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- --[[Fixed by Scenius]]--
- wait(0.016666666666666666)
- --local TagService = require(game:GetService('ReplicatedStorage'):WaitForChild('TagService'))
- folder = Instance.new("Folder")
- folder.Name = "Weapons"
- folder.Parent = game.ReplicatedStorage
- main = Instance.new("Folder")
- main.Name = "Gladiator 2.0"
- main.Parent = folder
- model = Instance.new("Model")
- model.Name = "Classic"
- model.Parent = main
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- it = Instance.new
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootCF = angles(math.rad(-90), 0, math.rad(180))
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- attack = false
- equipped = false
- Mouse = Player:GetMouse()
- local idle = 0
- local Anim = "Idle"
- local ShotTarget = RootPart
- player = nil
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = 0.016666666666666666
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- local animationspeed = 2
- function hbwait(number)
- if number == 0 or number == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, number do
- ArtificialHB.Event:wait()
- end
- end
- end
- local Stats = Instance.new("Folder", Character)
- Stats.Name = "Stats"
- local Defense = Instance.new("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 0.6
- local Movement = Instance.new("NumberValue", Stats)
- Movement.Name = "Movement"
- Movement.Value = 1.1
- local Damage = Instance.new("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 0.5
- local Mana = Instance.new("NumberValue", Stats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local Rooted = Instance.new("BoolValue", Stats)
- Rooted.Name = "Rooted"
- Rooted.Value = false
- local BlockValue = Instance.new("BoolValue", Stats)
- BlockValue.Name = "BlockValue"
- BlockValue.Value = false
- local StaggerHitAnim = Instance.new("BoolValue", Stats)
- StaggerHitAnim.Name = "StaggerHitAnim"
- StaggerHitAnim.Value = false
- local StaggerAnim = Instance.new("BoolValue", Stats)
- StaggerAnim.Name = "StaggerAnim"
- StaggerAnim.Value = false
- local StunAnim = Instance.new("BoolValue", Stats)
- StunAnim.Name = "StunAnim"
- StunAnim.Value = false
- local StunValue = Instance.new("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- local CanCrit = Instance.new("BoolValue", Stats)
- CanCrit.Name = "CanCrit"
- CanCrit.Value = true
- local CritChance = Instance.new("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 20
- local CanPenetrateArmor = Instance.new("BoolValue", Stats)
- CanPenetrateArmor.Name = "CanPenetrateArmor"
- CanPenetrateArmor.Value = false
- local AntiTeamKill = Instance.new("BoolValue", Stats)
- AntiTeamKill.Name = "AntiTeamKill"
- AntiTeamKill.Value = false
- local LastPoint
- local changeanim = false
- local move2charging = false
- local staggerhitanim = false
- local staggeranim = false
- local stunanim = false
- local dancing = false
- local Mode = "Normal"
- local CritChanceNumber = 0
- local CustomColor = Torso.BrickColor
- local Colorpart1 = CustomColor.r
- local Colorpart2 = CustomColor.g
- local Colorpart3 = CustomColor.b
- local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
- local idleangle = 0
- local idlen = 0
- local donum = 0
- local sine = 0
- local change = 2 / animationspeed
- local walkinganim = false
- local handidle = false
- local walk = 0
- local someangle = 0
- local change2 = 1
- local stundelay = 0
- local manadelay = 0
- local robloxidleanimation = Instance.new("Animation", Torso)
- robloxidleanimation.Name = "robloxidleanimation"
- robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local Animator = Humanoid:findFirstChild("Animator")
- local Animate = Character:findFirstChild("Animate")
- local HitPlayerSounds = {
- 199149137,
- 199149186,
- 199149221,
- 199149235,
- 199149269,
- 199149297
- }
- local HitArmorSounds = {
- 199149321,
- 199149338,
- 199149367,
- 199149409,
- 199149452
- }
- local HitWeaponSounds = {
- 199148971,
- 199149025,
- 199149072,
- 199149109,
- 199149119
- }
- local HitBlockSounds = {199148933, 199148947}
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local scrn = Instance.new("ScreenGui", PlayerGui)
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- function subtractmana(k)
- if k <= Mana.Value then
- Mana.Value = Mana.Value - k
- end
- end
- local co1 = 20
- local co2 = 40
- local co3 = 60
- local co4 = 80
- local maxmana = 100
- local maxstun = 1
- local recovermana = 1
- local losestun = 0
- local stunwait = 100
- local manawait = 20
- local skill1mana = 20
- local skill2mana = 40
- local skill3mana = 60
- local skill4mana = 80
- local menuupdatespeed = 0.5
- local constantupdate = true
- local showstats = true
- local allowstunbar = false
- function makeframe(par, trans, pos, size, color, name)
- local frame = Instance.new("Frame")
- frame.Parent = par
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- frame.Name = name
- return frame
- end
- function makelabel(par, text, trans, stroketrans, name)
- local label = Instance.new("TextLabel")
- label.Parent = par
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = stroketrans
- label.TextTransparency = trans
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.Legacy
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- label.Name = name
- return label
- end
- framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
- framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
- framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
- framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
- bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
- bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
- bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
- bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
- text1 = makelabel(framesk1, "[C] Boulder", 1, 1, "Text 1")
- text2 = makelabel(framesk2, "[V] Cataclysm", 1, 1, "Text 2")
- text3 = makelabel(framesk3, "[X] Destructive Blow", 1, 1, "Text 3")
- text4 = makelabel(framesk4, "[Z] Pray", 1, 1, "Text 4")
- manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
- manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
- manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
- healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar")
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
- healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
- if allowstunbar == true then
- stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame")
- stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
- stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
- end
- if showstats == true then
- defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3843137254901961, 0.1450980392156863, 0.8196078431372549), "Defense Frame")
- 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")
- movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 1, 0), "Movement Frame")
- defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
- damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
- movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
- end
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function nooutline(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0, c1)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- m = Instance.new("Model", Character)
- m.Name = "Gladiator's Greatsword"
- local particleemitterreference = part(3, Torso, "SmoothPlastic", 0, 1, "Really black", "Particle Emitter Reference", vt())
- particleemitterreferenceweld = weld(m, Torso, particleemitterreference, cf(0, 0, 0), cf(0, 0, 0))
- local particleemitter = Instance.new("ParticleEmitter", particleemitterreference)
- particleemitter.ZOffset = 1
- particleemitter.Lifetime = NumberRange.new(0.5)
- particleemitter.Speed = NumberRange.new(0)
- particleemitter.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 4),
- NumberSequenceKeypoint.new(1, 6)
- })
- particleemitter.RotSpeed = NumberRange.new(360)
- particleemitter.LockedToPart = true
- particleemitter.Rate = 20
- particleemitter.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1),
- NumberSequenceKeypoint.new(0.2, 0),
- NumberSequenceKeypoint.new(1, 1)
- })
- particleemitter.LightEmission = 0.25
- particleemitter.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
- particleemitter.Texture = "rbxassetid://244221613"
- local particleemitter2 = Instance.new("ParticleEmitter", particleemitterreference)
- particleemitter2.ZOffset = 1
- particleemitter2.Lifetime = NumberRange.new(1)
- particleemitter2.Speed = NumberRange.new(0)
- particleemitter2.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 4),
- NumberSequenceKeypoint.new(1, 6)
- })
- particleemitter2.RotSpeed = NumberRange.new(360)
- particleemitter2.LockedToPart = true
- particleemitter2.Rate = 20
- particleemitter2.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1),
- NumberSequenceKeypoint.new(0.2, 0.5),
- NumberSequenceKeypoint.new(1, 1)
- })
- particleemitter2.LightEmission = 0.25
- particleemitter2.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
- particleemitter2.Texture = "rbxassetid://242292318"
- particleemitter.Enabled = false
- particleemitter2.Enabled = false
- Effects = Instance.new("Folder", m)
- Effects.Name = "Effects"
- ---Handleweld.Part0 = Torso
- ---Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
- Humanoid.Died:connect(function()
- attack = true
- for _, v in pairs(Character:GetChildren()) do
- if v:IsA("Model") then
- m:Destroy()
- end
- end
- end)
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("Model") then
- for _, c in pairs(v:GetChildren()) do
- if c:IsA("Part") then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- end
- end
- end
- print("Gladiator loaded.")
- function so(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://roblox.com/asset/?id=" .. id
- hbwait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 10)
- end))
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function DamageStatLabel(cframe, text, color)
- local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0))
- c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
- game:GetService("Debris"):AddItem(c, 5)
- Instance.new("BodyGyro", c)
- local f = Instance.new("BodyPosition", c)
- f.P = 2000
- f.D = 100
- f.maxForce = vt(math.huge, math.huge, math.huge)
- f.position = c.Position + vt(math.random(-1, 1), 6, math.random(-1, 1))
- game:GetService("Debris"):AddItem(c, 5)
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(2.5, 0, 2.5, 0)
- bg.StudsOffset = vt(-2, 2, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(2.5, 0, 2.5, 0)
- tl.Text = text
- tl.Font = Enum.Font.SourceSans
- tl.FontSize = Enum.FontSize.Size42
- tl.TextColor3 = color
- tl.TextScaled = false
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- f.Parent = c
- coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel)
- wait(0.25)
- for i = 1, 5 do
- wait()
- BodyPosition.position = Part.Position - vt(0, 0.5, 0)
- end
- wait(1.25)
- for i = 1, 5 do
- wait()
- TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2
- TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2
- BodyPosition.position = Part.Position + vt(0, 0.5, 0)
- end
- Part.Parent = nil
- end), c, f, tl)
- end
- function IncreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
- if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
- if Location.Stats[Stat] ~= nil then
- Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount
- if ShowTheStat == true then
- if Stat == "Defense" then
- DamageStatLabel(Location.Head.CFrame, "+Defense", c3(1, 1, 1))
- elseif Stat == "Damage" then
- DamageStatLabel(Location.Head.CFrame, "+Damage", c3(1, 1, 1))
- elseif Stat == "Movement" then
- DamageStatLabel(Location.Head.CFrame, "+Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value - Amount
- end), Location.Stats[Stat])
- end
- else
- DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- end
- end
- end
- function DecreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
- if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
- if Location.Stats[Stat] ~= nil then
- Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount
- if ShowTheStat == true then
- if Stat == "Defense" then
- DamageStatLabel(Location.Head.CFrame, "-Defense", c3(1, 1, 1))
- elseif Stat == "Damage" then
- DamageStatLabel(Location.Head.CFrame, "-Damage", c3(1, 1, 1))
- elseif Stat == "Movement" then
- DamageStatLabel(Location.Head.CFrame, "-Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value + Amount
- end), Location.Stats[Stat])
- end
- else
- DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- end
- end
- end
- function GetDistance(Part1, Part2, magnitude)
- local target = Part1.Position - Part2.Position
- local mag = target.magnitude
- if magnitude >= mag then
- return true
- else
- return false
- end
- end
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:GetChildren()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then
- StaggerHitAnim.Value = true
- so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
- return
- end
- if AntiTeamKill.Value == true then
- if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
- opponent = game.Players:FindFirstChild(hit.Parent.Name)
- end
- if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
- return
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then
- return
- end
- if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
- hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
- end
- if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StaggerAnim") ~= nil and stagger == true then
- hit.Parent.Stats:findFirstChild("StaggerAnim").Value = true
- end
- if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
- DamageStatLabel(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- if ranged ~= true then
- hit.Parent.Stats:findFirstChild("BlockValue").Value = false
- StaggerAnim.Value = true
- end
- return
- end
- if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
- if DecreaseTheStat == "Defense" then
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- elseif DecreaseTheStat == "Damage" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- elseif DecreaseTheStat == "Movement" then
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- end
- end
- local D = math.random(minim, maxim) * Damage.Value
- if hit.Parent:FindFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:FindFirstChild("Defense") then
- if CanPenetrateArmor.Value == true then
- else
- D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
- end
- elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
- end
- end
- if CanCrit.Value == true then
- CritChanceNumber = math.random(1, CritChance.Value)
- if CritChanceNumber == CritChance.Value then
- D = D * 2
- end
- end
- D = math.floor(D)
- h.Health = h.Health - D
- if D <= 3 and staggerhit == true then
- if ranged ~= true then
- StaggerHitAnim.Value = true
- end
- if ranged ~= true then
- so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
- end
- elseif D > 3 and ranged ~= true then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
- end
- if D > 2 and D < 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0.8627450980392157, 0))
- end
- elseif D >= 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
- end
- else
- if D <= 2 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
- so("296102734", hit, 1, 1)
- else
- DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
- end
- else
- end
- end
- if Type == "Normal" then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.Velocity = Property.CFrame.lookVector * knockback
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- elseif Type == "Knockdown" then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
- vp = Instance.new("BodyVelocity")
- vp.P = 1000
- vp.maxForce = vt(0, math.huge, 0)
- vp.Velocity = Vector3.new(0, 10, 0)
- vp.Parent = hit.Parent.Torso
- game:GetService("Debris"):AddItem(vp, 0.25)
- elseif Type == "Normal2" then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.Velocity = Property.CFrame.lookVector * knockback
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- elseif Type == "SuperKnockup" then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(0, math.huge, 0)
- vp.Velocity = vt(0, math.random(20, 40), 0)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- vp2 = Instance.new("BodyVelocity")
- vp2.P = 500
- vp2.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp2.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp2.Velocity = Property.CFrame.lookVector * knockback
- end
- if knockback > 0 then
- vp2.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp2, 0.5)
- elseif Type == "RockHit" then
- so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
- rockvelocity = Instance.new("BodyVelocity")
- rockvelocity.P = 500
- rockvelocity.maxForce = vt(math.huge, 0, math.huge)
- rockvelocity.Velocity = hit.Position * knockback - Property.Position
- if knockback > 0 then
- rockvelocity.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(rockvelocity, 0.5)
- end
- DebounceHit = Instance.new("BoolValue", hit.Parent)
- DebounceHit.Name = "DebounceHit"
- DebounceHit.Value = true
- game:GetService("Debris"):AddItem(DebounceHit, Delay)
- end
- end
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
- for _, c in pairs(workspace:GetChildren()) do
- local hum = c:FindFirstChild("Humanoid")
- local head
- if hum ~= nil then
- head = c:FindFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
- end
- end
- for _, d in pairs(c:GetChildren()) do
- if d.ClassName == "Model" and ranged ~= true then
- head = d:FindFirstChild("Hitbox")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- hitrefpart.Anchored = true
- hitrefpart.CFrame = cf(head.Position)
- so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
- StaggerHitAnim.Value = true
- end
- end
- end
- end
- end
- end
- end
- function Lightning(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
- local magz = p0 - p1.magnitude
- local curpos = p0
- local trz = {
- -ofs,
- ofs
- }
- for i = 1, tym do
- do
- local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
- li.Anchored = true
- local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = curpos - p1.magnitude
- li.Size = vt(th, th, magz2)
- li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
- else
- li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
- end
- curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- hbwait()
- li.Transparency = li.Transparency + 0.1 / last
- end
- end
- end))
- end
- end
- end
- function MagicRing(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicWave(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- if rotate == true then
- Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock2(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- CF = prt.CFrame
- num = math.random(5, 20)
- coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
- for i = 0, 1, delay do
- hbwait()
- if rotate == true then
- Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- Part.CFrame = CF2 * cf(0, i * Num, 0)
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh, CF, num)
- end
- function MagicCylinder(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicCircle(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicHead(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function BreakEffect(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
- CF = Part.CFrame
- Numbb = 0
- randnumb = math.random() - math.random()
- for i = 0, 1, delay do
- hbwait()
- CF = CF * cf(0, 1, 0)
- if rotate == true then
- Part.CFrame = CF * angles(Numbb, 0, 0)
- elseif rotate == false then
- Part.CFrame = CF
- end
- Part.Transparency = i
- Numbb = Numbb + randnumb
- end
- Part.Parent = nil
- end), prt, CF, Numbb, randnumb)
- end
- function ElecEffect(brickcolor, material, cf, x, y, z, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cf
- xval = math.random()
- yval = math.random()
- zval = math.random()
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- xvaal = xvaal - 0.1 * (delay * 10)
- yvaal = yvaal - 0.1 * (delay * 10)
- zvaal = zvaal - 0.1 * (delay * 10)
- Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
- Part.Transparency = i
- end
- Part.Parent = nil
- end), prt, msh, xval, yval, zval)
- end
- function TrailEffect(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
- local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = currentcf
- local TheMeshType = "BlockMesh"
- if meshtype == "Cylinder" then
- TheMeshType = "CylinderMesh"
- end
- local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt())
- game:GetService("Debris"):AddItem(prt, 10)
- local magnitudecframe = currentcf.p - oldcf.p.magnitude
- prt.Size = Vector3.new(1, magnitudecframe, 1)
- prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(math.rad(90), 0, 0)
- msh.Scale = vt(0 + size, 1, 0 + size)
- coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x, y, z)
- end
- Part.Parent = nil
- end), prt, msh, currentcf, oldcf)
- end
- function ClangEffect(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
- local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
- game:GetService("Debris"):AddItem(prt, 10)
- local TheLastPoint = cframe
- coroutine.resume(coroutine.create(function(Part)
- for i = 1, duration do
- hbwait()
- Part.CFrame = Part.CFrame * angles(math.rad(angle), 0, 0) * cf(0, power, 0)
- TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
- TheLastPoint = Part.CFrame
- end
- Part.Parent = nil
- end), prt)
- end
- function MagicCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicFlatCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicSpikedCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicSkull(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- local startequipped = false
- local startequippedwithequipanimation = true
- local disableanimator = true
- local disableanimate = false
- local alternatewalk = false
- local hidemenu = false
- local allowmenutofunction = true
- local allowabilitiestofunction = true
- local canunequiporequip = false
- local allowidle = false
- local allowwalking = false
- local disablemovingarms = false
- local usemotorsinsteadofwelds = false
- local leftarm = false
- local rightarm = false
- local allowhopperbin = false
- local showstunbar = false
- local walkspeeddependsonmovementvalue = true
- local alternatemanaregensystem = true
- local showhealthmanaandstunnumbers = true
- local changebarcolorsifnotenoughmana = false
- local disablejump = false
- if hidemenu == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
- v.Visible = false
- end
- end
- end
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and disablejump == true then
- Humanoid.Jump = false
- end
- end)
- if allowmenutofunction == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- if showstats == true then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- if showstunbar == true then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- if allowabilitiestofunction == true then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- end
- if allowhopperbin == true then
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Weapon Name"
- script.Parent = Tool
- end
- Bin = script.Parent
- end
- if disablemovingarms == true then
- RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- RSH, LSH = nil, nil
- if usemotorsinsteadofwelds == true then
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- else
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- end
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = Torso
- LSH.Parent = Torso
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = Character["Right Arm"]
- RW.Parent = nil
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = Character["Left Arm"]
- LW.Parent = nil
- else
- RW = Torso["Right Shoulder"]
- LW = Torso["Left Shoulder"]
- RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
- LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
- end
- if allowidle == true then
- coroutine.resume(coroutine.create(function()
- while true do
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle + 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle - 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- idleangle = 0
- end
- end))
- end
- if startequipped == true then
- for _, v in pairs(m:GetChildren()) do
- if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
- v.Transparency = 0
- end
- end
- elseif startequippedwithequipanimation == true then
- for _, v in pairs(m:GetChildren()) do
- if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
- coroutine.resume(coroutine.create(function(Part)
- for i = 1, 0, -0.1 do
- hbwait()
- Part.Transparency = i
- end
- Part.Transparency = 0
- end), v)
- end
- end
- end
- function equipanim()
- attack = true
- Movement.Value = Movement.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- so("346134880", RightArm, 0.5, 1)
- so("346134880", LeftArm, 0.5, 1)
- for i = 0, 1, 0.06 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 0, 1, 0.06 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(1.25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- end
- attack = false
- end
- function unequipanim()
- attack = true
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- 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)
- 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)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
- 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)
- 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)
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
- 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)
- 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)
- 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)
- 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)
- Movement.Value = Movement.Value + 0.1
- Defense.Value = Defense.Value - 0.4
- attack = false
- end
- if startequipped == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- Movement.Value = Movement.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- elseif startequippedwithequipanimation == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- hbwait()
- equipanim()
- end))
- end
- function StaggerHit()
- attack = true
- for i = 1, math.random(2, 4) do
- 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)
- end
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- attack = false
- end
- function Stagger()
- attack = true
- disablejump = true
- for i = 1, math.random(2, 4) do
- 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)
- end
- attacktype = 1
- local staggervelocity = Instance.new("BodyVelocity", Torso)
- staggervelocity.P = 500
- staggervelocity.maxForce = vt(math.huge, 0, math.huge)
- if Rooted.Value == false then
- staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
- end
- for i = 0, 1, 0.35 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 0, 1, 0.2 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- staggervelocity:Destroy()
- for i = 0, 1, 0.015 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StunAnim.Value == true then
- break
- end
- end
- attacktype = 1
- disablejump = false
- attack = false
- end
- function Stun()
- attack = true
- disablejump = true
- attacktype = 1
- DamageStatLabel(Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(-160)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(75), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- gyro = Instance.new("BodyGyro")
- gyro.Parent = nil
- gyro.P = 10000000
- gyro.D = 1000
- gyro.MaxTorque = vt(10000000, 10000000, 10000000)
- gyro.cframe = RootPart.CFrame
- for i = 1, 70 * animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 0, 1, 0.5 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- gyro.Parent = nil
- attacktype = 1
- disablejump = false
- attack = false
- end
- function Dance()
- if Mode == "Sword" then
- EAbility()
- end
- attack = true
- dancing = true
- disablejump = true
- Rooted.Value = true
- while dancing == true do
- hbwait()
- for i = 0, 1, 0.5 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
- break
- end
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(-10), math.rad(-30)), 0.25 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
- break
- end
- end
- for i = 0, 1, 0.5 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
- break
- end
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(10), math.rad(30)), 0.25 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
- break
- end
- end
- end
- disablejump = false
- Rooted.Value = false
- attack = false
- end
- function EAbility()
- attack = true
- if Mode == "Normal" then
- Mode = "Sword"
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- Handleweld.Part0 = LeftArm
- Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
- Defense.Value = Defense.Value + 0.2
- Damage.Value = Damage.Value + 0.5
- Movement.Value = Movement.Value - 0.4
- manawait = 30
- elseif Mode == "Sword" then
- Mode = "Normal"
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- Handleweld.Part0 = Torso
- Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
- Defense.Value = Defense.Value - 0.2
- Damage.Value = Damage.Value - 0.5
- Movement.Value = Movement.Value + 0.4
- manawait = 20
- end
- attack = false
- end
- function Attack1()
- attack = true
- if Mode == "Normal" then
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", LeftArm, 1, 0.8)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(LeftArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(50)), 0.6 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", RightArm, 1, 0.9)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(RightArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-2.5), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- elseif Mode == "Sword" then
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(10)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("231917950", Hitbox, 1, 1.2)
- so("203691447", Hitbox, 1, 1.2)
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.5, -0.25) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- end
- attack = false
- end
- function Attack2()
- attack = true
- if Mode == "Normal" then
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- disablejump = true
- Rooted.Value = true
- so("169445092", LeftLeg, 1, 1)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(LeftLeg, 5, 5, 10, 0, "Knockdown", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", LeftLeg, 1, 0.7)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- disablejump = false
- Rooted.Value = false
- elseif Mode == "Sword" then
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-40), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("231917950", Hitbox, 1, 1.2)
- so("203691467", Hitbox, 1, 1.2)
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- end
- attack = false
- end
- function Attack3()
- attack = true
- if Mode == "Normal" then
- disablejump = true
- Rooted.Value = true
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(80)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", RightLeg, 1, 1.1)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(RightLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", LeftLeg, 1, 1.2)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-80)), 0.6 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- disablejump = false
- Rooted.Value = false
- elseif Mode == "Sword" then
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("231917950", Hitbox, 1, 0.8)
- so("203691447", Hitbox, 1, 0.8)
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- end
- attack = false
- end
- function GroundSmash(Part, Range)
- local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 5)
- for i = 1, math.random(10, 20) do
- 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))
- flyingdebris.TopSurface = hit.TopSurface
- flyingdebris.BottomSurface = hit.BottomSurface
- flyingdebris.LeftSurface = hit.LeftSurface
- flyingdebris.RightSurface = hit.RightSurface
- flyingdebris.FrontSurface = hit.FrontSurface
- flyingdebris.BackSurface = hit.BackSurface
- flyingdebris.Anchored = false
- 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)))
- flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
- game:GetService("Debris"):AddItem(flyingdebris, 5)
- coroutine.resume(coroutine.create(function(TheDebris)
- for i = 0, 1, 0.1 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), flyingdebris)
- end
- for i = 1, math.random(10, 20) do
- 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))
- grounddebris.TopSurface = hit.TopSurface
- grounddebris.BottomSurface = hit.BottomSurface
- grounddebris.LeftSurface = hit.LeftSurface
- grounddebris.RightSurface = hit.RightSurface
- grounddebris.FrontSurface = hit.FrontSurface
- grounddebris.BackSurface = hit.BackSurface
- grounddebris.Anchored = true
- 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)))
- game:GetService("Debris"):AddItem(grounddebris, 10)
- coroutine.resume(coroutine.create(function(TheDebris)
- wait(5)
- for i = 0, 1, 0.1 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), grounddebris)
- end
- so("199145477", refpart, 1, 0.75)
- so("157878578", refpart, 1, 1)
- MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.05)
- MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.05)
- MagniDamage(refpart, 15, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- end
- end
- function Attack4()
- attack = true
- if Mode == "Normal" then
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(40)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", LeftArm, 1, 1.3)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(LeftArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(70)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", RightArm, 1, 1)
- for i = 0, 1, 0.3 / animationspeed do
- hbwait()
- MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.3 / animationspeed do
- hbwait()
- MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- elseif Mode == "Sword" then
- disablejump = true
- Rooted.Value = true
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("203691492", Hitbox, 1, 1.2)
- so("203691467", Hitbox, 1, 1.2)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- GroundSmash(Hitbox, 4)
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- disablejump = false
- Rooted.Value = false
- end
- attack = false
- end
- function Move1()
- if Mode == "Sword" then
- EAbility()
- end
- attack = true
- disablejump = true
- Rooted.Value = true
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("156190061", Torso, 0.75, 0.8)
- local aurathingy = 0
- local maxaurathingy = 30
- local TheColor1 = BrickColor.new("Bright yellow").r
- local TheColor2 = BrickColor.new("Bright yellow").g
- local TheColor3 = BrickColor.new("Bright yellow").b
- local auralight = Instance.new("PointLight", Torso)
- auralight.Color = Color3.new(TheColor1, TheColor2, TheColor3)
- auralight.Brightness = 7.5
- auralight.Range = 7.5
- for i = 0, 1, 0.01 / animationspeed do
- hbwait()
- if aurathingy >= maxaurathingy then
- local randomheal = math.floor(math.random(1, 2))
- so("234226639", Torso, 0.5, 1 / (maxaurathingy / 20))
- MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, -2.5, 1, -2.5, 0.05)
- DamageStatLabel(Head.CFrame, randomheal, Color3.new(0.29411764705882354, 0.788235294117647, 0.29411764705882354))
- Humanoid.Health = Humanoid.Health + randomheal
- maxaurathingy = maxaurathingy - 2
- aurathingy = 0
- else
- aurathingy = aurathingy + 1
- end
- MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0), 1, 1, 1, 5, 0, 5, 0.1)
- 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)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- DecreaseStat(Character, "Defense", 0.1, 5, true)
- DecreaseStat(Character, "Damage", 0.1, 5, true)
- MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, 5, 5, 5, 0.1)
- auralight.Parent = nil
- disablejump = false
- Rooted.Value = false
- attack = false
- end
- function GroundSmash2(Part, Range, Damage)
- local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 5)
- for i = 1, math.random(15, 30) do
- 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))
- flyingdebris.TopSurface = hit.TopSurface
- flyingdebris.BottomSurface = hit.BottomSurface
- flyingdebris.LeftSurface = hit.LeftSurface
- flyingdebris.RightSurface = hit.RightSurface
- flyingdebris.FrontSurface = hit.FrontSurface
- flyingdebris.BackSurface = hit.BackSurface
- flyingdebris.Anchored = false
- 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)))
- flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
- game:GetService("Debris"):AddItem(flyingdebris, 5)
- coroutine.resume(coroutine.create(function(TheDebris)
- for i = 0, 1, 0.1 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), flyingdebris)
- end
- for i = 1, math.random(15, 30) do
- 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))
- grounddebris.TopSurface = hit.TopSurface
- grounddebris.BottomSurface = hit.BottomSurface
- grounddebris.LeftSurface = hit.LeftSurface
- grounddebris.RightSurface = hit.RightSurface
- grounddebris.FrontSurface = hit.FrontSurface
- grounddebris.BackSurface = hit.BackSurface
- grounddebris.Anchored = true
- 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)))
- game:GetService("Debris"):AddItem(grounddebris, 10)
- coroutine.resume(coroutine.create(function(TheDebris)
- wait(5)
- for i = 0, 1, 0.1 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), grounddebris)
- end
- so("199145477", refpart, 1, 0.75)
- so("157878578", refpart, 1, 1)
- if Damage > 5 then
- so("2760979", refpart, 1, 0.5)
- end
- if Damage > 10 then
- so("142070127", refpart, 1, 0.75)
- end
- if Damage > 15 then
- so("168586621", refpart, 1, 0.5)
- end
- MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.025)
- if Damage > 5 then
- MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
- end
- if Damage > 10 then
- MagicCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
- end
- if Damage > 15 then
- MagicSpikedCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
- end
- if Damage <= 10 then
- MagniDamage(refpart, 20, 5, 10, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
- else
- MagniDamage(refpart, 20, Damage, Damage * 2, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
- end
- end
- end
- function Move2()
- move2charging = true
- if Mode == "Normal" then
- EAbility()
- end
- attack = true
- Movement.Value = Movement.Value - 0.2
- local chargingstate = 0
- local chargingeffectnum = 1
- local playsound1 = false
- local playsound2 = false
- local playsound3 = false
- so("315746833", Torso, 1, 1)
- while move2charging == true and chargingstate < 155 do
- hbwait()
- chargingstate = chargingstate + 1
- if chargingeffectnum >= 10 then
- chargingeffectnum = 0
- MagicWave("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
- if chargingstate >= 50 then
- if playsound1 == false then
- playsound1 = true
- particleemitter2.Enabled = true
- so("315743350", Torso, 1, 1)
- MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
- end
- 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)
- end
- if chargingstate >= 100 then
- if playsound2 == false then
- playsound2 = true
- particleemitter.Enabled = true
- so("315743331", Torso, 1, 1.5)
- MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
- end
- MagicCrown("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
- end
- if chargingstate >= 150 and playsound3 == false then
- playsound3 = true
- so("315743298", Torso, 1, 0.75)
- so("315743350", Torso, 1, 0.75)
- MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
- end
- elseif chargingeffectnum <= 10 then
- chargingeffectnum = chargingeffectnum + 1
- end
- if playsound1 == false and playsound2 == false and playsound3 == false then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or move2charging == false or chargingstate >= 155 then
- break
- end
- elseif playsound1 == true and playsound2 == false and playsound3 == false then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- elseif playsound1 == true and playsound2 == true and playsound3 == false then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- end
- Movement.Value = Movement.Value + 0.2
- disablejump = true
- Rooted.Value = true
- particleemitter.Enabled = false
- particleemitter2.Enabled = false
- for i = 1, math.random(5, 10) do
- 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)
- end
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("203691492", Hitbox, 1, 1.2)
- so("203691467", Hitbox, 1, 1.2)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- if chargingstate / 10 <= 10 then
- MagniDamage(Hitbox, 8, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
- else
- 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)
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- GroundSmash2(Hitbox, 4, chargingstate / 10)
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- disablejump = false
- Rooted.Value = false
- attack = false
- end
- function Move3()
- if Mode == "Sword" then
- EAbility()
- end
- Movement.Value = Movement.Value - 0.5
- attack = true
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- local hit, pos = rayCast(Torso.Position, cf(Torso.Position, Torso.Position + vt(0, -1, 0)).lookVector, 2, Character)
- if hit ~= nil then
- subtractmana(skill3mana)
- cooldown3 = 0
- do
- local soundrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- soundrefpart.Anchored = true
- soundrefpart.CFrame = RootPart.CFrame * cf(0, -3, -3)
- game:GetService("Debris"):AddItem(soundrefpart, 3)
- so("199145477", soundrefpart, 0.75, 1.2)
- MagicWave(hit.BrickColor, hit.Material, soundrefpart.CFrame, 7, 1, 7, 0.1, 0.1, 0.1, 0.05)
- MagicRing(hit.BrickColor, hit.Material, soundrefpart.CFrame * angles(math.rad(90), 0, 0), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
- local rockthing = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Rock", vt())
- local rockthingmesh = mesh("SpecialMesh", rockthing, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(3.5, 3.5, 3.5))
- local rockthingweld = weld(LeftArm, rockthing, LeftArm, cf(-2, 3.5, 0), cf(0, 0, 0))
- for i = 0, 1, 0.5 / animationspeed do
- hbwait()
- local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
- local torsoposition = RootPart.CFrame * angles(0, 0, 0)
- local thecframe = cf(torsoposition.p, mouseposition)
- local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- Humanoid.AutoRotate = false
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
- local torsoposition = RootPart.CFrame * angles(0, 0, 0)
- local thecframe = cf(torsoposition.p, mouseposition)
- local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
- local randomarmcframe = math.random(-5, 5)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("169445092", Torso, 1, 0.6)
- rockthingweld.Parent = nil
- rockthing.Size = vt(3.5, 3.5, 3.5)
- local canrocksmash = true
- coroutine.resume(coroutine.create(function(rock)
- wait(0.1)
- rock.CanCollide = true
- local rocktouching = false
- while rock ~= nil and canrocksmash == true do
- wait()
- local rockhit, rockpos = rayCast(rock.Position, cf(rock.Position, rock.Position + vt(0, -1, 0)).lookVector, 3.5, Character)
- if rockhit ~= nil and rocktouching == false then
- rocktouching = true
- rock.Parent = nil
- canrocksmash = false
- local rockhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- rockhitrefpart.Anchored = true
- rockhitrefpart.CFrame = cf(rockpos)
- game:GetService("Debris"):AddItem(rockhitrefpart, 3)
- for i = 1, math.random(10, 20) do
- local randomsize = math.random(5, 10) / 10
- local flyingdebris = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Effect", vt(randomsize, randomsize, randomsize))
- local flyingdebrismesh = mesh("SpecialMesh", flyingdebris, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(randomsize, randomsize, randomsize))
- flyingdebris.CanCollide = true
- 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)))
- flyingdebris.Velocity = Vector3.new(math.random(-50, 50), math.random(50, 75), math.random(-50, 50))
- game:GetService("Debris"):AddItem(flyingdebris, 5)
- coroutine.resume(coroutine.create(function(TheDebris)
- wait(4)
- for i = 0, 1, 0.08 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), flyingdebris)
- end
- for i = 1, math.random(5, 10) do
- 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))
- grounddebris.TopSurface = rockhit.TopSurface
- grounddebris.BottomSurface = rockhit.BottomSurface
- grounddebris.LeftSurface = rockhit.LeftSurface
- grounddebris.RightSurface = rockhit.RightSurface
- grounddebris.FrontSurface = rockhit.FrontSurface
- grounddebris.BackSurface = rockhit.BackSurface
- grounddebris.Anchored = true
- 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)))
- game:GetService("Debris"):AddItem(grounddebris, 10)
- coroutine.resume(coroutine.create(function(TheDebris)
- wait(5)
- for i = 0, 1, 0.1 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), grounddebris)
- end
- so("199145477", rockhitrefpart, 1, 0.8)
- so("199145477", rockhitrefpart, 1, 0.8)
- so("168586621", rockhitrefpart, 1, 0.8)
- MagicSpikedCrown(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
- MagicWave(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
- 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)
- MagniDamage(rockhitrefpart, 15, 5, 10, 1.25, "RockHit", rock, 0, 1, 0, nil, false, true, "Movement", 0.2, 5, true)
- end
- end
- end), rockthing)
- local rockmagnitude = (Mouse.hit.p - RootPart.Position).magnitude
- if rockmagnitude <= 25 then
- rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * (rockmagnitude * 1.25) + vt(0, 75, 0)
- else
- rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * 50 + vt(0, 75, 0)
- end
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
- local torsoposition = RootPart.CFrame * angles(0, 0, 0)
- local thecframe = cf(torsoposition.p, mouseposition)
- local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- end
- end
- Humanoid.AutoRotate = true
- Movement.Value = Movement.Value + 0.5
- attack = false
- end
- function GroundSmash3(Origin1, Origin2)
- local swordhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- swordhitrefpart.Anchored = true
- swordhitrefpart.CFrame = cf(Origin2)
- game:GetService("Debris"):AddItem(swordhitrefpart, 10)
- for i = 1, math.random(15, 30) do
- 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))
- flyingdebris.TopSurface = Origin1.TopSurface
- flyingdebris.BottomSurface = Origin1.BottomSurface
- flyingdebris.LeftSurface = Origin1.LeftSurface
- flyingdebris.RightSurface = Origin1.RightSurface
- flyingdebris.FrontSurface = Origin1.FrontSurface
- flyingdebris.BackSurface = Origin1.BackSurface
- flyingdebris.Anchored = false
- 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)))
- flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(75, 100), math.random(-75, 75))
- game:GetService("Debris"):AddItem(flyingdebris, 5)
- coroutine.resume(coroutine.create(function(TheDebris)
- for i = 0, 1, 0.025 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), flyingdebris)
- end
- for i = 1, math.random(20, 40) do
- 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))
- grounddebris.TopSurface = Origin1.TopSurface
- grounddebris.BottomSurface = Origin1.BottomSurface
- grounddebris.LeftSurface = Origin1.LeftSurface
- grounddebris.RightSurface = Origin1.RightSurface
- grounddebris.FrontSurface = Origin1.FrontSurface
- grounddebris.BackSurface = Origin1.BackSurface
- grounddebris.Anchored = true
- 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)))
- game:GetService("Debris"):AddItem(grounddebris, 10)
- coroutine.resume(coroutine.create(function(TheDebris)
- wait(5)
- for i = 0, 1, 0.1 do
- hbwait()
- TheDebris.Transparency = i
- end
- TheDebris.Transparency = 1
- TheDebris.Parent = nil
- end), grounddebris)
- end
- for i = 1, math.random(3, 6) do
- MagicBlock(Origin1.BrickColor, "SmoothPlastic", false, swordhitrefpart.CFrame, 40, 40, 40, 3, 3, 3, 0.0075)
- end
- MagicSpikedCrown(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 1, 0.1, 1, 0.0075)
- MagicRing(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame * angles(math.rad(90), 0, 0), 20, 20, 20, 1, 1, 1, 0.0075)
- MagicWave(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 0.5, 0.1, 0.5, 0.0075)
- so("199145477", swordhitrefpart, 1.5, 0.6)
- so("157878578", swordhitrefpart, 1.5, 0.6)
- so("2760979", swordhitrefpart, 1.5, 0.6)
- so("168586621", swordhitrefpart, 1.5, 0.6)
- MagniDamage(swordhitrefpart, 20, 20, 30, math.random(1, 2), "RockHit", swordhitrefpart, 0.5, 1, 0, nil, false, true, "Damage", 0.2, 15, true)
- end
- function Move4()
- if Mode == "Sword" then
- EAbility()
- end
- attack = true
- Rooted.Value = true
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- Humanoid.Jump = true
- Torso.Velocity = vt(0, 150, 0)
- so("199145327", Torso, 1, 0.8)
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- so("199145327", Torso, 1, 1)
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- Mode = "Sword"
- Handleweld.Part0 = LeftArm
- Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
- Movement.Value = Movement.Value - 0.4
- Defense.Value = Defense.Value + 0.2
- Damage.Value = Damage.Value + 0.5
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- Torso.Velocity = vt(0, 2.25, 0)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(135)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 1, 1 do
- so("199145327", Torso, 1, 1.2)
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- Torso.Velocity = vt(0, 2.25, 0)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- end
- local swordhit
- while swordhit == nil do
- hbwait()
- swordhit, swordpos = rayCast(Hitbox.Position, cf(Hitbox.Position, Hitbox.Position + vt(0, -1, 0)).lookVector, 3, Character)
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or swordhit ~= nil then
- break
- end
- end
- GroundSmash3(swordhit, swordpos)
- for i = 0, 1, 0.2 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- for i = 0, 1, 0.05 / animationspeed do
- hbwait()
- 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)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
- if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
- break
- end
- end
- Rooted.Value = false
- attack = false
- end
- hold = false
- Mouse.Button1Down:connect(function()
- if attack == true or equipped == false then
- return
- end
- hold = true
- if attacktype == 1 then
- attacktype = 2
- Attack1()
- elseif attacktype == 2 then
- attacktype = 3
- Attack2()
- elseif attacktype == 3 then
- attacktype = 4
- Attack3()
- elseif attacktype == 4 then
- attacktype = 1
- Attack4()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- hbwait(1)
- end
- end
- if attack == false then
- attacktype = 1
- end
- end))
- end)
- if allowhopperbin == true then
- function ob1u(Mouse)
- hold = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if key == "f" and canunequiporequip == true and attack == false then
- if equipped == false then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- elseif equipped == true then
- equipped = false
- unequipanim()
- hbwait()
- if disablemovingarms == true then
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = Torso
- LSH.Parent = Torso
- end
- if disableanimator == true then
- Animator.Parent = Humanoid
- end
- if disableanimate == true then
- Animate.Disabled = false
- end
- end
- end
- if key == "g" and equipped == true then
- if attack == false and dancing == false then
- Dance()
- elseif dancing == true then
- dancing = false
- end
- end
- ---if key == "e" and attack == false and equipped == true then
- ---- if Mana.Value >= 10 and Mode == "Normal" then
- ---subtractmana(10)
- ---EAbility()
- ---elseif Mode == "Sword" then
- ---subtractmana(10)
- ---EAbility()
- ---end
- ---end
- if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and Mana.Value >= skill1mana then
- subtractmana(skill1mana)
- cooldown1 = 0
- Move1()
- end
- ---if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and Mana.Value >= skill2mana then
- ---- subtractmana(skill2mana)
- ---cooldown2 = 0
- --- Move2()
- ---end
- if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and Mana.Value >= skill3mana then
- Move3()
- end
- --- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and Mana.Value >= skill4mana then
- ---subtractmana(skill4mana)
- ---cooldown4 = 0
- --- Move4()
- ---end
- if key == "q" then
- Mana.Value = 100
- cooldown1 = co1
- cooldown2 = co2
- cooldown3 = co3
- cooldown4 = co4
- end
- if key == "p" then
- StaggerHitAnim.Value = true
- end
- if key == "[" then
- StaggerAnim.Value = true
- end
- if key == "]" then
- StunAnim.Value = true
- end
- end)
- ---Mouse.KeyUp:connect(function(key2)
- ---if key2 == "x" and move2charging == true then
- --- move2charging = false
- ---end
- ---end)
- if allowhopperbin == true then
- function s(Mouse)
- Mouse.Button1Down:connect(function()
- ob1d(Mouse)
- end)
- Mouse.Button1Up:connect(function()
- ob1u(Mouse)
- end)
- Mouse.KeyDown:connect(key)
- Mouse.KeyUp:connect(key2)
- end
- end
- if allowhopperbin == true then
- function ds(Mouse)
- end
- end
- if allowhopperbin == true then
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- end
- function updateskills()
- if allowabilitiestofunction == true then
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.03333333333333333
- if cooldown1 >= co1 then
- cooldown1 = co1
- end
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.03333333333333333
- if cooldown2 >= co2 then
- cooldown2 = co2
- end
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.03333333333333333
- if cooldown3 >= co3 then
- cooldown3 = co3
- end
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.03333333333333333
- if cooldown4 >= co4 then
- cooldown4 = co4
- end
- end
- if changebarcolorsifnotenoughmana == true then
- if Mana.Value <= skill1mana then
- bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill2mana then
- bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill3mana then
- bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill4mana then
- bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- elseif changebarcolorsifnotenoughmana == false then
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- end
- if alternatemanaregensystem == false then
- if Mana.Value <= maxmana then
- Mana.Value = Mana.Value + recovermana / 30
- elseif Mana.Value >= maxmana then
- Mana.Value = maxmana
- end
- elseif alternatemanaregensystem == true then
- if Mode == "Normal" then
- if Mana.Value >= maxmana then
- Mana.Value = maxmana
- elseif manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- Mana.Value = Mana.Value + 1
- end
- elseif Mode == "Sword" then
- if Mana.Value <= 0 then
- Mana.Value = 0
- elseif manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- Mana.Value = Mana.Value - 1
- end
- end
- end
- if allowstunbar == true then
- if StunValue.Value <= 0 then
- StunValue.Value = 0
- elseif stundelay <= stunwait then
- stundelay = stundelay + 1
- else
- stundelay = 0
- StunValue.Value = StunValue.Value - 1
- end
- elseif allowstunbar == false then
- StunValue.Value = 0
- end
- end
- if allowmenutofunction == true then
- ArtificialHB.Event:connect(function()
- updateskills()
- if allowabilitiestofunction == true then
- framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- if allowstunbar == true and showstunbar == true and stunframe ~= nil then
- stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- if showhealthmanaandstunnumbers == true then
- manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
- healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
- if allowstunbar == true and showstunbar == true then
- stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
- end
- end
- if showstats == true then
- defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- if 0 < Defense.Value then
- defensetext.Text = "Defense: " .. Defense.Value
- elseif 0 >= Defense.Value then
- defensetext.Text = "Defense: 0"
- end
- if 0 < Damage.Value then
- damagetext.Text = "Damage: " .. Damage.Value
- elseif 0 >= Damage.Value then
- damagetext.Text = "Damage: 0"
- end
- if Rooted.Value == false then
- movementtext.Text = "Movement: " .. Movement.Value
- elseif Rooted.Value == true or 0 >= Movement.Value then
- movementtext.Text = "Movement: 0"
- end
- end
- end)
- end
- function positiveangle(thingy)
- if thingy > 0 then
- thingy = 0
- end
- return thingy
- end
- function negativeangle(thingy)
- if thingy < 0 then
- thingy = 0
- end
- return thingy
- end
- while true do
- hbwait()
- if Hitbox ~= nil then
- if attack == true then
- Hitbox.Name = "Hitbox"
- elseif attack == false then
- Hitbox.Name = "NilHitbox"
- end
- end
- if Humanoid.Health > 0 then
- if walkspeeddependsonmovementvalue == true then
- if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Movement.Value
- end
- end
- if maxstun <= StunValue.Value then
- StunValue.Value = 0
- StunAnim.Value = true
- end
- if StaggerAnim.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- hbwait()
- end
- Stagger()
- StaggerAnim.Value = false
- staggeranim = false
- end))
- end
- if StaggerHitAnim.Value == true and staggerhitanim == false then
- coroutine.resume(coroutine.create(function()
- staggerhitanim = true
- while attack == true do
- hbwait()
- end
- StaggerHit()
- StaggerHitAnim.Value = false
- staggerhitanim = false
- end))
- end
- if StunAnim.Value == true and stunanim == false or StunValue.Value >= 100 then
- coroutine.resume(coroutine.create(function()
- StunValue.Value = 0
- stunanim = true
- while attack == true do
- hbwait()
- end
- Stun()
- StunAnim.Value = false
- stunanim = false
- end))
- end
- if Mode == "Sword" and Mana.Value <= 0 and changeanim == false then
- coroutine.resume(coroutine.create(function()
- changeanim = true
- while attack == true do
- hbwait()
- end
- EAbility()
- changeanim = false
- end))
- end
- Head.Running.Pitch = 1.85 * (Humanoid.WalkSpeed / 16)
- sine = sine + change
- someangle = someangle % 100 + change2 / 10
- local walkspeedthingy = 7 - 1 * (Humanoid.WalkSpeed / 16)
- local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
- hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.003 / animationspeed
- else
- donum = donum - 0.003 / animationspeed
- end
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if leftarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- 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)
- end
- elseif walkinganim == true then
- 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)
- else
- 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)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true or leftarm == false then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- end
- end
- if rightarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- 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)
- end
- elseif walkinganim == true then
- 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)
- else
- 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)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true or rightarm == false then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- end
- end
- if allowwalking == true then
- if Anim == "Walk" and equipped == true then
- if alternatewalk == false then
- if walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(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)
- 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)
- else
- 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)
- 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)
- end
- elseif walkinganim == true then
- 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)
- 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)
- else
- 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)
- 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)
- end
- elseif Anim ~= "Walk" and equipped == true then
- 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)
- 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)
- end
- end
- if Anim == "Walk" and equipped == true then
- 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))
- 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))
- elseif Anim ~= "Walk" or equipped == false then
- 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)
- 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)
- end
- if velderp > 1 and hitfloor == nil then
- Anim = "Jump"
- if Mode == "Normal" then
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- end
- elseif Mode == "Sword" and attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
- end
- elseif velderp < -1 and hitfloor == nil then
- Anim = "Fall"
- if Mode == "Normal" then
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- end
- elseif Mode == "Sword" and attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if Mode == "Normal" then
- if attack == false and equipped == true then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- elseif Mode == "Sword" and attack == false and equipped == true then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.15 / animationspeed)
- end
- elseif torvel > 1 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1 / animationspeed
- if walk >= 15 - 5 * (Humanoid.WalkSpeed / 16) then
- walk = 0
- if walkinganim == true then
- walkinganim = false
- elseif walkinganim == false then
- walkinganim = true
- end
- end
- if Mode == "Normal" then
- if attack == false and equipped == true then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- elseif Mode == "Sword" and attack == false and equipped == true then
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- end
- end
- end
- end
- print("Brawler Class by basstracker1970")
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