hit.BottomSurface
  2147. flyingdebris.LeftSurface = hit.LeftSurface
  2148. flyingdebris.RightSurface = hit.RightSurface
  2149. flyingdebris.FrontSurface = hit.FrontSurface
  2150. flyingdebris.BackSurface = hit.BackSurface
  2151. flyingdebris.Anchored = false
  2152. flyingdebris.CFrame = refpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2153. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
  2154. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2155. coroutine.resume(coroutine.create(function(TheDebris)
  2156. for i = 0, 1, 0.1 do
  2157. hbwait()
  2158. TheDebris.Transparency = i
  2159. end
  2160. TheDebris.Transparency = 1
  2161. TheDebris.Parent = nil
  2162. end), flyingdebris)
  2163. end
  2164. for i = 1, math.random(15, 30) do
  2165. local grounddebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2166. grounddebris.TopSurface = hit.TopSurface
  2167. grounddebris.BottomSurface = hit.BottomSurface
  2168. grounddebris.LeftSurface = hit.LeftSurface
  2169. grounddebris.RightSurface = hit.RightSurface
  2170. grounddebris.FrontSurface = hit.FrontSurface
  2171. grounddebris.BackSurface = hit.BackSurface
  2172. grounddebris.Anchored = true
  2173. grounddebris.CFrame = refpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2174. game:GetService("Debris"):AddItem(grounddebris, 10)
  2175. coroutine.resume(coroutine.create(function(TheDebris)
  2176. wait(5)
  2177. for i = 0, 1, 0.1 do
  2178. hbwait()
  2179. TheDebris.Transparency = i
  2180. end
  2181. TheDebris.Transparency = 1
  2182. TheDebris.Parent = nil
  2183. end), grounddebris)
  2184. end
  2185. so("199145477", refpart, 1, 0.75)
  2186. so("157878578", refpart, 1, 1)
  2187. if Damage > 5 then
  2188. so("2760979", refpart, 1, 0.5)
  2189. end
  2190. if Damage > 10 then
  2191. so("142070127", refpart, 1, 0.75)
  2192. end
  2193. if Damage > 15 then
  2194. so("168586621", refpart, 1, 0.5)
  2195. end
  2196. MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.025)
  2197. if Damage > 5 then
  2198. MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2199. end
  2200. if Damage > 10 then
  2201. MagicCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2202. end
  2203. if Damage > 15 then
  2204. MagicSpikedCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2205. end
  2206. if Damage <= 10 then
  2207. MagniDamage(refpart, 20, 5, 10, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2208. else
  2209. MagniDamage(refpart, 20, Damage, Damage * 2, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2210. end
  2211. end
  2212. end
  2213. function Move2()
  2214. move2charging = true
  2215. if Mode == "Normal" then
  2216. EAbility()
  2217. end
  2218. attack = true
  2219. Movement.Value = Movement.Value - 0.2
  2220. local chargingstate = 0
  2221. local chargingeffectnum = 1
  2222. local playsound1 = false
  2223. local playsound2 = false
  2224. local playsound3 = false
  2225. so("315746833", Torso, 1, 1)
  2226. while move2charging == true and chargingstate < 155 do
  2227. hbwait()
  2228. chargingstate = chargingstate + 1
  2229. if chargingeffectnum >= 10 then
  2230. chargingeffectnum = 0
  2231. MagicWave("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
  2232. if chargingstate >= 50 then
  2233. if playsound1 == false then
  2234. playsound1 = true
  2235. particleemitter2.Enabled = true
  2236. so("315743350", Torso, 1, 1)
  2237. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2238. end
  2239. MagicRing("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0) * angles(math.rad(90), 0, 0), 2, 2, 1, 1, 1, 0.5, 0.1)
  2240. end
  2241. if chargingstate >= 100 then
  2242. if playsound2 == false then
  2243. playsound2 = true
  2244. particleemitter.Enabled = true
  2245. so("315743331", Torso, 1, 1.5)
  2246. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2247. end
  2248. MagicCrown("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
  2249. end
  2250. if chargingstate >= 150 and playsound3 == false then
  2251. playsound3 = true
  2252. so("315743298", Torso, 1, 0.75)
  2253. so("315743350", Torso, 1, 0.75)
  2254. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2255. end
  2256. elseif chargingeffectnum <= 10 then
  2257. chargingeffectnum = chargingeffectnum + 1
  2258. end
  2259. if playsound1 == false and playsound2 == false and playsound3 == false then
  2260. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2261. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2262. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2263. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2264. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.3 / animationspeed)
  2265. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-7.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2266. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2267. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or move2charging == false or chargingstate >= 155 then
  2268. break
  2269. end
  2270. elseif playsound1 == true and playsound2 == false and playsound3 == false then
  2271. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2272. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2273. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2274. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2275. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(17.5)), 0.3 / animationspeed)
  2276. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2277. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2278. elseif playsound1 == true and playsound2 == true and playsound3 == false then
  2279. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2280. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2281. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2282. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2283. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.3 / animationspeed)
  2284. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2285. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2286. end
  2287. end
  2288. Movement.Value = Movement.Value + 0.2
  2289. disablejump = true
  2290. Rooted.Value = true
  2291. particleemitter.Enabled = false
  2292. particleemitter2.Enabled = false
  2293. for i = 1, math.random(5, 10) do
  2294. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90))), 0.1, 0.1, 0.1, 0.1, 5, 0.1, 0.1)
  2295. end
  2296. for i = 0, 1, 0.05 / animationspeed do
  2297. hbwait()
  2298. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.25, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(70)), 0.3 / animationspeed)
  2299. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-70)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2300. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(70), math.rad(50), math.rad(-10)) * RWC0, 0.3 / animationspeed)
  2301. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(50), math.rad(110), math.rad(35)) * LWC0, 0.3 / animationspeed)
  2302. RH.C0 = clerp(RH.C0, cf(0.75, -0.5 - idleangle, 0.25) * angles(math.rad(0), math.rad(20), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(25)), 0.3 / animationspeed)
  2303. LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2304. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2305. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2306. break
  2307. end
  2308. end
  2309. so("203691492", Hitbox, 1, 1.2)
  2310. so("203691467", Hitbox, 1, 1.2)
  2311. for i = 0, 1, 0.15 / animationspeed do
  2312. hbwait()
  2313. if chargingstate / 10 <= 10 then
  2314. MagniDamage(Hitbox, 8, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2315. else
  2316. MagniDamage(Hitbox, 8, chargingstate / 10, chargingstate / 10 * 2, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2317. end
  2318. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2319. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2320. RW.C0 = clerp(RW.C0, cf(-0.25, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2321. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(0)) * angles(math.rad(-45), math.rad(5), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2322. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2323. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  2324. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2325. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2326. break
  2327. end
  2328. end
  2329. GroundSmash2(Hitbox, 4, chargingstate / 10)
  2330. for i = 0, 1, 0.05 / animationspeed do
  2331. hbwait()
  2332. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2333. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2334. RW.C0 = clerp(RW.C0, cf(-0.25, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2335. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(0)) * angles(math.rad(-45), math.rad(5), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2336. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2337. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  2338. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2339. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2340. break
  2341. end
  2342. end
  2343. disablejump = false
  2344. Rooted.Value = false
  2345. attack = false
  2346. end
  2347. function Move3()
  2348. if Mode == "Sword" then
  2349. EAbility()
  2350. end
  2351. Movement.Value = Movement.Value - 0.5
  2352. attack = true
  2353. for i = 0, 1, 0.05 / animationspeed do
  2354. hbwait()
  2355. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.75, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2356. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2357. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, -0.5) * angles(math.rad(35), math.rad(0), math.rad(10)) * RWC0, 0.3 / animationspeed)
  2358. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.5) * angles(math.rad(35), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
  2359. RH.C0 = clerp(RH.C0, cf(1, 0.6 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  2360. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(35)), 0.3 / animationspeed)
  2361. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2362. break
  2363. end
  2364. end
  2365. local hit, pos = rayCast(Torso.Position, cf(Torso.Position, Torso.Position + vt(0, -1, 0)).lookVector, 2, Character)
  2366. if hit ~= nil then
  2367. subtractmana(skill3mana)
  2368. cooldown3 = 0
  2369. do
  2370. local soundrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2371. soundrefpart.Anchored = true
  2372. soundrefpart.CFrame = RootPart.CFrame * cf(0, -3, -3)
  2373. game:GetService("Debris"):AddItem(soundrefpart, 3)
  2374. so("199145477", soundrefpart, 0.75, 1.2)
  2375. MagicWave(hit.BrickColor, hit.Material, soundrefpart.CFrame, 7, 1, 7, 0.1, 0.1, 0.1, 0.05)
  2376. MagicRing(hit.BrickColor, hit.Material, soundrefpart.CFrame * angles(math.rad(90), 0, 0), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
  2377. local rockthing = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Rock", vt())
  2378. local rockthingmesh = mesh("SpecialMesh", rockthing, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(3.5, 3.5, 3.5))
  2379. local rockthingweld = weld(LeftArm, rockthing, LeftArm, cf(-2, 3.5, 0), cf(0, 0, 0))
  2380. for i = 0, 1, 0.5 / animationspeed do
  2381. hbwait()
  2382. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2383. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2384. local thecframe = cf(torsoposition.p, mouseposition)
  2385. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2386. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2387. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2388. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(10)) * RWC0, 0.3 / animationspeed)
  2389. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
  2390. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2391. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2392. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2393. break
  2394. end
  2395. end
  2396. Humanoid.AutoRotate = false
  2397. for i = 0, 1, 0.05 / animationspeed do
  2398. hbwait()
  2399. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2400. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2401. local thecframe = cf(torsoposition.p, mouseposition)
  2402. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2403. local randomarmcframe = math.random(-5, 5)
  2404. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2405. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2406. RW.C0 = clerp(RW.C0, cf(1.5, 0.75 + idleangle, 0) * angles(math.rad(210 + randomarmcframe), math.rad(0), math.rad(10 + randomarmcframe)) * RWC0, 0.3 / animationspeed)
  2407. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(210 + randomarmcframe), math.rad(0), math.rad(-10 + randomarmcframe)) * LWC0, 0.3 / animationspeed)
  2408. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
  2409. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  2410. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2411. break
  2412. end
  2413. end
  2414. so("169445092", Torso, 1, 0.6)
  2415. rockthingweld.Parent = nil
  2416. rockthing.Size = vt(3.5, 3.5, 3.5)
  2417. local canrocksmash = true
  2418. coroutine.resume(coroutine.create(function(rock)
  2419. wait(0.1)
  2420. rock.CanCollide = true
  2421. local rocktouching = false
  2422. while rock ~= nil and canrocksmash == true do
  2423. wait()
  2424. local rockhit, rockpos = rayCast(rock.Position, cf(rock.Position, rock.Position + vt(0, -1, 0)).lookVector, 3.5, Character)
  2425. if rockhit ~= nil and rocktouching == false then
  2426. rocktouching = true
  2427. rock.Parent = nil
  2428. canrocksmash = false
  2429. local rockhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2430. rockhitrefpart.Anchored = true
  2431. rockhitrefpart.CFrame = cf(rockpos)
  2432. game:GetService("Debris"):AddItem(rockhitrefpart, 3)
  2433. for i = 1, math.random(10, 20) do
  2434. local randomsize = math.random(5, 10) / 10
  2435. local flyingdebris = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Effect", vt(randomsize, randomsize, randomsize))
  2436. local flyingdebrismesh = mesh("SpecialMesh", flyingdebris, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(randomsize, randomsize, randomsize))
  2437. flyingdebris.CanCollide = true
  2438. flyingdebris.CFrame = rockhitrefpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2439. flyingdebris.Velocity = Vector3.new(math.random(-50, 50), math.random(50, 75), math.random(-50, 50))
  2440. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2441. coroutine.resume(coroutine.create(function(TheDebris)
  2442. wait(4)
  2443. for i = 0, 1, 0.08 do
  2444. hbwait()
  2445. TheDebris.Transparency = i
  2446. end
  2447. TheDebris.Transparency = 1
  2448. TheDebris.Parent = nil
  2449. end), flyingdebris)
  2450. end
  2451. for i = 1, math.random(5, 10) do
  2452. local grounddebris = part(3, Effects, rockhit.Material, 0, 0, rockhit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2453. grounddebris.TopSurface = rockhit.TopSurface
  2454. grounddebris.BottomSurface = rockhit.BottomSurface
  2455. grounddebris.LeftSurface = rockhit.LeftSurface
  2456. grounddebris.RightSurface = rockhit.RightSurface
  2457. grounddebris.FrontSurface = rockhit.FrontSurface
  2458. grounddebris.BackSurface = rockhit.BackSurface
  2459. grounddebris.Anchored = true
  2460. grounddebris.CFrame = rockhitrefpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2461. game:GetService("Debris"):AddItem(grounddebris, 10)
  2462. coroutine.resume(coroutine.create(function(TheDebris)
  2463. wait(5)
  2464. for i = 0, 1, 0.1 do
  2465. hbwait()
  2466. TheDebris.Transparency = i
  2467. end
  2468. TheDebris.Transparency = 1
  2469. TheDebris.Parent = nil
  2470. end), grounddebris)
  2471. end
  2472. so("199145477", rockhitrefpart, 1, 0.8)
  2473. so("199145477", rockhitrefpart, 1, 0.8)
  2474. so("168586621", rockhitrefpart, 1, 0.8)
  2475. MagicSpikedCrown(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
  2476. MagicWave(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
  2477. MagicRing(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame * angles(math.rad(90), 0, 0), 5.5, 5.5, 5.5, 0.5, 0.5, 0.5, 0.0125)
  2478. MagniDamage(rockhitrefpart, 15, 5, 10, 1.25, "RockHit", rock, 0, 1, 0, nil, false, true, "Movement", 0.2, 5, true)
  2479. end
  2480. end
  2481. end), rockthing)
  2482. local rockmagnitude = (Mouse.hit.p - RootPart.Position).magnitude
  2483. if rockmagnitude <= 25 then
  2484. rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * (rockmagnitude * 1.25) + vt(0, 75, 0)
  2485. else
  2486. rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * 50 + vt(0, 75, 0)
  2487. end
  2488. for i = 0, 1, 0.05 / animationspeed do
  2489. hbwait()
  2490. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2491. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2492. local thecframe = cf(torsoposition.p, mouseposition)
  2493. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2494. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2495. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2496. RW.C0 = clerp(RW.C0, cf(1.25, 0.25 + idleangle, -0.25) * angles(math.rad(60), math.rad(0), math.rad(-20)) * RWC0, 0.45 / animationspeed)
  2497. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25) * angles(math.rad(60), math.rad(0), math.rad(20)) * LWC0, 0.45 / animationspeed)
  2498. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(20)), 0.45 / animationspeed)
  2499. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  2500. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2501. break
  2502. end
  2503. end
  2504. end
  2505. end
  2506. Humanoid.AutoRotate = true
  2507. Movement.Value = Movement.Value + 0.5
  2508. attack = false
  2509. end
  2510. function GroundSmash3(Origin1, Origin2)
  2511. local swordhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2512. swordhitrefpart.Anchored = true
  2513. swordhitrefpart.CFrame = cf(Origin2)
  2514. game:GetService("Debris"):AddItem(swordhitrefpart, 10)
  2515. for i = 1, math.random(15, 30) do
  2516. local flyingdebris = part(3, Effects, Origin1.Material, 0, 0, Origin1.BrickColor, "Effect", vt(math.random(200, 400) / 100, math.random(200, 400) / 100, math.random(200, 400) / 100))
  2517. flyingdebris.TopSurface = Origin1.TopSurface
  2518. flyingdebris.BottomSurface = Origin1.BottomSurface
  2519. flyingdebris.LeftSurface = Origin1.LeftSurface
  2520. flyingdebris.RightSurface = Origin1.RightSurface
  2521. flyingdebris.FrontSurface = Origin1.FrontSurface
  2522. flyingdebris.BackSurface = Origin1.BackSurface
  2523. flyingdebris.Anchored = false
  2524. flyingdebris.CFrame = swordhitrefpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2525. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(75, 100), math.random(-75, 75))
  2526. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2527. coroutine.resume(coroutine.create(function(TheDebris)
  2528. for i = 0, 1, 0.025 do
  2529. hbwait()
  2530. TheDebris.Transparency = i
  2531. end
  2532. TheDebris.Transparency = 1
  2533. TheDebris.Parent = nil
  2534. end), flyingdebris)
  2535. end
  2536. for i = 1, math.random(20, 40) do
  2537. local grounddebris = part(3, Effects, Origin1.Material, 0, 0, Origin1.BrickColor, "Effect", vt(math.random(200, 400) / 100, math.random(200, 400) / 100, math.random(200, 400) / 100))
  2538. grounddebris.TopSurface = Origin1.TopSurface
  2539. grounddebris.BottomSurface = Origin1.BottomSurface
  2540. grounddebris.LeftSurface = Origin1.LeftSurface
  2541. grounddebris.RightSurface = Origin1.RightSurface
  2542. grounddebris.FrontSurface = Origin1.FrontSurface
  2543. grounddebris.BackSurface = Origin1.BackSurface
  2544. grounddebris.Anchored = true
  2545. grounddebris.CFrame = swordhitrefpart.CFrame * cf(math.random(-1500, 1500) / 100, 0, math.random(-1500, 1500) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2546. game:GetService("Debris"):AddItem(grounddebris, 10)
  2547. coroutine.resume(coroutine.create(function(TheDebris)
  2548. wait(5)
  2549. for i = 0, 1, 0.1 do
  2550. hbwait()
  2551. TheDebris.Transparency = i
  2552. end
  2553. TheDebris.Transparency = 1
  2554. TheDebris.Parent = nil
  2555. end), grounddebris)
  2556. end
  2557. for i = 1, math.random(3, 6) do
  2558. MagicBlock(Origin1.BrickColor, "SmoothPlastic", false, swordhitrefpart.CFrame, 40, 40, 40, 3, 3, 3, 0.0075)
  2559. end
  2560. MagicSpikedCrown(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 1, 0.1, 1, 0.0075)
  2561. MagicRing(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame * angles(math.rad(90), 0, 0), 20, 20, 20, 1, 1, 1, 0.0075)
  2562. MagicWave(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 0.5, 0.1, 0.5, 0.0075)
  2563. so("199145477", swordhitrefpart, 1.5, 0.6)
  2564. so("157878578", swordhitrefpart, 1.5, 0.6)
  2565. so("2760979", swordhitrefpart, 1.5, 0.6)
  2566. so("168586621", swordhitrefpart, 1.5, 0.6)
  2567. MagniDamage(swordhitrefpart, 20, 20, 30, math.random(1, 2), "RockHit", swordhitrefpart, 0.5, 1, 0, nil, false, true, "Damage", 0.2, 15, true)
  2568. end
  2569. function Move4()
  2570. if Mode == "Sword" then
  2571. EAbility()
  2572. end
  2573. attack = true
  2574. Rooted.Value = true
  2575. for i = 0, 1, 0.1 / animationspeed do
  2576. hbwait()
  2577. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2578. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2579. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2580. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  2581. RH.C0 = clerp(RH.C0, cf(1, 0.6 - idleangle, -0.75) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(17.5)), 0.45 / animationspeed)
  2582. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2583. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2584. break
  2585. end
  2586. end
  2587. Humanoid.Jump = true
  2588. Torso.Velocity = vt(0, 150, 0)
  2589. so("199145327", Torso, 1, 0.8)
  2590. for i = 0, 1, 0.1 / animationspeed do
  2591. hbwait()
  2592. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(0 - 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2593. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2594. RW.C0 = clerp(RW.C0, cf(0.75, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-70)) * RWC0, 0.45 / animationspeed)
  2595. LW.C0 = clerp(LW.C0, cf(-0.75, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(80)) * LWC0, 0.45 / animationspeed)
  2596. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2597. LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2598. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2599. break
  2600. end
  2601. end
  2602. so("199145327", Torso, 1, 1)
  2603. for i = 0, 1, 0.1 / animationspeed do
  2604. hbwait()
  2605. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(0 - 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2606. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.45 / animationspeed)
  2607. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2608. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2609. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2610. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2611. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2612. break
  2613. end
  2614. end
  2615. Mode = "Sword"
  2616. Handleweld.Part0 = LeftArm
  2617. Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
  2618. Movement.Value = Movement.Value - 0.4
  2619. Defense.Value = Defense.Value + 0.2
  2620. Damage.Value = Damage.Value + 0.5
  2621. for i = 0, 1, 0.1 / animationspeed do
  2622. hbwait()
  2623. Torso.Velocity = vt(0, 2.25, 0)
  2624. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2625. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2626. RW.C0 = clerp(RW.C0, cf(1, 0.75 + idleangle, 0) * angles(math.rad(210), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2627. LW.C0 = clerp(LW.C0, cf(-1, 0.75 + idleangle, 0) * angles(math.rad(210), math.rad(0), math.rad(45)) * LWC0, 0.45 / animationspeed)
  2628. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.45 / animationspeed)
  2629. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.45 / animationspeed)
  2630. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(135)), 0.45 / animationspeed)
  2631. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2632. break
  2633. end
  2634. end
  2635. for i = 1, 1 do
  2636. so("199145327", Torso, 1, 1.2)
  2637. for i = 0, 1, 0.1 / animationspeed do
  2638. hbwait()
  2639. Torso.Velocity = vt(0, 2.25, 0)
  2640. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(10 + 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2641. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2642. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2643. LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)) * LWC0, 0.45 / animationspeed)
  2644. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2645. LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2646. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2647. break
  2648. end
  2649. end
  2650. end
  2651. local swordhit
  2652. while swordhit == nil do
  2653. hbwait()
  2654. swordhit, swordpos = rayCast(Hitbox.Position, cf(Hitbox.Position, Hitbox.Position + vt(0, -1, 0)).lookVector, 3, Character)
  2655. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2656. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2657. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2658. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2659. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2660. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  2661. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2662. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or swordhit ~= nil then
  2663. break
  2664. end
  2665. end
  2666. GroundSmash3(swordhit, swordpos)
  2667. for i = 0, 1, 0.2 / animationspeed do
  2668. hbwait()
  2669. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2670. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2671. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2672. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2673. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2674. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  2675. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2676. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2677. break
  2678. end
  2679. end
  2680. for i = 0, 1, 0.05 / animationspeed do
  2681. hbwait()
  2682. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2683. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2684. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2685. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2686. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2687. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(30)), 0.45 / animationspeed)
  2688. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2689. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2690. break
  2691. end
  2692. end
  2693. Rooted.Value = false
  2694. attack = false
  2695. end
  2696. hold = false
  2697. Mouse.Button1Down:connect(function()
  2698. if attack == true or equipped == false then
  2699. return
  2700. end
  2701. hold = true
  2702. if attacktype == 1 then
  2703. attacktype = 2
  2704. Attack1()
  2705. elseif attacktype == 2 then
  2706. attacktype = 3
  2707. Attack2()
  2708. elseif attacktype == 3 then
  2709. attacktype = 4
  2710. Attack3()
  2711. elseif attacktype == 4 then
  2712. attacktype = 1
  2713. Attack4()
  2714. end
  2715. coroutine.resume(coroutine.create(function()
  2716. for i = 1, 50 do
  2717. if attack == false then
  2718. hbwait(1)
  2719. end
  2720. end
  2721. if attack == false then
  2722. attacktype = 1
  2723. end
  2724. end))
  2725. end)
  2726. if allowhopperbin == true then
  2727. function ob1u(Mouse)
  2728. hold = false
  2729. end
  2730. end
  2731. Mouse.KeyDown:connect(function(key)
  2732. if key == "f" and canunequiporequip == true and attack == false then
  2733. if equipped == false then
  2734. equipped = true
  2735. if disableanimate == true then
  2736. Animate.Disabled = true
  2737. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  2738. idleanimation:Play()
  2739. end
  2740. if disableanimator == true then
  2741. Animator.Parent = nil
  2742. end
  2743. if disablemovingarms == true then
  2744. RW.Parent = Torso
  2745. LW.Parent = Torso
  2746. RSH.Parent = nil
  2747. LSH.Parent = nil
  2748. end
  2749. equipanim()
  2750. elseif equipped == true then
  2751. equipped = false
  2752. unequipanim()
  2753. hbwait()
  2754. if disablemovingarms == true then
  2755. RW.Parent = nil
  2756. LW.Parent = nil
  2757. RSH.Parent = Torso
  2758. LSH.Parent = Torso
  2759. end
  2760. if disableanimator == true then
  2761. Animator.Parent = Humanoid
  2762. end
  2763. if disableanimate == true then
  2764. Animate.Disabled = false
  2765. end
  2766. end
  2767. end
  2768. if key == "g" and equipped == true then
  2769. if attack == false and dancing == false then
  2770. Dance()
  2771. elseif dancing == true then
  2772. dancing = false
  2773. end
  2774. end
  2775. ---if key == "e" and attack == false and equipped == true then
  2776. ---- if Mana.Value >= 10 and Mode == "Normal" then
  2777. ---subtractmana(10)
  2778. ---EAbility()
  2779. ---elseif Mode == "Sword" then
  2780. ---subtractmana(10)
  2781. ---EAbility()
  2782. ---end
  2783. ---end
  2784. if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and Mana.Value >= skill1mana then
  2785. subtractmana(skill1mana)
  2786. cooldown1 = 0
  2787. Move1()
  2788. end
  2789. ---if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and Mana.Value >= skill2mana then
  2790. ---- subtractmana(skill2mana)
  2791. ---cooldown2 = 0
  2792. --- Move2()
  2793. ---end
  2794. if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and Mana.Value >= skill3mana then
  2795. Move3()
  2796. end
  2797. --- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and Mana.Value >= skill4mana then
  2798. ---subtractmana(skill4mana)
  2799. ---cooldown4 = 0
  2800. --- Move4()
  2801. ---end
  2802. if key == "q" then
  2803. Mana.Value = 100
  2804. cooldown1 = co1
  2805. cooldown2 = co2
  2806. cooldown3 = co3
  2807. cooldown4 = co4
  2808. end
  2809. if key == "p" then
  2810. StaggerHitAnim.Value = true
  2811. end
  2812. if key == "[" then
  2813. StaggerAnim.Value = true
  2814. end
  2815. if key == "]" then
  2816. StunAnim.Value = true
  2817. end
  2818. end)
  2819. ---Mouse.KeyUp:connect(function(key2)
  2820. ---if key2 == "x" and move2charging == true then
  2821. --- move2charging = false
  2822. ---end
  2823. ---end)
  2824. if allowhopperbin == true then
  2825. function s(Mouse)
  2826. Mouse.Button1Down:connect(function()
  2827. ob1d(Mouse)
  2828. end)
  2829. Mouse.Button1Up:connect(function()
  2830. ob1u(Mouse)
  2831. end)
  2832. Mouse.KeyDown:connect(key)
  2833. Mouse.KeyUp:connect(key2)
  2834. end
  2835. end
  2836. if allowhopperbin == true then
  2837. function ds(Mouse)
  2838. end
  2839. end
  2840. if allowhopperbin == true then
  2841. Bin.Selected:connect(s)
  2842. Bin.Deselected:connect(ds)
  2843. end
  2844. function updateskills()
  2845. if allowabilitiestofunction == true then
  2846. if cooldown1 <= co1 then
  2847. cooldown1 = cooldown1 + 0.03333333333333333
  2848. if cooldown1 >= co1 then
  2849. cooldown1 = co1
  2850. end
  2851. end
  2852. if cooldown2 <= co2 then
  2853. cooldown2 = cooldown2 + 0.03333333333333333
  2854. if cooldown2 >= co2 then
  2855. cooldown2 = co2
  2856. end
  2857. end
  2858. if cooldown3 <= co3 then
  2859. cooldown3 = cooldown3 + 0.03333333333333333
  2860. if cooldown3 >= co3 then
  2861. cooldown3 = co3
  2862. end
  2863. end
  2864. if cooldown4 <= co4 then
  2865. cooldown4 = cooldown4 + 0.03333333333333333
  2866. if cooldown4 >= co4 then
  2867. cooldown4 = co4
  2868. end
  2869. end
  2870. if changebarcolorsifnotenoughmana == true then
  2871. if Mana.Value <= skill1mana then
  2872. bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2873. else
  2874. bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2875. end
  2876. if Mana.Value <= skill2mana then
  2877. bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2878. else
  2879. bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2880. end
  2881. if Mana.Value <= skill3mana then
  2882. bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2883. else
  2884. bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2885. end
  2886. if Mana.Value <= skill4mana then
  2887. bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2888. else
  2889. bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2890. end
  2891. elseif changebarcolorsifnotenoughmana == false then
  2892. bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2893. bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2894. bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2895. bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2896. end
  2897. end
  2898. if alternatemanaregensystem == false then
  2899. if Mana.Value <= maxmana then
  2900. Mana.Value = Mana.Value + recovermana / 30
  2901. elseif Mana.Value >= maxmana then
  2902. Mana.Value = maxmana
  2903. end
  2904. elseif alternatemanaregensystem == true then
  2905. if Mode == "Normal" then
  2906. if Mana.Value >= maxmana then
  2907. Mana.Value = maxmana
  2908. elseif manadelay <= manawait then
  2909. manadelay = manadelay + 1
  2910. else
  2911. manadelay = 0
  2912. Mana.Value = Mana.Value + 1
  2913. end
  2914. elseif Mode == "Sword" then
  2915. if Mana.Value <= 0 then
  2916. Mana.Value = 0
  2917. elseif manadelay <= manawait then
  2918. manadelay = manadelay + 1
  2919. else
  2920. manadelay = 0
  2921. Mana.Value = Mana.Value - 1
  2922. end
  2923. end
  2924. end
  2925. if allowstunbar == true then
  2926. if StunValue.Value <= 0 then
  2927. StunValue.Value = 0
  2928. elseif stundelay <= stunwait then
  2929. stundelay = stundelay + 1
  2930. else
  2931. stundelay = 0
  2932. StunValue.Value = StunValue.Value - 1
  2933. end
  2934. elseif allowstunbar == false then
  2935. StunValue.Value = 0
  2936. end
  2937. end
  2938. if allowmenutofunction == true then
  2939. ArtificialHB.Event:connect(function()
  2940. updateskills()
  2941. if allowabilitiestofunction == true then
  2942. framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2943. framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2944. framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2945. framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2946. bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2947. bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2948. bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2949. bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2950. end
  2951. manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2952. manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2953. healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2954. healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2955. if allowstunbar == true and showstunbar == true and stunframe ~= nil then
  2956. stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2957. stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2958. end
  2959. if showhealthmanaandstunnumbers == true then
  2960. manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
  2961. healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
  2962. if allowstunbar == true and showstunbar == true then
  2963. stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
  2964. end
  2965. end
  2966. if showstats == true then
  2967. defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2968. damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2969. movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2970. if 0 < Defense.Value then
  2971. defensetext.Text = "Defense: " .. Defense.Value
  2972. elseif 0 >= Defense.Value then
  2973. defensetext.Text = "Defense: 0"
  2974. end
  2975. if 0 < Damage.Value then
  2976. damagetext.Text = "Damage: " .. Damage.Value
  2977. elseif 0 >= Damage.Value then
  2978. damagetext.Text = "Damage: 0"
  2979. end
  2980. if Rooted.Value == false then
  2981. movementtext.Text = "Movement: " .. Movement.Value
  2982. elseif Rooted.Value == true or 0 >= Movement.Value then
  2983. movementtext.Text = "Movement: 0"
  2984. end
  2985. end
  2986. end)
  2987. end
  2988. function positiveangle(thingy)
  2989. if thingy > 0 then
  2990. thingy = 0
  2991. end
  2992. return thingy
  2993. end
  2994. function negativeangle(thingy)
  2995. if thingy < 0 then
  2996. thingy = 0
  2997. end
  2998. return thingy
  2999. end
  3000. while true do
  3001. hbwait()
  3002. if Hitbox ~= nil then
  3003. if attack == true then
  3004. Hitbox.Name = "Hitbox"
  3005. elseif attack == false then
  3006. Hitbox.Name = "NilHitbox"
  3007. end
  3008. end
  3009. if Humanoid.Health > 0 then
  3010. if walkspeeddependsonmovementvalue == true then
  3011. if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
  3012. Humanoid.WalkSpeed = 0
  3013. else
  3014. Humanoid.WalkSpeed = 16 * Movement.Value
  3015. end
  3016. end
  3017. if maxstun <= StunValue.Value then
  3018. StunValue.Value = 0
  3019. StunAnim.Value = true
  3020. end
  3021. if StaggerAnim.Value == true and staggeranim == false then
  3022. coroutine.resume(coroutine.create(function()
  3023. staggeranim = true
  3024. while attack == true do
  3025. hbwait()
  3026. end
  3027. Stagger()
  3028. StaggerAnim.Value = false
  3029. staggeranim = false
  3030. end))
  3031. end
  3032. if StaggerHitAnim.Value == true and staggerhitanim == false then
  3033. coroutine.resume(coroutine.create(function()
  3034. staggerhitanim = true
  3035. while attack == true do
  3036. hbwait()
  3037. end
  3038. StaggerHit()
  3039. StaggerHitAnim.Value = false
  3040. staggerhitanim = false
  3041. end))
  3042. end
  3043. if StunAnim.Value == true and stunanim == false or StunValue.Value >= 100 then
  3044. coroutine.resume(coroutine.create(function()
  3045. StunValue.Value = 0
  3046. stunanim = true
  3047. while attack == true do
  3048. hbwait()
  3049. end
  3050. Stun()
  3051. StunAnim.Value = false
  3052. stunanim = false
  3053. end))
  3054. end
  3055. if Mode == "Sword" and Mana.Value <= 0 and changeanim == false then
  3056. coroutine.resume(coroutine.create(function()
  3057. changeanim = true
  3058. while attack == true do
  3059. hbwait()
  3060. end
  3061. EAbility()
  3062. changeanim = false
  3063. end))
  3064. end
  3065. Head.Running.Pitch = 1.85 * (Humanoid.WalkSpeed / 16)
  3066. sine = sine + change
  3067. someangle = someangle % 100 + change2 / 10
  3068. local walkspeedthingy = 7 - 1 * (Humanoid.WalkSpeed / 16)
  3069. local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
  3070. local velderp = RootPart.Velocity.y
  3071. local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
  3072. hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
  3073. if donum >= 0.5 then
  3074. handidle = true
  3075. elseif donum <= 0 then
  3076. handidle = false
  3077. end
  3078. if handidle == false then
  3079. donum = donum + 0.003 / animationspeed
  3080. else
  3081. donum = donum - 0.003 / animationspeed
  3082. end
  3083. if equipped == true or equipped == false then
  3084. if attack == false then
  3085. idle = idle + 1
  3086. else
  3087. idle = 0
  3088. end
  3089. if leftarm == true then
  3090. if Anim == "Walk" and equipped == true and attack == false then
  3091. if alternatewalk == false then
  3092. if walkinganim == true then
  3093. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3094. else
  3095. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3096. end
  3097. elseif walkinganim == true then
  3098. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3099. else
  3100. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3101. end
  3102. elseif Anim ~= "Walk" and equipped == true or attack == true or leftarm == false then
  3103. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3104. end
  3105. end
  3106. if rightarm == true then
  3107. if Anim == "Walk" and equipped == true and attack == false then
  3108. if alternatewalk == false then
  3109. if walkinganim == true then
  3110. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3111. else
  3112. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3113. end
  3114. elseif walkinganim == true then
  3115. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3116. else
  3117. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3118. end
  3119. elseif Anim ~= "Walk" and equipped == true or attack == true or rightarm == false then
  3120. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3121. end
  3122. end
  3123. if allowwalking == true then
  3124. if Anim == "Walk" and equipped == true then
  3125. if alternatewalk == false then
  3126. if walkinganim == true then
  3127. RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3128. LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3129. else
  3130. RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3131. LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3132. end
  3133. elseif walkinganim == true then
  3134. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3135. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3136. else
  3137. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3138. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3139. end
  3140. elseif Anim ~= "Walk" and equipped == true then
  3141. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3142. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3143. end
  3144. end
  3145. if Anim == "Walk" and equipped == true then
  3146. RH.C1 = clerp(RH.C1, RHC1 * cf(0.25 * math.cos(sine / walkspeedthingy), -0.15 - 0.25 * math.sin(sine / walkspeedthingy), 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10 + 60 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed * (Humanoid.WalkSpeed / 16))
  3147. LH.C1 = clerp(LH.C1, LHC1 * cf(0.25 * math.cos(sine / walkspeedthingy), -0.15 + 0.25 * math.sin(sine / walkspeedthingy), 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10 + 60 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed * (Humanoid.WalkSpeed / 16))
  3148. elseif Anim ~= "Walk" or equipped == false then
  3149. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3150. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3151. end
  3152. if velderp > 1 and hitfloor == nil then
  3153. Anim = "Jump"
  3154. if Mode == "Normal" then
  3155. if attack == false and equipped == true then
  3156. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3157. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3158. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(20)) * RWC0, 0.2 / animationspeed)
  3159. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(-20)) * LWC0, 0.2 / animationspeed)
  3160. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
  3161. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3162. end
  3163. elseif Mode == "Sword" and attack == false and equipped == true then
  3164. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3165. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3166. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3167. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3168. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
  3169. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3170. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3171. end
  3172. elseif velderp < -1 and hitfloor == nil then
  3173. Anim = "Fall"
  3174. if Mode == "Normal" then
  3175. if attack == false and equipped == true then
  3176. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3177. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3178. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(60)) * RWC0, 0.2 / animationspeed)
  3179. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.2 / animationspeed)
  3180. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3181. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
  3182. end
  3183. elseif Mode == "Sword" and attack == false and equipped == true then
  3184. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3185. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3186. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3187. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3188. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3189. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
  3190. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3191. end
  3192. elseif torvel < 1 and hitfloor ~= nil then
  3193. Anim = "Idle"
  3194. if Mode == "Normal" then
  3195. if attack == false and equipped == true then
  3196. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.02 * math.cos(sine / 30), -0.1 + idleangle) * angles(math.rad(2.5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(20)), 0.15 / animationspeed)
  3197. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(2.5 - 1.25 * math.sin(sine / 30)), math.rad(0), math.rad(0)), 0.15 / animationspeed)
  3198. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0 - 0.05 * math.sin(sine / 30)) * angles(math.rad(110 + 5 * math.sin(sine / 30)), math.rad(0), math.rad(-10 + 2.5 * math.cos(sine / 30))) * RWC0, 0.15 / animationspeed)
  3199. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25 + 0.05 * math.sin(sine / 30)) * angles(math.rad(120 - 5 * math.cos(sine / 30)), math.rad(0), math.rad(20 - 2.5 * math.sin(sine / 30))) * LWC0, 0.15 / animationspeed)
  3200. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3201. LH.C0 = clerp(LH.C0, cf(-1, -0.875 + 0.025 * math.cos(sine / 30) - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3202. end
  3203. elseif Mode == "Sword" and attack == false and equipped == true then
  3204. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.02 * math.cos(sine / 30), -0.1 + idleangle) * angles(math.rad(2.5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(20)), 0.15 / animationspeed)
  3205. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(2.5 - 1.25 * math.sin(sine / 30)), math.rad(0), math.rad(0)), 0.15 / animationspeed)
  3206. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40 - 1.25 * math.cos(sine / 30)), math.rad(-50), math.rad(0)) * RWC0, 0.15 / animationspeed)
  3207. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.15 / animationspeed)
  3208. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3209. LH.C0 = clerp(LH.C0, cf(-1, -0.875 + 0.025 * math.cos(sine / 30) - idleangle, 0.25) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3210. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.15 / animationspeed)
  3211. end
  3212. elseif torvel > 1 and hitfloor ~= nil then
  3213. Anim = "Walk"
  3214. walk = walk + 1 / animationspeed
  3215. if walk >= 15 - 5 * (Humanoid.WalkSpeed / 16) then
  3216. walk = 0
  3217. if walkinganim == true then
  3218. walkinganim = false
  3219. elseif walkinganim == false then
  3220. walkinganim = true
  3221. end
  3222. end
  3223. if Mode == "Normal" then
  3224. if attack == false and equipped == true then
  3225. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.05 * math.cos(sine / (walkspeedthingy / 2)) + idleangle) * angles(math.rad(2.5), math.rad(0) + RootPart.RotVelocity.Y / 100, math.rad(10 + 2.5 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed)
  3226. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-10 - 2.5 * math.cos(sine / walkspeedthingy)) + Head.RotVelocity.Y / 20) * angles(math.rad(2.5 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3227. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(100 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(-20)) * RWC0, 0.2 / animationspeed)
  3228. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25) * angles(math.rad(120 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(30)) * LWC0, 0.2 / animationspeed)
  3229. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0) + RightLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3230. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0) - LeftLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3231. end
  3232. elseif Mode == "Sword" and attack == false and equipped == true then
  3233. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.05 * math.cos(sine / (walkspeedthingy / 2)) + idleangle) * angles(math.rad(0), math.rad(0) + RootPart.RotVelocity.Y / 100, math.rad(30 + 2.5 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed)
  3234. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(2.5 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(0 - 2.5 * math.cos(sine / walkspeedthingy)) + Head.RotVelocity.Y / 20), 0.2 / animationspeed)
  3235. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3236. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(150 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3237. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(60 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * angles(math.rad(0) + RightLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3238. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.25) * angles(math.rad(0), math.rad(-120 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * angles(math.rad(0) - LeftLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3239. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5 - 0.5 * math.cos(sine / walkspeedthingy)), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3240. end
  3241. end
  3242. end
  3243. end
  3244. end
  3245. print("Brawler Class by basstracker1970")
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