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me = game.Players.mogoon char = me.Character Modelname = "Warhammah" Toolname = "Warhammar" Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"} necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) selected = false effectOn = false Hurt = false Leghurt = false Deb = true LegDeb = true Able = true Resting = false RestingAnim = false AbleG = true Prop = {Damage = 42, Legdmg = 34, AS = 28, ShockDMG = 50, Rage = 7000000, RageIncome = 7000, MaxRage = 7000000} Prop.AS = Prop.AS/300 Cam = workspace.CurrentCamera   ToolIcon = "http://www.roblox.com/asset/?id=49192762" MouseIc = "http://www.roblox.com/asset/?id=49192792" MouseDo = "http://www.roblox.com/asset/?id=49192819"   Add = {         Sphere = function(P)                 local m = Instance.new("SpecialMesh",P)                 m.MeshType = "Sphere"                 return m         end,         BF = function(P)                 local bf = Instance.new("BodyForce",P)                 bf.force = Vector3.new(0, P:GetMass()*187, 0)                 return bf         end,         BP = function(P)                 local bp = Instance.new("BodyPosition",P)                 bp.maxForce = Vector3.new(math.huge, 0, math.huge)                 bp.P = 14000                 return bp         end,         BG = function(P)                 local bg = Instance.new("BodyGyro",P)                 bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)                 bg.P = 14000                 return bg         end,         Mesh = function(P, ID, x, y, z)                 local m = Instance.new("SpecialMesh")                 m.MeshId = ID                 m.Scale = Vector3.new(x, y, z)                 m.Parent = P                 return m         end,         Sound = function(P, ID, vol, pitch)                 local s = Instance.new("Sound")                 s.SoundId = ID                 s.Volume = vol                 s.Pitch = pitch                 s.Parent = P                 return s         end }   function find(tab, arg)         local ah = nil         for i,v in pairs(tab) do                 if v == arg then                         ah = v                 end         end         return ah end   function getAllParts(from)         local t = {}         function getParts(where)                 for i, v in pairs(where:children()) do                         if v:IsA("BasePart") then                                 if v.Parent ~= char and v.Parent.Parent ~= char then                                         table.insert(t, v)                                 end                         end                         getParts(v)                 end         end         getParts(workspace)         return t end   function RayCast(pos1, pos2, maxDist, forward)         local list = getAllParts(workspace)         local pos0 = pos1         for dist = 1, maxDist, forward do                 pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p                 for _, v in pairs(list) do                         local pos3 = v.CFrame:pointToObjectSpace(pos0)                         local s = v.Size                         if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide and v:GetMass() > 14 then                                 return pos0, v                         end                 end         end         return pos0, nil end   function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)         local p = Instance.new("Part")         p.formFactor = "Custom"         p.Anchored = Anchor         p.CanCollide = Collide         p.Transparency = Tran         p.Reflectance = Ref         p.BrickColor = BrickColor.new(Color)         for _, Surf in pairs(Surfaces) do                 p[Surf] = "Smooth"         end         p.Size = Vector3.new(X, Y, Z)         if Break then                 p:BreakJoints()         else p:MakeJoints() end         p.Parent = Parent         p.Locked = true         return p end   function Weld(p0, p1, x, y, z, a, b, c)         local w = Instance.new("Weld")         w.Parent = p0         w.Part0 = p0         w.Part1 = p1         w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c)         return w end   function ComputePos(pos1, pos2)         local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)         return CFrame.new(pos1, pos3) end   function getHumanoid(c)         local h = nil         for i,v in pairs(c:children()) do                 if v:IsA("Humanoid") and c ~= char then                         if v.Health > 0 then                                 h = v                         end                 end         end         return h end   for i,v in pairs(char:children()) do         if v.Name == Modelname then                 v:remove()         end end   pcall(function() me.PlayerGui:findFirstChild("RaigMeter",true):remove() end)   Sc = Instance.new("ScreenGui",me:findFirstChild("PlayerGui")) Sc.Name = "RaigMeter"   Fr = Instance.new("Frame",Sc) Fr.Size = UDim2.new(0, 250, 0, 28) Fr.Position = UDim2.new(0.5, -125, 0, 5) Fr.BackgroundColor3 = Color3.new(0.8, 0.3, 0.1)   Met = Instance.new("Frame", Fr) Met.Size = UDim2.new(1, -10, 1, -6) Met.Position = UDim2.new(0, 5, 0, 3) Met.BackgroundColor3 = Color3.new(0, 0, 0) Met.BorderSizePixel = 0   Meter = Instance.new("ImageLabel", Met) Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2) Meter.Position = UDim2.new(0, 0, 0, 1) Meter.Image = "http://www.roblox.com/asset/?id=48965808" Meter.BorderSizePixel = 0 Meter.BackgroundColor3 = Color3.new(1, 0.6, 0.1)   Tx = Instance.new("TextLabel", Met) Tx.Size = UDim2.new(0, 0, 1, 0) Tx.Position = UDim2.new(0, 5, 0, 0) Tx.Text = Prop.Rage.." / "..Prop.MaxRage Tx.Font = "ArialBold" Tx.FontSize = "Size18" Tx.BackgroundTransparency = 1 Tx.TextColor3 = Color3.new(1, 0, 0) Tx.TextXAlignment = "Left"   laast = Prop.Rage coroutine.resume(coroutine.create(function()         while true do                 wait()                 if Prop.Rage > Prop.MaxRage then Prop.Rage = Prop.MaxRage end                 if laast ~= Prop.Rage then                         Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2)                         laast = Prop.Rage                         Tx.Text = Prop.Rage.." / "..Prop.MaxRage                 end         end end))   torso = char.Torso neck = torso.Neck hum = char.Humanoid Rarm = char["Right Arm"] Larm = char["Left Arm"] Rleg = char["Right Leg"] Lleg = char["Left Leg"]   hc = Instance.new("Humanoid") hc.Health = 0 hc.MaxHealth = 0   slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8) hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6) charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65) boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3) smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35) boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18) equip = Add.Sound(nil, "rbxasset://sounds\\unsheath.wav", 0.6, 0.7)   function PlaySound(sound, pitch)         local s = sound:clone()         if pitch ~= nil then                 if tonumber(pitch) then                         s.Pitch = tonumber(pitch)                 end         end         s.Parent = torso         s.PlayOnRemove = true         coroutine.resume(coroutine.create(function()                 wait()                 s:remove()         end)) end   Mo = Instance.new("Model") Mo.Name = Modelname   RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)   RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0) LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0) RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0) LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)   RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0) LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0) RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0) LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)   HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0) HW = Weld(HB, nil, 0, -1.3, 0, math.pi/2, 0, 0)   TH = Weld(torso, nil, -0.8, 0.1, 0, 0, math.pi/2, math.rad(-140))   RAWStand, LAWStand, RLWStand, LLWStand, HWStand = nil   handle = Part(Mo, false, false, 0, 0, "Navy blue", 0.4, 5, 0.4, true) handle.Name = "Handle" Instance.new("SpecialMesh",handle)   maintip = Part(Mo, false, false, 1, 0, "Bright yellow", 0.6, 0.5, 0.6, true) Weld(handle, maintip, 0, -1.8, 0, 0, 0, 0)   DMGParts = {}   for i = 0, 135, 45 do         local tip = Part(Mo, false, false, 0, 0, "Dark grey", 0.54, 1.3, 2.2, true)         Instance.new("BlockMesh",tip)         Weld(maintip, tip, 0, 0, 0, 0, 0, math.rad(i))         table.insert(DMGParts, tip)         for a = -0.9, 0.9, 1.8 do                 for x = 0, math.pi, math.pi do                         local spike = Part(Mo, false, false, 0, 0, "Medium grey", 0.3, 0.5, 0.3, true)                         local w = Weld(tip, spike, 0, 0, 0, 0, 0, 0)                         w.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)                         w.C1 = CFrame.new(0, -1, 0)                         Add.Mesh(spike, "http://www.roblox.com/asset/?id=1033714", 0.14, 1, 0.14)                         local trim = Part(Mo, false, false, 0, 0, "Really black", 0.67, 0.1, 0.5, true)                         local w2 = Weld(tip, trim, 0, 0, 0, 0, 0, 0)                         w2.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)                         w2.C1 = CFrame.new(0, -0.58, 0)                 end         end end   spiketip = Part(Mo, false, false, 0, 0.2, "Navy blue", 0.3, 0.8, 0.3, true) Weld(handle, spiketip, 0, -3.1, 0, 0, 0, 0) Add.Mesh(spiketip, "http://www.roblox.com/asset/?id=1033714", 0.17, 2, 0.17)   table.insert(DMGParts, spiketip)   local handletip1 = Part(Mo, false, false, 0, 0.2, "Really black", 0.5, 0.5, 0.5, true) local w1 = Weld(handle, handletip1, 0, 0, 0, 0, 0, 0) w1.C0 = CFrame.new(0, -2.6, 0) Add.Mesh(handletip1, "http://www.roblox.com/asset/?id=9756362", 0.85, 0.75, 0.85)   local handletip2 = Part(Mo, false, false, 0, 0.2, "Dark grey", 0.5, 0.5, 0.5, true) Weld(handletip1, handletip2, 0, 0, 0, 0, math.rad(45), 0) Add.Mesh(handletip2, "http://www.roblox.com/asset/?id=9756362", 0.95, 0.5, 0.95)     Mo.Parent = char TH.Part1 = handle   function showdmg(dmg, p, pos)         local mo = Instance.new("Model")         mo.Name = dmg         local pa = Part(mo, false, true, 0, 0, "Bright red", 0.8, 0.3, 0.8, true)         pa.CFrame = CFrame.new(p.Position) * CFrame.new(0, pos, 0)         pa.Name = "Head"         local hah = hc:clone()         hah.Parent = mo         local bp = Add.BP(pa)         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.position = p.Position + Vector3.new(0, 3+pos, 0)         Add.BG(pa)         coroutine.resume(coroutine.create(function()                 wait()                 mo.Parent = workspace                 wait(1.4)                 mo:remove()         end)) end     function damage(hum, p, num, dm1, dm2)         local dmg = math.random(dm1, dm2)         hum.Health = hum.Health - dmg         showdmg(dmg, p, num)         return dmg end   function brickdamage(hit)         local h = getHumanoid(hit.Parent)         if h ~= nil and Hurt and Deb then                 Deb = false                 local dmg = damage(h, maintip, 0, Prop.Damage/4, Prop.Damage)                 PlaySound(hitsound)                 Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))                 wait(0.3)                 Deb = true         end end   function legdamage(hit)         local h = getHumanoid(hit.Parent)         if h ~= nil and Leghurt and LegDeb then                 LegDeb = false                 local dmg = damage(h, Rleg, 0, Prop.Legdmg/2, Prop.Legdmg)                 PlaySound(hitsound)                 Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))                 coroutine.resume(coroutine.create(function()                         local haha = math.random(1,3)                         if haha == 1 then                                 h.PlatformStand = true                                 wait()                                 local ps = getAllParts(h.Parent)                                 for i, v in pairs(ps) do                                         if v.Anchored == false then                                                 v.Velocity = CFrame.new(handle.Position, v.Position).lookVector * 40                                                 v.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))                                         end                                 end                                 wait(0.8)                                 h.PlatformStand = false                         end                 end))                 wait(0.2)                 LegDeb = true         end end   for i, v in pairs({Rleg, Lleg}) do         v.Touched:connect(legdamage) end   for i,v in pairs(DMGParts) do         v.Touched:connect(brickdamage) end   if script.Parent.className ~= "HopperBin" then         h = Instance.new("HopperBin",me.Backpack)         h.Name = Toolname         h.TextureId = ToolIcon         script.Parent = h end   bin = script.Parent   function StartEffect(part)         effectOn = true         local lastPoint = part.Position         coroutine.resume(coroutine.create(function()                 while effectOn do                         wait()                         local point = CFrame.new(lastPoint, part.Position) * CFrame.Angles(-math.pi/2, 0, 0)                         local mag = (lastPoint - part.Position).magnitude                         local p = Part(workspace, true, false, 0.1, 0, "Institutional white", 1, 1, 1, true)                         local m = Instance.new("SpecialMesh",p)                         p.CFrame = point * CFrame.new(0, mag/2, 0)                         m.Scale = Vector3.new(1.2, mag+0.6, 1.2)                         lastPoint = part.Position                         coroutine.resume(coroutine.create(function() for i = 0.1, 1, 0.9/5 do wait() p.Transparency = i end p:remove() end))                 end         end)) end   function EndEffect()         effectOn = false end   function detach(bool)         LLW.C0 = CFrame.new(0, 0, 0)         RLW.C0 = CFrame.new(0, 0, 0)         LAW.C0 = CFrame.new(0,0,0)         RAW.C0 = CFrame.new(0, 0, 0)         if bool then                 LLW.Part1 = nil                 RLW.Part1 = nil                 RAW.Part1 = nil                 LAW.Part1 = nil         end end   function attach()         RAW.Part1 = Rarm         LAW.Part1 = Larm         RLW.Part1 = Rleg         LLW.Part1 = Lleg end   function normal()         neck.C0 = necko         RAW.C0 = RAWStand         LAW.C0 = LAWStand         RLW.C0 = RLWStand         LLW.C0 = LLWStand         RAW.C1 = CFrame.new(0, 0.5, 0)         LAW.C1 = CFrame.new(0, 0.5, 0)         RLW.C1 = CFrame.new(0, 0.8, 0)         LLW.C1 = CFrame.new(0, 0.8, 0)         HW.C0 = HWStand end   function idleanim()         attach()         for i = 0, 10, 10/22 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))                 neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)                 if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end                 wait()         end         wait()         for i = 10, 0, -10/29 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))                 neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)                 if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end                 wait()         end         normal() end   function runanim()         RLW.Part1 = nil         LLW.Part1 = nil end   coroutine.resume(coroutine.create(function()         while true do                 wait()                 if selected and Able == true and RestingAnim == false then                         if torso.Velocity.magnitude < 2 then                                 idleanim()                                 wait()                         else                                 runanim()                                 wait()                         end                 end         end end))   function selectanim()         if RestingAnim == false and Able == true then         local ah = CFrame.Angles(0, 0, math.rad(90))         RAW.Part1 = Rarm         for i = 0, 270, 270/5 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))                 wait()         end         HW.C0 = ah         HW.Part1 = handle         TH.Part1 = nil         PlaySound(equip)         for i = 270, 70, -200/13 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))                 wait()         end         attach()         for i = 70, 120, 50/8 do                 local asd = i-70                 RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))                 LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)                 HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))                 neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))                 RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))                 LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))                 wait()         end         if RAWStand == nil then                 RAWStand = RAW.C0                 LAWStand = LAW.C0                 RLWStand = RLW.C0                 LLWStand = LLW.C0                 HWStand = HW.C0         end         normal()         end end   function deselanim()         if RestingAnim == false and Able == true then         local ah = CFrame.Angles(0, 0, math.rad(90))         for i = 120, 70, -50/8 do                 local asd = i-70                 RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))                 LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)                 HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))                 neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))                 RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))                 LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))                 wait()         end         LLW.Part1 = nil         RLW.Part1 = nil         LAW.Part1 = nil         for i = 70, 270, 200/13 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))                 wait()         end         HW.C0 = ah         HW.Part1 = nil         TH.Part1 = handle         for i = 270, 0, -270/6 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))                 wait()         end         neck.C0 = necko         detach(true)         end end   function smash(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         local CF2 = CF         bg.cframe = CF2         PlaySound(slash)         for i = 0, 1, Prop.AS*1.1 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(80*i), 0, math.rad(45*i)) * CFrame.new(0, -0.4*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(75*i), 0, math.rad(40*i)) * CFrame.new(0, -0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), math.rad(16*i), math.rad(-8*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30*i), math.rad(-16*i), math.rad(8*i))                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(30*i))                 neck.C0 = necko * CFrame.Angles(math.rad(-35*i), 0, math.rad(-10*i))                 wait()         end         bp.position = CF * CFrame.new(0, 0, -1.1).p         StartEffect(maintip)         Hurt = true         for i = 0, 1, Prop.AS*1.5 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150*i), math.rad(-45*i), math.rad(45-140*i)) * CFrame.new(0, -0.4, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180*i), math.rad(80*i), math.rad(40-20*i)) * CFrame.new(0, -0.5, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50*i), math.rad(16-16*i), math.rad(-8+8*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40*i), math.rad(-16+16*i), math.rad(8-8*i))                 HW.C0 = HWStand * CFrame.Angles(math.rad(-48*i), 0, math.rad(30))                 neck.C0 = necko * CFrame.Angles(math.rad(-35+75*i), 0, math.rad(-10+26*i))                 wait()         end         Hurt = false         EndEffect()         PlaySound(smashsound)         bp.position = CF * CFrame.new(0, 0, -1.9).p         for i = 0, 1, Prop.AS do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150+80*i), math.rad(-45+45*i), math.rad(45-140+95*i)) * CFrame.new(0, -0.4+0.4*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180+105*i), math.rad(80-80*i), math.rad(20-20*i)) * CFrame.new(0, -0.5+0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50+30*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40-10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-48+48*i), 0, math.rad(30-30*i))                 neck.C0 = necko * CFrame.Angles(math.rad(-35+75-40*i), 0, math.rad(-10+26-16*i))                 wait()         end         normal()         bg:remove()         bp:remove() end   function swing(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         local CF2 = CF         bg.cframe = CF2         PlaySound(slash)         for i = 0, 1, Prop.AS*1.5 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(-140*i), 0) * CFrame.new(0, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(25*i), 0, math.rad(20*i)) * CFrame.new(0, -0.4*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, math.rad(-10*i), 0)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40*i), 0)                 wait()         end         Hurt = true         StartEffect(maintip)         for i = 0, 1, Prop.AS*1.3 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70*i), math.rad(-140), 0) * CFrame.new(0, -0.9*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(25), 0, math.rad(20-100*i)) * CFrame.new(0, -0.4+0.6*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), math.rad(-15), 0) * CFrame.new(0, 0, -0.9*i)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40+80*i), 0)                 wait()         end         EndEffect()         Hurt = false         for i = 0, 1, Prop.AS*0.8 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-70*i), math.rad(-140+140*i), 0) * CFrame.new(0, -0.9+0.9*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(25-25*i), 0, math.rad(20-100+80*i)) * CFrame.new(0, -0.4+0.6-0.2*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-20*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10+10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), math.rad(-15+15*i), 0) * CFrame.new(0, 0, -0.9+0.9*i)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90-40*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(40-40*i), 0)                 wait()         end         normal()         bg:remove()         bp:remove() end   function stab(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         local CF2 = CF         bg.cframe = CF2         PlaySound(slash)         for i = 0, 1, Prop.AS do                 RAW.C0 = RAWStand * CFrame.new(0, 0.6*i, 0) * CFrame.Angles(math.rad(-60*i), math.rad(-40*i), math.rad(-30*i)) * CFrame.new(-0.45*i, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50*i), 0, math.rad(40*i)) * CFrame.new(0, -0.6*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(3*i), math.rad(20*i), math.rad(-10*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3*i), math.rad(-20*i), math.rad(10*i))                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(25*i), 0, math.rad(-45*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30*i), 0)                 wait()         end         StartEffect(maintip)         Hurt = true         bp.position = CF * CFrame.new(0, 0, -0.6).p         for i = 0, 1, Prop.AS*1.5 do                 RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8*i, 0) * CFrame.Angles(math.rad(-60+100*i), math.rad(-40), math.rad(-30+70*i)) * CFrame.new(-0.45, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60*i), 0, math.rad(40-30*i)) * CFrame.new(0, -0.6-0.4*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18*i), math.rad(20-40*i), math.rad(-10+20*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18*i), math.rad(-20+40*i), math.rad(10-20*i))                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), 0, 0) * CFrame.new(0, 0, 1-1.4*i)                 neck.C0 = necko * CFrame.Angles(math.rad(25-20*i), 0, math.rad(-45+35*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45*i), 0)                 wait()         end         Hurt = false         EndEffect()         bp.position = CF.p         for i = 0, 1, Prop.AS*1.1 do                 RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8+0.2*i, 0) * CFrame.Angles(math.rad(-60+100-40*i), math.rad(-40+40*i), math.rad(-30+70-40*i)) * CFrame.new(-0.45+0.45*i, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60-10*i), 0, math.rad(40-30-10*i)) * CFrame.new(0, -0.6-0.4+1*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18+15*i), math.rad(20-40+20*i), math.rad(-10+20-10*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18-15*i), math.rad(-20+40-20*i), math.rad(10-20+10*i))                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), 0, 0) * CFrame.new(0, 0, 1-1.4+0.4*i)                 neck.C0 = necko * CFrame.Angles(math.rad(5-5*i), 0, math.rad(-10+10*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45-15*i), 0)                 wait()         end         normal()         bg:remove()         bp:remove() end   function epicsmashfunc(hit)         local ch = hit.Parent         local h = getHumanoid(ch)         local t, head = ch:findFirstChild("Torso"), ch:findFirstChild("Head")         return h, t, head end   function epicsmash(mouse)         if Prop.Rage >= 50 then         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         bg.cframe = CF         local hu, to, head = nil, nil, nil         local Epic = true         local conn = Lleg.Touched:connect(function(hit)                 if Epic then                         hu, to, head = epicsmashfunc(hit)                         if hu and to and head then Epic = false end                 end         end)         PlaySound(slash)         for i = 0, 1, 0.12 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160*i), math.rad(-30*i), math.rad(-80*i)) * CFrame.new(0, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80*i), 0, math.rad(-70*i)) * CFrame.new(0, -0.4*i, 0.6*i)                 RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20*i)) * CFrame.new(0, 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(115*i), 0, math.rad(-40*i)) * CFrame.new(0, -0.8*i, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2*i)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52*i))                 bg.cframe = CF * CFrame.Angles(math.rad(10*i), math.rad(-45*i), math.rad(-15*i))                 wait()         end         conn:disconnect()         if hu and to and head then                 Prop.Rage = Prop.Rage - 50                 hu.PlatformStand = true                 local bg2 = Add.BG(to)                 bg2.P = 6000                 bg2.cframe = CF * CFrame.Angles(math.rad(90), math.rad(180), math.rad(90))                 local bp2 = Add.BP(to)                 bp2.position = CF * CFrame.new(-1, -4, -4).p                 bp2.P = 5000                 wait(0.1)                 for i = 0, 1, 0.045 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270*i), math.rad(-30+20*i), math.rad(-80+120*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140*i), 0, math.rad(-70+120*i)) * CFrame.new(0, -0.4-0.1*i, 0.6-0.6*i)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)                         HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37*i))                         bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+35*i), math.rad(-15+15*i))                         wait()                 end                 PlaySound(slash)                 bp2:remove()                 bg2:remove()                 wait(0.2)                 StartEffect(maintip)                 for i = 0, 1, 0.1 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190*i), math.rad(-30+20-35*i), math.rad(-80+120-135*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150*i), math.rad(60*i), math.rad(-70+120-40*i)) * CFrame.new(0, -0.4-0.1, 0)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         HW.C0 = HWStand * CFrame.Angles(math.rad(-55*i), 0, math.rad(30*i)) * CFrame.new(0, 0, -1*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37+30*i))                         bg.cframe = CF * CFrame.Angles(math.rad(10-10), math.rad(-45+35-30*i), math.rad(-15+15))                         wait()                 end                 coroutine.resume(coroutine.create(function()                         local frr = Cam.CoordinateFrame                         for i = 1, math.random(3,6) do                                 wait()                                 Cam.CoordinateFrame = frr * CFrame.new(math.random(-6,6)/10, math.random(-6,6)/10, math.random(-6,6)/10)                         end                 end))                 PlaySound(smashsound)                 EndEffect()                 local pos = head.Position                 if (pos - maintip.Position).magnitude < 2 then                 damage(hu, head, 0.3, hu.Health, hu.Health)                 head:remove()                 PlaySound(hitsound)                 for i = 1, math.random(7, 17) do                         local hmm = math.random(1,6)                         if hmm < 6 then                                 local cols = {"Bright red", "Really red"}                                 local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(2,10)/10, 0.2, math.random(2,10)/10)                                 p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)                                 p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))                                 p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))                         else                                 local cols = {"Institutional white", "White"}                                 local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(4,13)/10, 0.3, math.random(2,3)/10)                                 p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)                                 p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))                                 p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))                         end                 end                 end                 for i = 0, 1, 0.06 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190+80*i), math.rad(-30+20-35+45*i), math.rad(-80+120-135+95*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150+90*i), math.rad(60-60*i), math.rad(10-10*i)) * CFrame.new(0, -0.4-0.1+0.5*i, 0)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         HW.C0 = HWStand * CFrame.Angles(math.rad(-55+55*i), 0, math.rad(30-30*i)) * CFrame.new(0, 0, -1+1*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(45-45*i))                         bg.cframe = CF * CFrame.Angles(0, math.rad(-45+35-20+30*i), 0)                         wait()                 end         else                 for i = 0, 1, 0.08 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+160*i), math.rad(-30+30*i), math.rad(-80+80*i)) * CFrame.new(0, 0, 0)                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+80*i), 0, math.rad(-70+70*i)) * CFrame.new(0, -0.4+0.4*i, 0.6-0.6*i)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)                         HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-52*i))                         bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+45*i), math.rad(-15+15*i))                         wait()                 end                 bg:remove()                 bp:remove()                 normal()         end         normal()         bg:remove()         bp:remove()         end end     function shockwave(mouse)         local p, t = RayCast(torso.Position, torso.CFrame * CFrame.new(0, -5, 0).p, 5, 1)         if Prop.Rage >= 80 and t then         Prop.Rage = Prop.Rage - 80         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.P = 5000         local CF = ComputePos(Orig.p, mouseHit)         bg.cframe = CF         PlaySound(charge)         for i = 0, 1, 0.07 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110*i), math.rad(-40*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0.2*i)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = Orig.p + Vector3.new(0, -1.9*i, 0)                 wait()         end         for i = 0, 1, 0.04 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110+220*i), math.rad(-40+50*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100+185*i), 0, math.rad(-40+75*i)) * CFrame.new(-0.2-0.2*i, -0.4-0.05*i, 0.5-0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-25*i), 0, math.rad(-10+6*i)) * CFrame.new(0, 0.7-0.7*i, -0.8+0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+65*i), 0, math.rad(10-6*i)) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-15*i), 0, 0) * CFrame.new(0, 0, 1.6-2.1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(30-70*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = Orig.p + Vector3.new(0, -1.9+17*i, 0)                 wait()         end         bp.P = 12001         wait(0.1)         StartEffect(maintip)         PlaySound(slash)         for i = 0, 1, 0.1 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-30*i), math.rad(40-90*i)) * CFrame.new(0, -0.85+0.85*i, -0.8*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125*i), 0, math.rad(35)) * CFrame.new(0, -0.45+0.1, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25*i), 0, math.rad(-4+4*i)) * CFrame.new(0, 0.5*i, -0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35*i), 0, math.rad(4-4*i)) * CFrame.new(0, 0.4*i, 0.2*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-40+75*i), 0, math.rad(-20*i))                 bg.cframe = CF * CFrame.Angles(0, math.rad(380*i), 0)                 bp.position = Orig.p + Vector3.new(0, 15.1-16.7*i, 0)                 wait()         end         coroutine.resume(coroutine.create(function()                 local frr = Cam.CoordinateFrame                 for i = 1, math.random(10,16) do                         wait()                         Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)                 end         end))         PlaySound(smashsound)         local pos = CF * CFrame.new(-2, -3, -3).p         EndEffect()         local p = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)         p.CFrame = CFrame.new(pos)         local p2 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)         p2.CFrame = CFrame.new(pos)         local p3 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)         p3.CFrame = CFrame.new(pos)         local m3 = Instance.new("SpecialMesh",p3)         m3.MeshType = "Sphere"         PlaySound(boom)         local m2 = Instance.new("CylinderMesh",p2)         local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 1.2, 1)         local tab = {}         coroutine.resume(coroutine.create(function()                 for x = 0, 1.04, 0.04 do                         wait()                         local thing = 33*x                         m.Scale = Vector3.new(21*x, 5*x, 21*x)                         m2.Scale = Vector3.new(thing, 1, thing)                         m3.Scale = Vector3.new(thing*0.93, thing*0.7, thing*0.93)                         p.Transparency = x                         p2.Transparency = x                         p3.Transparency = x                         for i, v in pairs(workspace:children()) do                                 local h = getHumanoid(v)                                 local to = v:findFirstChild("Torso")                                 if h ~= nil and to ~= nil and find(tab, v) == nil then                                         if (to.Position - pos).magnitude < (thing/2) then                                                 damage(h, to, 0.5, Prop.ShockDMG/2, Prop.ShockDMG)                                                 to.Velocity = CFrame.new(pos, to.Position).lookVector * 60                                                 to.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))                                                 h.PlatformStand = true                                                 table.insert(tab, v)                                                 coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))                                         end                                 end                         end                 end                 p:remove()                 p2:remove()                 p3:remove()         end))         wait(0.8)         for i = 0, 1, Prop.AS*0.8 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-30+20*i), math.rad(40-90+50*i)) * CFrame.new(0, 0, -0.8+0.8*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125+40*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.45+0.1+0.35*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25-15*i), 0, 0) * CFrame.new(0, 0.5-0.5*i, -0.8+0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35+45*i), 0, 0) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10+25*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7-0.2*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-40+75-35*i), 0, math.rad(-20+20*i))                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = Orig.p + Vector3.new(0, 15.1-16.7+1.6*i, 0)                 wait()         end         normal()         bg:remove()         bp:remove()         end end   function flipsmash(mouse)         local Orig = torso.CFrame         local mouseHit = mouse         local CF = ComputePos(Orig.p, mouseHit)         local p, t = RayCast(torso.Position, torso.Position + Vector3.new(0, -5, 0), 5, 0.5)         local ahp = (CF * CFrame.new(0, 0, -14.5))         local p2, t2 = RayCast(ahp.p, (ahp * CFrame.new(0, -5, 0)).p, 5, 0.5)         if t and t2 and Prop.Rage >= 90 then         Prop.Rage = Prop.Rage - 90         attach()         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bg.cframe = CF         local cen = CF * CFrame.new(0, -1.2, -1.5-6.5)         for i = 0, 1, 0.08 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100*i), math.rad(-50*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -1*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = CF * CFrame.new(0, -1.2*i, -1.5*i).p                 wait()         end         wait(0.15)         hum.PlatformStand = true         for i = 0, 1, 0.13 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70*i), math.rad(-50), math.rad(-50)) * CFrame.new(0.2, 0, 0.2)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50*i), 0, math.rad(-40+30*i)) * CFrame.new(-0.2, -0.4, 0.5)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-10*i), 0, math.rad(-10)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+70*i), 0, math.rad(10)) * CFrame.new(0, 0.4-0.4*i, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6)                 neck.C0 = necko * CFrame.Angles(math.rad(30-40*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.rad(-90*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p                 wait()         end         PlaySound(slash)         for i = 0, 1, 0.13 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70-80*i), math.rad(-50+60*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50-125*i), 0, math.rad(-40+30+45*i)) * CFrame.new(-0.2+0.2*i, -0.4-0.5*i, 0.5-0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(5), 0, math.rad(-10)) * CFrame.new(0, 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5), 0, math.rad(10)) * CFrame.new(0, 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6-2.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-10), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.rad(-90-90*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180-45-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p                 wait()         end         StartEffect(maintip)         PlaySound(slash)         for i = 0, 1, 0.06 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-50*i), math.rad(40-85*i)) * CFrame.new(0, -0.85+0.45*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130*i), 0, math.rad(35)) * CFrame.new(0, -0.9+0.3*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80*i), 0, math.rad(-10)) * CFrame.new(0, 0.4*i, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20*i), 0, math.rad(10)) * CFrame.new(0, 0.7*i, -1*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6)                 neck.C0 = necko * CFrame.Angles(math.rad(-10+50*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.rad(-180-190*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(90-90*i), 0, 0) * CFrame.new(0, 0, -6.5).p                 wait()         end         coroutine.resume(coroutine.create(function()                 local frr = Cam.CoordinateFrame                 for i = 1, math.random(13,20) do                         wait()                         Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)                 end         end))         PlaySound(smashsound)         PlaySound(boomboom)         EndEffect()         local poo = Vector3.new(maintip.Position.x, t2.Position.y + t2.Size.y/2, maintip.Position.z)         local siz = math.random(65,115)/10         local partie = Part(workspace, true, false, 1, 0, "White", siz, 0.2, siz, true)         partie.CFrame = CFrame.new(poo) * CFrame.Angles(0, math.rad(math.random(0, 360)), 0)         local decc = Instance.new("Decal",partie)         decc.Shiny = 0         decc.Specular = 0         decc.Texture = "http://www.roblox.com/asset/?id=49173398"         decc.Face = "Top"         local count = 0         for i, v in pairs(workspace:children()) do                 local h = getHumanoid(v)                 local to = v:findFirstChild("Torso")                 if h ~= nil and to ~= nil then                         if (to.Position - poo).magnitude < 15 then                                 count = count + 1                                 local Maxhp = h.MaxHealth                                 if Maxhp > 5000 then Maxhp = 5000 end                                 damage(h, to, 0.5, 0, Maxhp+5)                                 to.Velocity = CFrame.new(poo, to.Position).lookVector * 30                                 to.Velocity = to.Velocity + Vector3.new(0, 60, 0)                                 to.RotVelocity = Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))                                 h.PlatformStand = true                                 coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))                                 if count >= 2 then break end                         end                 end         end         coroutine.resume(coroutine.create(function() wait(math.random(7,14)) partie:remove() end))         wait(0.6)         for i = 0, 1, 0.06 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-50+40*i), math.rad(40-85+45*i)) * CFrame.new(0, -0.85+0.45+0.4*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130+45*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.9+0.3+0.6*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80+75*i), 0, math.rad(-10+10*i)) * CFrame.new(0, 0.4-0.4*i, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20-15*i), 0, math.rad(10-10*i)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10+25*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6+1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-10+50-40*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = cen * CFrame.new(0, 1.2*i, -6.5).p                 wait()         end         hum.PlatformStand = false         normal()         bg:remove()         bp:remove()         end end   function spin(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local CF = ComputePos(Orig.p, mouseHit)         local p, t = RayCast(torso.Position, CF * CFrame.new(0, -7, -1.5).p, 5, 0.5)         if t then         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.position = Orig.p         bg.cframe = CF         PlaySound(slash)         for i = 0, 1, 0.11 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(20*i), math.rad(120*i), math.rad(20*i)) * CFrame.new(0, 0, 0)                 RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100*i), 0, math.rad(20*i))                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60*i), 0, math.rad(40*i)) * CFrame.new(0, -0.8*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(10*i), 0, 0) * CFrame.new(0, 0.3*i, -0.2*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0)                 neck.C0 = necko * CFrame.Angles(math.rad(-15*i), 0, math.rad(-30*i))                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 wait()         end         local posg = CF * CFrame.new(0, -0.6, -4)         PlaySound(hitsound, 0.9)         for i = 0, 1, 0.13 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(20-20*i), math.rad(120+10*i), math.rad(20)) * CFrame.new(0, -0.8*i, 0.4*i)                 RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60*i), 0, math.rad(20-20*i))                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40*i), 0, math.rad(40-50*i)) * CFrame.new(0, -0.8+0.3*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(10-10*i), 0, 0) * CFrame.new(0, 0.3-0.3*i, -0.2+0.2*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25+25*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35*i)) * CFrame.new(0, 0, -0.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-15+25*i), 0, math.rad(-30+30*i))                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = CF * CFrame.new(0, 1*i, -2*i).p                 wait()         end         hum.PlatformStand = true         bg.Parent = handle         bg.cframe = CF * CFrame.Angles(math.pi, math.pi, 0)         bp.Parent = handle         bp.position = posg.p         StartEffect(Lleg)         Leghurt = true         PlaySound(slash)         for i = 0, 1, 0.09 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90*i), math.rad(130-40*i), math.rad(20-40*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)                 RAW.C1 = CFrame.new(0, 0.5+0.5*i, 0) * CFrame.Angles(math.rad(100-60+60*i), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40-20+60*i), 0, math.rad(40-50+10*i)) * CFrame.new(0, -0.8+0.3-0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(10-35*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90*i), 0)                 wait()         end         for i = 0, 1, 0.055 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(-20)) * CFrame.new(0, 0, 0)                 RAW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(100), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60), 0, 0) * CFrame.new(0, -1, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)                 neck.C0 = necko * CFrame.Angles(math.rad(-25), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90+270*i), 0)                 wait()         end         EndEffect()         Leghurt = false         for i = 0, 1, 0.12 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90+90*i), math.rad(90+40*i), math.rad(-20+40*i)) * CFrame.new(0, -0.8*i, 0.4*i)                 RAW.C1 = CFrame.new(0, 1-0.5*i, 0) * CFrame.Angles(math.rad(100-60*i), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-60*i), 0, 0) * CFrame.new(0, -1+0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10-25*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5+25*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)                 neck.C0 = necko * CFrame.Angles(math.rad(-25+25*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(360), 0)                 wait()         end         bg.Parent = torso         bp.Parent = torso         bg.cframe = CF         for i = 0, 1, 0.14 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(90+40-130*i), math.rad(-20+40-20*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)                 RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60-40*i), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, -1+0.5+0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35+35*i)) * CFrame.new(0, 0, 1-1*i)                 neck.C0 = necko * CFrame.Angles(0, 0, 0)                 bp.position = CF * CFrame.new(0, 0, -2+1*i).p                 bg.cframe = CF                 wait()         end         hum.PlatformStand = false         normal()         bg:remove()         bp:remove()         end end   function rest()         local Orig = torso.CFrame         local CF = ComputePos(Orig.p, Orig * CFrame.new(0, 0, -5).p)         local p, t = RayCast(CF.p, CF * CFrame.new(0, -6, 0.5).p, 6, 0.5)         if t then         attach()         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.position = CF.p         bg.cframe = CF         local cen = CF * CFrame.new(0, -2.5, 0)         RestingAnim = true         hum.PlatformStand = true         local standup = function()                 Resting = false                 bp.Parent = torso                 cen = ComputePos(torso.CFrame.p, torso.CFrame * CFrame.new(0, 0, -5).p) * CFrame.new(0, 0, -2.5)                 for i = 1, 0, -0.12 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)                         RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, 0, -0.4)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, 0, -0.4)                         neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)                         HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)                         bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)                         bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p                         wait()                 end                 for i = 1, 0, -0.17 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)                         RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, -0.4*i, -0.4*i)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, -0.4*i, -0.4*i)                         neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)                         HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)                         bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)                         bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p                         wait()                 end                 hum.PlatformStand = false                 bg:remove()                 bp:remove()                 normal()                 Able = true                 RestingAnim = false         end         local connec = hum.Changed:connect(function()                 if hum.PlatformStand == false then                         coroutine.resume(coroutine.create(function()                                 standup()                         end))                         standup = nil                         connec:disconnect()                 end         end)         local lasthp = hum.Health         local conn = hum.HealthChanged:connect(function(hp)                 if lasthp - hp > 0.8 then                         hum.PlatformStand = false                         conn:disconnect()                 end                 lasthp = hp         end)         coroutine.resume(coroutine.create(function()                 repeat wait() until Resting                 while Resting do                         wait()                         if torso.Velocity.magnitude > 4 then                                 hum.PlatformStand = false                                 break                         end                 end         end))         for i = 0, 1, 0.1 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, 0, -0.4*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, 0, -0.4*i)                 neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)                 bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p                 wait()         end         for i = 0, 1, 0.07 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, -0.4*i, -0.4)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, -0.4*i, -0.4)                 neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)                 bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p                 wait()         end         Resting = true         coroutine.resume(coroutine.create(function()                 wait(0.4)                 bp.Parent = nil         end))         coroutine.resume(coroutine.create(function()                 while Resting and selected do                         wait(math.random(350,800)/1000)                         hum.Health = hum.Health + math.random(1,2)                         Prop.Rage = Prop.Rage + 1                 end                 hum.PlatformStand = false         end))         end end   function select(mouse)         mouse.Icon = MouseIc         selectanim()         selected = true         mouse.Button1Down:connect(function()                 if Able and RestingAnim == false and hum.Sit == false then                         Able = false                         swing(mouse.Hit.p)                         Able = true                 end         end)         mouse.Button1Down:connect(function()                 mouse.Icon = MouseDo                 mouse.Button1Up:wait()                 mouse.Icon = MouseIc         end)         mouse.KeyDown:connect(function(key)                 key = key:lower()                 if Able and RestingAnim == false and hum.Sit == false then                 if key == "q" then                         Able = false                         smash(mouse.Hit.p)                         Able = true                 elseif key == "e" then                         Able = false                         swing(mouse.Hit.p)                         Able = true                 elseif key == "r" then                         Able = false                         stab(mouse.Hit.p)                         Able = true                 elseif key == "f" then                         Able = false                         epicsmash(mouse.Hit.p)                         Able = true                 elseif key == "z" then                         Able = false                         shockwave(mouse.Hit.p)                         Able = true                 elseif key == "x" then                         Able = false                         flipsmash(mouse.Hit.p)                         Able = true                 elseif key == "t" then                         Able = false                         spin(mouse.Hit.p)                         Able = true                 end                 end                 if Able then                         if key == "g" and AbleG then                                 AbleG = false                                 if Resting == true then                                         Resting = false                                 else                                         rest()                                 end                                 wait(0.8)                                 AbleG = true                         end                 end         end) end   function deselect(mouse)         selected = false         deselanim() end  bin.Selected:connect(select) bin.Deselected:connect(deselect)
1+
me = game.Players.blxckberries char = me.Character Modelname = "Warhammah" Toolname = "Warhammar" Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"} necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) selected = false effectOn = false Hurt = false Leghurt = false Deb = true LegDeb = true Able = true Resting = false RestingAnim = false AbleG = true Prop = {Damage = 42, Legdmg = 34, AS = 28, ShockDMG = 50, Rage = 7000000, RageIncome = 7000, MaxRage = 7000000} Prop.AS = Prop.AS/300 Cam = workspace.CurrentCamera   ToolIcon = "http://www.roblox.com/asset/?id=49192762" MouseIc = "http://www.roblox.com/asset/?id=49192792" MouseDo = "http://www.roblox.com/asset/?id=49192819"   Add = {         Sphere = function(P)                 local m = Instance.new("SpecialMesh",P)                 m.MeshType = "Sphere"                 return m         end,         BF = function(P)                 local bf = Instance.new("BodyForce",P)                 bf.force = Vector3.new(0, P:GetMass()*187, 0)                 return bf         end,         BP = function(P)                 local bp = Instance.new("BodyPosition",P)                 bp.maxForce = Vector3.new(math.huge, 0, math.huge)                 bp.P = 14000                 return bp         end,         BG = function(P)                 local bg = Instance.new("BodyGyro",P)                 bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)                 bg.P = 14000                 return bg         end,         Mesh = function(P, ID, x, y, z)                 local m = Instance.new("SpecialMesh")                 m.MeshId = ID                 m.Scale = Vector3.new(x, y, z)                 m.Parent = P                 return m         end,         Sound = function(P, ID, vol, pitch)                 local s = Instance.new("Sound")                 s.SoundId = ID                 s.Volume = vol                 s.Pitch = pitch                 s.Parent = P                 return s         end }   function find(tab, arg)         local ah = nil         for i,v in pairs(tab) do                 if v == arg then                         ah = v                 end         end         return ah end   function getAllParts(from)         local t = {}         function getParts(where)                 for i, v in pairs(where:children()) do                         if v:IsA("BasePart") then                                 if v.Parent ~= char and v.Parent.Parent ~= char then                                         table.insert(t, v)                                 end                         end                         getParts(v)                 end         end         getParts(workspace)         return t end   function RayCast(pos1, pos2, maxDist, forward)         local list = getAllParts(workspace)         local pos0 = pos1         for dist = 1, maxDist, forward do                 pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p                 for _, v in pairs(list) do                         local pos3 = v.CFrame:pointToObjectSpace(pos0)                         local s = v.Size                         if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide and v:GetMass() > 14 then                                 return pos0, v                         end                 end         end         return pos0, nil end   function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)         local p = Instance.new("Part")         p.formFactor = "Custom"         p.Anchored = Anchor         p.CanCollide = Collide         p.Transparency = Tran         p.Reflectance = Ref         p.BrickColor = BrickColor.new(Color)         for _, Surf in pairs(Surfaces) do                 p[Surf] = "Smooth"         end         p.Size = Vector3.new(X, Y, Z)         if Break then                 p:BreakJoints()         else p:MakeJoints() end         p.Parent = Parent         p.Locked = true         return p end   function Weld(p0, p1, x, y, z, a, b, c)         local w = Instance.new("Weld")         w.Parent = p0         w.Part0 = p0         w.Part1 = p1         w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c)         return w end   function ComputePos(pos1, pos2)         local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)         return CFrame.new(pos1, pos3) end   function getHumanoid(c)         local h = nil         for i,v in pairs(c:children()) do                 if v:IsA("Humanoid") and c ~= char then                         if v.Health > 0 then                                 h = v                         end                 end         end         return h end   for i,v in pairs(char:children()) do         if v.Name == Modelname then                 v:remove()         end end   pcall(function() me.PlayerGui:findFirstChild("RaigMeter",true):remove() end)   Sc = Instance.new("ScreenGui",me:findFirstChild("PlayerGui")) Sc.Name = "RaigMeter"   Fr = Instance.new("Frame",Sc) Fr.Size = UDim2.new(0, 250, 0, 28) Fr.Position = UDim2.new(0.5, -125, 0, 5) Fr.BackgroundColor3 = Color3.new(0.8, 0.3, 0.1)   Met = Instance.new("Frame", Fr) Met.Size = UDim2.new(1, -10, 1, -6) Met.Position = UDim2.new(0, 5, 0, 3) Met.BackgroundColor3 = Color3.new(0, 0, 0) Met.BorderSizePixel = 0   Meter = Instance.new("ImageLabel", Met) Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2) Meter.Position = UDim2.new(0, 0, 0, 1) Meter.Image = "http://www.roblox.com/asset/?id=48965808" Meter.BorderSizePixel = 0 Meter.BackgroundColor3 = Color3.new(1, 0.6, 0.1)   Tx = Instance.new("TextLabel", Met) Tx.Size = UDim2.new(0, 0, 1, 0) Tx.Position = UDim2.new(0, 5, 0, 0) Tx.Text = Prop.Rage.." / "..Prop.MaxRage Tx.Font = "ArialBold" Tx.FontSize = "Size18" Tx.BackgroundTransparency = 1 Tx.TextColor3 = Color3.new(1, 0, 0) Tx.TextXAlignment = "Left"   laast = Prop.Rage coroutine.resume(coroutine.create(function()         while true do                 wait()                 if Prop.Rage > Prop.MaxRage then Prop.Rage = Prop.MaxRage end                 if laast ~= Prop.Rage then                         Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2)                         laast = Prop.Rage                         Tx.Text = Prop.Rage.." / "..Prop.MaxRage                 end         end end))   torso = char.Torso neck = torso.Neck hum = char.Humanoid Rarm = char["Right Arm"] Larm = char["Left Arm"] Rleg = char["Right Leg"] Lleg = char["Left Leg"]   hc = Instance.new("Humanoid") hc.Health = 0 hc.MaxHealth = 0   slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8) hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6) charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65) boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3) smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35) boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18) equip = Add.Sound(nil, "rbxasset://sounds\\unsheath.wav", 0.6, 0.7)   function PlaySound(sound, pitch)         local s = sound:clone()         if pitch ~= nil then                 if tonumber(pitch) then                         s.Pitch = tonumber(pitch)                 end         end         s.Parent = torso         s.PlayOnRemove = true         coroutine.resume(coroutine.create(function()                 wait()                 s:remove()         end)) end   Mo = Instance.new("Model") Mo.Name = Modelname   RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)   RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0) LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0) RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0) LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)   RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0) LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0) RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0) LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)   HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0) HW = Weld(HB, nil, 0, -1.3, 0, math.pi/2, 0, 0)   TH = Weld(torso, nil, -0.8, 0.1, 0, 0, math.pi/2, math.rad(-140))   RAWStand, LAWStand, RLWStand, LLWStand, HWStand = nil   handle = Part(Mo, false, false, 0, 0, "Navy blue", 0.4, 5, 0.4, true) handle.Name = "Handle" Instance.new("SpecialMesh",handle)   maintip = Part(Mo, false, false, 1, 0, "Bright yellow", 0.6, 0.5, 0.6, true) Weld(handle, maintip, 0, -1.8, 0, 0, 0, 0)   DMGParts = {}   for i = 0, 135, 45 do         local tip = Part(Mo, false, false, 0, 0, "Dark grey", 0.54, 1.3, 2.2, true)         Instance.new("BlockMesh",tip)         Weld(maintip, tip, 0, 0, 0, 0, 0, math.rad(i))         table.insert(DMGParts, tip)         for a = -0.9, 0.9, 1.8 do                 for x = 0, math.pi, math.pi do                         local spike = Part(Mo, false, false, 0, 0, "Medium grey", 0.3, 0.5, 0.3, true)                         local w = Weld(tip, spike, 0, 0, 0, 0, 0, 0)                         w.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)                         w.C1 = CFrame.new(0, -1, 0)                         Add.Mesh(spike, "http://www.roblox.com/asset/?id=1033714", 0.14, 1, 0.14)                         local trim = Part(Mo, false, false, 0, 0, "Really black", 0.67, 0.1, 0.5, true)                         local w2 = Weld(tip, trim, 0, 0, 0, 0, 0, 0)                         w2.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)                         w2.C1 = CFrame.new(0, -0.58, 0)                 end         end end   spiketip = Part(Mo, false, false, 0, 0.2, "Navy blue", 0.3, 0.8, 0.3, true) Weld(handle, spiketip, 0, -3.1, 0, 0, 0, 0) Add.Mesh(spiketip, "http://www.roblox.com/asset/?id=1033714", 0.17, 2, 0.17)   table.insert(DMGParts, spiketip)   local handletip1 = Part(Mo, false, false, 0, 0.2, "Really black", 0.5, 0.5, 0.5, true) local w1 = Weld(handle, handletip1, 0, 0, 0, 0, 0, 0) w1.C0 = CFrame.new(0, -2.6, 0) Add.Mesh(handletip1, "http://www.roblox.com/asset/?id=9756362", 0.85, 0.75, 0.85)   local handletip2 = Part(Mo, false, false, 0, 0.2, "Dark grey", 0.5, 0.5, 0.5, true) Weld(handletip1, handletip2, 0, 0, 0, 0, math.rad(45), 0) Add.Mesh(handletip2, "http://www.roblox.com/asset/?id=9756362", 0.95, 0.5, 0.95)     Mo.Parent = char TH.Part1 = handle   function showdmg(dmg, p, pos)         local mo = Instance.new("Model")         mo.Name = dmg         local pa = Part(mo, false, true, 0, 0, "Bright red", 0.8, 0.3, 0.8, true)         pa.CFrame = CFrame.new(p.Position) * CFrame.new(0, pos, 0)         pa.Name = "Head"         local hah = hc:clone()         hah.Parent = mo         local bp = Add.BP(pa)         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.position = p.Position + Vector3.new(0, 3+pos, 0)         Add.BG(pa)         coroutine.resume(coroutine.create(function()                 wait()                 mo.Parent = workspace                 wait(1.4)                 mo:remove()         end)) end     function damage(hum, p, num, dm1, dm2)         local dmg = math.random(dm1, dm2)         hum.Health = hum.Health - dmg         showdmg(dmg, p, num)         return dmg end   function brickdamage(hit)         local h = getHumanoid(hit.Parent)         if h ~= nil and Hurt and Deb then                 Deb = false                 local dmg = damage(h, maintip, 0, Prop.Damage/4, Prop.Damage)                 PlaySound(hitsound)                 Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))                 wait(0.3)                 Deb = true         end end   function legdamage(hit)         local h = getHumanoid(hit.Parent)         if h ~= nil and Leghurt and LegDeb then                 LegDeb = false                 local dmg = damage(h, Rleg, 0, Prop.Legdmg/2, Prop.Legdmg)                 PlaySound(hitsound)                 Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))                 coroutine.resume(coroutine.create(function()                         local haha = math.random(1,3)                         if haha == 1 then                                 h.PlatformStand = true                                 wait()                                 local ps = getAllParts(h.Parent)                                 for i, v in pairs(ps) do                                         if v.Anchored == false then                                                 v.Velocity = CFrame.new(handle.Position, v.Position).lookVector * 40                                                 v.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))                                         end                                 end                                 wait(0.8)                                 h.PlatformStand = false                         end                 end))                 wait(0.2)                 LegDeb = true         end end   for i, v in pairs({Rleg, Lleg}) do         v.Touched:connect(legdamage) end   for i,v in pairs(DMGParts) do         v.Touched:connect(brickdamage) end   if script.Parent.className ~= "HopperBin" then         h = Instance.new("HopperBin",me.Backpack)         h.Name = Toolname         h.TextureId = ToolIcon         script.Parent = h end   bin = script.Parent   function StartEffect(part)         effectOn = true         local lastPoint = part.Position         coroutine.resume(coroutine.create(function()                 while effectOn do                         wait()                         local point = CFrame.new(lastPoint, part.Position) * CFrame.Angles(-math.pi/2, 0, 0)                         local mag = (lastPoint - part.Position).magnitude                         local p = Part(workspace, true, false, 0.1, 0, "Institutional white", 1, 1, 1, true)                         local m = Instance.new("SpecialMesh",p)                         p.CFrame = point * CFrame.new(0, mag/2, 0)                         m.Scale = Vector3.new(1.2, mag+0.6, 1.2)                         lastPoint = part.Position                         coroutine.resume(coroutine.create(function() for i = 0.1, 1, 0.9/5 do wait() p.Transparency = i end p:remove() end))                 end         end)) end   function EndEffect()         effectOn = false end   function detach(bool)         LLW.C0 = CFrame.new(0, 0, 0)         RLW.C0 = CFrame.new(0, 0, 0)         LAW.C0 = CFrame.new(0,0,0)         RAW.C0 = CFrame.new(0, 0, 0)         if bool then                 LLW.Part1 = nil                 RLW.Part1 = nil                 RAW.Part1 = nil                 LAW.Part1 = nil         end end   function attach()         RAW.Part1 = Rarm         LAW.Part1 = Larm         RLW.Part1 = Rleg         LLW.Part1 = Lleg end   function normal()         neck.C0 = necko         RAW.C0 = RAWStand         LAW.C0 = LAWStand         RLW.C0 = RLWStand         LLW.C0 = LLWStand         RAW.C1 = CFrame.new(0, 0.5, 0)         LAW.C1 = CFrame.new(0, 0.5, 0)         RLW.C1 = CFrame.new(0, 0.8, 0)         LLW.C1 = CFrame.new(0, 0.8, 0)         HW.C0 = HWStand end   function idleanim()         attach()         for i = 0, 10, 10/22 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))                 neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)                 if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end                 wait()         end         wait()         for i = 10, 0, -10/29 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))                 neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)                 if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end                 wait()         end         normal() end   function runanim()         RLW.Part1 = nil         LLW.Part1 = nil end   coroutine.resume(coroutine.create(function()         while true do                 wait()                 if selected and Able == true and RestingAnim == false then                         if torso.Velocity.magnitude < 2 then                                 idleanim()                                 wait()                         else                                 runanim()                                 wait()                         end                 end         end end))   function selectanim()         if RestingAnim == false and Able == true then         local ah = CFrame.Angles(0, 0, math.rad(90))         RAW.Part1 = Rarm         for i = 0, 270, 270/5 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))                 wait()         end         HW.C0 = ah         HW.Part1 = handle         TH.Part1 = nil         PlaySound(equip)         for i = 270, 70, -200/13 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))                 wait()         end         attach()         for i = 70, 120, 50/8 do                 local asd = i-70                 RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))                 LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)                 HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))                 neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))                 RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))                 LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))                 wait()         end         if RAWStand == nil then                 RAWStand = RAW.C0                 LAWStand = LAW.C0                 RLWStand = RLW.C0                 LLWStand = LLW.C0                 HWStand = HW.C0         end         normal()         end end   function deselanim()         if RestingAnim == false and Able == true then         local ah = CFrame.Angles(0, 0, math.rad(90))         for i = 120, 70, -50/8 do                 local asd = i-70                 RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))                 LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)                 HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))                 neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))                 RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))                 LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))                 wait()         end         LLW.Part1 = nil         RLW.Part1 = nil         LAW.Part1 = nil         for i = 70, 270, 200/13 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))                 wait()         end         HW.C0 = ah         HW.Part1 = nil         TH.Part1 = handle         for i = 270, 0, -270/6 do                 RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))                 wait()         end         neck.C0 = necko         detach(true)         end end   function smash(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         local CF2 = CF         bg.cframe = CF2         PlaySound(slash)         for i = 0, 1, Prop.AS*1.1 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(80*i), 0, math.rad(45*i)) * CFrame.new(0, -0.4*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(75*i), 0, math.rad(40*i)) * CFrame.new(0, -0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), math.rad(16*i), math.rad(-8*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30*i), math.rad(-16*i), math.rad(8*i))                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(30*i))                 neck.C0 = necko * CFrame.Angles(math.rad(-35*i), 0, math.rad(-10*i))                 wait()         end         bp.position = CF * CFrame.new(0, 0, -1.1).p         StartEffect(maintip)         Hurt = true         for i = 0, 1, Prop.AS*1.5 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150*i), math.rad(-45*i), math.rad(45-140*i)) * CFrame.new(0, -0.4, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180*i), math.rad(80*i), math.rad(40-20*i)) * CFrame.new(0, -0.5, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50*i), math.rad(16-16*i), math.rad(-8+8*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40*i), math.rad(-16+16*i), math.rad(8-8*i))                 HW.C0 = HWStand * CFrame.Angles(math.rad(-48*i), 0, math.rad(30))                 neck.C0 = necko * CFrame.Angles(math.rad(-35+75*i), 0, math.rad(-10+26*i))                 wait()         end         Hurt = false         EndEffect()         PlaySound(smashsound)         bp.position = CF * CFrame.new(0, 0, -1.9).p         for i = 0, 1, Prop.AS do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150+80*i), math.rad(-45+45*i), math.rad(45-140+95*i)) * CFrame.new(0, -0.4+0.4*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180+105*i), math.rad(80-80*i), math.rad(20-20*i)) * CFrame.new(0, -0.5+0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50+30*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40-10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-48+48*i), 0, math.rad(30-30*i))                 neck.C0 = necko * CFrame.Angles(math.rad(-35+75-40*i), 0, math.rad(-10+26-16*i))                 wait()         end         normal()         bg:remove()         bp:remove() end   function swing(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         local CF2 = CF         bg.cframe = CF2         PlaySound(slash)         for i = 0, 1, Prop.AS*1.5 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(-140*i), 0) * CFrame.new(0, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(25*i), 0, math.rad(20*i)) * CFrame.new(0, -0.4*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, math.rad(-10*i), 0)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40*i), 0)                 wait()         end         Hurt = true         StartEffect(maintip)         for i = 0, 1, Prop.AS*1.3 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70*i), math.rad(-140), 0) * CFrame.new(0, -0.9*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(25), 0, math.rad(20-100*i)) * CFrame.new(0, -0.4+0.6*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), math.rad(-15), 0) * CFrame.new(0, 0, -0.9*i)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40+80*i), 0)                 wait()         end         EndEffect()         Hurt = false         for i = 0, 1, Prop.AS*0.8 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-70*i), math.rad(-140+140*i), 0) * CFrame.new(0, -0.9+0.9*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(25-25*i), 0, math.rad(20-100+80*i)) * CFrame.new(0, -0.4+0.6-0.2*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-20*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10+10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), math.rad(-15+15*i), 0) * CFrame.new(0, 0, -0.9+0.9*i)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90-40*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(40-40*i), 0)                 wait()         end         normal()         bg:remove()         bp:remove() end   function stab(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         local CF2 = CF         bg.cframe = CF2         PlaySound(slash)         for i = 0, 1, Prop.AS do                 RAW.C0 = RAWStand * CFrame.new(0, 0.6*i, 0) * CFrame.Angles(math.rad(-60*i), math.rad(-40*i), math.rad(-30*i)) * CFrame.new(-0.45*i, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50*i), 0, math.rad(40*i)) * CFrame.new(0, -0.6*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(3*i), math.rad(20*i), math.rad(-10*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3*i), math.rad(-20*i), math.rad(10*i))                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(25*i), 0, math.rad(-45*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30*i), 0)                 wait()         end         StartEffect(maintip)         Hurt = true         bp.position = CF * CFrame.new(0, 0, -0.6).p         for i = 0, 1, Prop.AS*1.5 do                 RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8*i, 0) * CFrame.Angles(math.rad(-60+100*i), math.rad(-40), math.rad(-30+70*i)) * CFrame.new(-0.45, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60*i), 0, math.rad(40-30*i)) * CFrame.new(0, -0.6-0.4*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18*i), math.rad(20-40*i), math.rad(-10+20*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18*i), math.rad(-20+40*i), math.rad(10-20*i))                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), 0, 0) * CFrame.new(0, 0, 1-1.4*i)                 neck.C0 = necko * CFrame.Angles(math.rad(25-20*i), 0, math.rad(-45+35*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45*i), 0)                 wait()         end         Hurt = false         EndEffect()         bp.position = CF.p         for i = 0, 1, Prop.AS*1.1 do                 RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8+0.2*i, 0) * CFrame.Angles(math.rad(-60+100-40*i), math.rad(-40+40*i), math.rad(-30+70-40*i)) * CFrame.new(-0.45+0.45*i, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60-10*i), 0, math.rad(40-30-10*i)) * CFrame.new(0, -0.6-0.4+1*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18+15*i), math.rad(20-40+20*i), math.rad(-10+20-10*i))                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18-15*i), math.rad(-20+40-20*i), math.rad(10-20+10*i))                 HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), 0, 0) * CFrame.new(0, 0, 1-1.4+0.4*i)                 neck.C0 = necko * CFrame.Angles(math.rad(5-5*i), 0, math.rad(-10+10*i))                 bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45-15*i), 0)                 wait()         end         normal()         bg:remove()         bp:remove() end   function epicsmashfunc(hit)         local ch = hit.Parent         local h = getHumanoid(ch)         local t, head = ch:findFirstChild("Torso"), ch:findFirstChild("Head")         return h, t, head end   function epicsmash(mouse)         if Prop.Rage >= 50 then         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         local CF = ComputePos(Orig.p, mouseHit)         bg.cframe = CF         local hu, to, head = nil, nil, nil         local Epic = true         local conn = Lleg.Touched:connect(function(hit)                 if Epic then                         hu, to, head = epicsmashfunc(hit)                         if hu and to and head then Epic = false end                 end         end)         PlaySound(slash)         for i = 0, 1, 0.12 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160*i), math.rad(-30*i), math.rad(-80*i)) * CFrame.new(0, 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80*i), 0, math.rad(-70*i)) * CFrame.new(0, -0.4*i, 0.6*i)                 RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20*i)) * CFrame.new(0, 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(115*i), 0, math.rad(-40*i)) * CFrame.new(0, -0.8*i, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2*i)                 neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52*i))                 bg.cframe = CF * CFrame.Angles(math.rad(10*i), math.rad(-45*i), math.rad(-15*i))                 wait()         end         conn:disconnect()         if hu and to and head then                 Prop.Rage = Prop.Rage - 50                 hu.PlatformStand = true                 local bg2 = Add.BG(to)                 bg2.P = 6000                 bg2.cframe = CF * CFrame.Angles(math.rad(90), math.rad(180), math.rad(90))                 local bp2 = Add.BP(to)                 bp2.position = CF * CFrame.new(-1, -4, -4).p                 bp2.P = 5000                 wait(0.1)                 for i = 0, 1, 0.045 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270*i), math.rad(-30+20*i), math.rad(-80+120*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140*i), 0, math.rad(-70+120*i)) * CFrame.new(0, -0.4-0.1*i, 0.6-0.6*i)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)                         HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37*i))                         bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+35*i), math.rad(-15+15*i))                         wait()                 end                 PlaySound(slash)                 bp2:remove()                 bg2:remove()                 wait(0.2)                 StartEffect(maintip)                 for i = 0, 1, 0.1 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190*i), math.rad(-30+20-35*i), math.rad(-80+120-135*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150*i), math.rad(60*i), math.rad(-70+120-40*i)) * CFrame.new(0, -0.4-0.1, 0)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         HW.C0 = HWStand * CFrame.Angles(math.rad(-55*i), 0, math.rad(30*i)) * CFrame.new(0, 0, -1*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37+30*i))                         bg.cframe = CF * CFrame.Angles(math.rad(10-10), math.rad(-45+35-30*i), math.rad(-15+15))                         wait()                 end                 coroutine.resume(coroutine.create(function()                         local frr = Cam.CoordinateFrame                         for i = 1, math.random(3,6) do                                 wait()                                 Cam.CoordinateFrame = frr * CFrame.new(math.random(-6,6)/10, math.random(-6,6)/10, math.random(-6,6)/10)                         end                 end))                 PlaySound(smashsound)                 EndEffect()                 local pos = head.Position                 if (pos - maintip.Position).magnitude < 2 then                 damage(hu, head, 0.3, hu.Health, hu.Health)                 head:remove()                 PlaySound(hitsound)                 for i = 1, math.random(7, 17) do                         local hmm = math.random(1,6)                         if hmm < 6 then                                 local cols = {"Bright red", "Really red"}                                 local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(2,10)/10, 0.2, math.random(2,10)/10)                                 p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)                                 p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))                                 p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))                         else                                 local cols = {"Institutional white", "White"}                                 local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(4,13)/10, 0.3, math.random(2,3)/10)                                 p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)                                 p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))                                 p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))                         end                 end                 end                 for i = 0, 1, 0.06 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190+80*i), math.rad(-30+20-35+45*i), math.rad(-80+120-135+95*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150+90*i), math.rad(60-60*i), math.rad(10-10*i)) * CFrame.new(0, -0.4-0.1+0.5*i, 0)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)                         HW.C0 = HWStand * CFrame.Angles(math.rad(-55+55*i), 0, math.rad(30-30*i)) * CFrame.new(0, 0, -1+1*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(45-45*i))                         bg.cframe = CF * CFrame.Angles(0, math.rad(-45+35-20+30*i), 0)                         wait()                 end         else                 for i = 0, 1, 0.08 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+160*i), math.rad(-30+30*i), math.rad(-80+80*i)) * CFrame.new(0, 0, 0)                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+80*i), 0, math.rad(-70+70*i)) * CFrame.new(0, -0.4+0.4*i, 0.6-0.6*i)                         RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)                         HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)                         neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-52*i))                         bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+45*i), math.rad(-15+15*i))                         wait()                 end                 bg:remove()                 bp:remove()                 normal()         end         normal()         bg:remove()         bp:remove()         end end     function shockwave(mouse)         local p, t = RayCast(torso.Position, torso.CFrame * CFrame.new(0, -5, 0).p, 5, 1)         if Prop.Rage >= 80 and t then         Prop.Rage = Prop.Rage - 80         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.P = 5000         local CF = ComputePos(Orig.p, mouseHit)         bg.cframe = CF         PlaySound(charge)         for i = 0, 1, 0.07 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110*i), math.rad(-40*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0.2*i)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = Orig.p + Vector3.new(0, -1.9*i, 0)                 wait()         end         for i = 0, 1, 0.04 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110+220*i), math.rad(-40+50*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100+185*i), 0, math.rad(-40+75*i)) * CFrame.new(-0.2-0.2*i, -0.4-0.05*i, 0.5-0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-25*i), 0, math.rad(-10+6*i)) * CFrame.new(0, 0.7-0.7*i, -0.8+0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+65*i), 0, math.rad(10-6*i)) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-15*i), 0, 0) * CFrame.new(0, 0, 1.6-2.1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(30-70*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = Orig.p + Vector3.new(0, -1.9+17*i, 0)                 wait()         end         bp.P = 12001         wait(0.1)         StartEffect(maintip)         PlaySound(slash)         for i = 0, 1, 0.1 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-30*i), math.rad(40-90*i)) * CFrame.new(0, -0.85+0.85*i, -0.8*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125*i), 0, math.rad(35)) * CFrame.new(0, -0.45+0.1, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25*i), 0, math.rad(-4+4*i)) * CFrame.new(0, 0.5*i, -0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35*i), 0, math.rad(4-4*i)) * CFrame.new(0, 0.4*i, 0.2*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-40+75*i), 0, math.rad(-20*i))                 bg.cframe = CF * CFrame.Angles(0, math.rad(380*i), 0)                 bp.position = Orig.p + Vector3.new(0, 15.1-16.7*i, 0)                 wait()         end         coroutine.resume(coroutine.create(function()                 local frr = Cam.CoordinateFrame                 for i = 1, math.random(10,16) do                         wait()                         Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)                 end         end))         PlaySound(smashsound)         local pos = CF * CFrame.new(-2, -3, -3).p         EndEffect()         local p = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)         p.CFrame = CFrame.new(pos)         local p2 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)         p2.CFrame = CFrame.new(pos)         local p3 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)         p3.CFrame = CFrame.new(pos)         local m3 = Instance.new("SpecialMesh",p3)         m3.MeshType = "Sphere"         PlaySound(boom)         local m2 = Instance.new("CylinderMesh",p2)         local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 1.2, 1)         local tab = {}         coroutine.resume(coroutine.create(function()                 for x = 0, 1.04, 0.04 do                         wait()                         local thing = 33*x                         m.Scale = Vector3.new(21*x, 5*x, 21*x)                         m2.Scale = Vector3.new(thing, 1, thing)                         m3.Scale = Vector3.new(thing*0.93, thing*0.7, thing*0.93)                         p.Transparency = x                         p2.Transparency = x                         p3.Transparency = x                         for i, v in pairs(workspace:children()) do                                 local h = getHumanoid(v)                                 local to = v:findFirstChild("Torso")                                 if h ~= nil and to ~= nil and find(tab, v) == nil then                                         if (to.Position - pos).magnitude < (thing/2) then                                                 damage(h, to, 0.5, Prop.ShockDMG/2, Prop.ShockDMG)                                                 to.Velocity = CFrame.new(pos, to.Position).lookVector * 60                                                 to.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))                                                 h.PlatformStand = true                                                 table.insert(tab, v)                                                 coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))                                         end                                 end                         end                 end                 p:remove()                 p2:remove()                 p3:remove()         end))         wait(0.8)         for i = 0, 1, Prop.AS*0.8 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-30+20*i), math.rad(40-90+50*i)) * CFrame.new(0, 0, -0.8+0.8*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125+40*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.45+0.1+0.35*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25-15*i), 0, 0) * CFrame.new(0, 0.5-0.5*i, -0.8+0.8*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35+45*i), 0, 0) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10+25*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7-0.2*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-40+75-35*i), 0, math.rad(-20+20*i))                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = Orig.p + Vector3.new(0, 15.1-16.7+1.6*i, 0)                 wait()         end         normal()         bg:remove()         bp:remove()         end end   function flipsmash(mouse)         local Orig = torso.CFrame         local mouseHit = mouse         local CF = ComputePos(Orig.p, mouseHit)         local p, t = RayCast(torso.Position, torso.Position + Vector3.new(0, -5, 0), 5, 0.5)         local ahp = (CF * CFrame.new(0, 0, -14.5))         local p2, t2 = RayCast(ahp.p, (ahp * CFrame.new(0, -5, 0)).p, 5, 0.5)         if t and t2 and Prop.Rage >= 90 then         Prop.Rage = Prop.Rage - 90         attach()         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.position = Orig.p         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bg.cframe = CF         local cen = CF * CFrame.new(0, -1.2, -1.5-6.5)         for i = 0, 1, 0.08 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100*i), math.rad(-50*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -1*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = CF * CFrame.new(0, -1.2*i, -1.5*i).p                 wait()         end         wait(0.15)         hum.PlatformStand = true         for i = 0, 1, 0.13 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70*i), math.rad(-50), math.rad(-50)) * CFrame.new(0.2, 0, 0.2)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50*i), 0, math.rad(-40+30*i)) * CFrame.new(-0.2, -0.4, 0.5)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-10*i), 0, math.rad(-10)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+70*i), 0, math.rad(10)) * CFrame.new(0, 0.4-0.4*i, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6)                 neck.C0 = necko * CFrame.Angles(math.rad(30-40*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.rad(-90*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p                 wait()         end         PlaySound(slash)         for i = 0, 1, 0.13 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70-80*i), math.rad(-50+60*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50-125*i), 0, math.rad(-40+30+45*i)) * CFrame.new(-0.2+0.2*i, -0.4-0.5*i, 0.5-0.5*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(5), 0, math.rad(-10)) * CFrame.new(0, 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5), 0, math.rad(10)) * CFrame.new(0, 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6-2.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-10), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.rad(-90-90*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180-45-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p                 wait()         end         StartEffect(maintip)         PlaySound(slash)         for i = 0, 1, 0.06 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-50*i), math.rad(40-85*i)) * CFrame.new(0, -0.85+0.45*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130*i), 0, math.rad(35)) * CFrame.new(0, -0.9+0.3*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80*i), 0, math.rad(-10)) * CFrame.new(0, 0.4*i, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20*i), 0, math.rad(10)) * CFrame.new(0, 0.7*i, -1*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6)                 neck.C0 = necko * CFrame.Angles(math.rad(-10+50*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.rad(-180-190*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(90-90*i), 0, 0) * CFrame.new(0, 0, -6.5).p                 wait()         end         coroutine.resume(coroutine.create(function()                 local frr = Cam.CoordinateFrame                 for i = 1, math.random(13,20) do                         wait()                         Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)                 end         end))         PlaySound(smashsound)         PlaySound(boomboom)         EndEffect()         local poo = Vector3.new(maintip.Position.x, t2.Position.y + t2.Size.y/2, maintip.Position.z)         local siz = math.random(65,115)/10         local partie = Part(workspace, true, false, 1, 0, "White", siz, 0.2, siz, true)         partie.CFrame = CFrame.new(poo) * CFrame.Angles(0, math.rad(math.random(0, 360)), 0)         local decc = Instance.new("Decal",partie)         decc.Shiny = 0         decc.Specular = 0         decc.Texture = "http://www.roblox.com/asset/?id=49173398"         decc.Face = "Top"         local count = 0         for i, v in pairs(workspace:children()) do                 local h = getHumanoid(v)                 local to = v:findFirstChild("Torso")                 if h ~= nil and to ~= nil then                         if (to.Position - poo).magnitude < 15 then                                 count = count + 1                                 local Maxhp = h.MaxHealth                                 if Maxhp > 5000 then Maxhp = 5000 end                                 damage(h, to, 0.5, 0, Maxhp+5)                                 to.Velocity = CFrame.new(poo, to.Position).lookVector * 30                                 to.Velocity = to.Velocity + Vector3.new(0, 60, 0)                                 to.RotVelocity = Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))                                 h.PlatformStand = true                                 coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))                                 if count >= 2 then break end                         end                 end         end         coroutine.resume(coroutine.create(function() wait(math.random(7,14)) partie:remove() end))         wait(0.6)         for i = 0, 1, 0.06 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-50+40*i), math.rad(40-85+45*i)) * CFrame.new(0, -0.85+0.45+0.4*i, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130+45*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.9+0.3+0.6*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80+75*i), 0, math.rad(-10+10*i)) * CFrame.new(0, 0.4-0.4*i, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20-15*i), 0, math.rad(10-10*i)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)                 HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10+25*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6+1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-10+50-40*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = cen * CFrame.new(0, 1.2*i, -6.5).p                 wait()         end         hum.PlatformStand = false         normal()         bg:remove()         bp:remove()         end end   function spin(mouse)         attach()         local mouseHit = mouse         local Orig = torso.CFrame         local CF = ComputePos(Orig.p, mouseHit)         local p, t = RayCast(torso.Position, CF * CFrame.new(0, -7, -1.5).p, 5, 0.5)         if t then         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.position = Orig.p         bg.cframe = CF         PlaySound(slash)         for i = 0, 1, 0.11 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(20*i), math.rad(120*i), math.rad(20*i)) * CFrame.new(0, 0, 0)                 RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100*i), 0, math.rad(20*i))                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60*i), 0, math.rad(40*i)) * CFrame.new(0, -0.8*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(10*i), 0, 0) * CFrame.new(0, 0.3*i, -0.2*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0)                 neck.C0 = necko * CFrame.Angles(math.rad(-15*i), 0, math.rad(-30*i))                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 wait()         end         local posg = CF * CFrame.new(0, -0.6, -4)         PlaySound(hitsound, 0.9)         for i = 0, 1, 0.13 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(20-20*i), math.rad(120+10*i), math.rad(20)) * CFrame.new(0, -0.8*i, 0.4*i)                 RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60*i), 0, math.rad(20-20*i))                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40*i), 0, math.rad(40-50*i)) * CFrame.new(0, -0.8+0.3*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(10-10*i), 0, 0) * CFrame.new(0, 0.3-0.3*i, -0.2+0.2*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25+25*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35*i)) * CFrame.new(0, 0, -0.6*i)                 neck.C0 = necko * CFrame.Angles(math.rad(-15+25*i), 0, math.rad(-30+30*i))                 bg.cframe = CF * CFrame.Angles(0, 0, 0)                 bp.position = CF * CFrame.new(0, 1*i, -2*i).p                 wait()         end         hum.PlatformStand = true         bg.Parent = handle         bg.cframe = CF * CFrame.Angles(math.pi, math.pi, 0)         bp.Parent = handle         bp.position = posg.p         StartEffect(Lleg)         Leghurt = true         PlaySound(slash)         for i = 0, 1, 0.09 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90*i), math.rad(130-40*i), math.rad(20-40*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)                 RAW.C1 = CFrame.new(0, 0.5+0.5*i, 0) * CFrame.Angles(math.rad(100-60+60*i), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40-20+60*i), 0, math.rad(40-50+10*i)) * CFrame.new(0, -0.8+0.3-0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1*i)                 neck.C0 = necko * CFrame.Angles(math.rad(10-35*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90*i), 0)                 wait()         end         for i = 0, 1, 0.055 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(-20)) * CFrame.new(0, 0, 0)                 RAW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(100), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60), 0, 0) * CFrame.new(0, -1, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)                 neck.C0 = necko * CFrame.Angles(math.rad(-25), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90+270*i), 0)                 wait()         end         EndEffect()         Leghurt = false         for i = 0, 1, 0.12 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90+90*i), math.rad(90+40*i), math.rad(-20+40*i)) * CFrame.new(0, -0.8*i, 0.4*i)                 RAW.C1 = CFrame.new(0, 1-0.5*i, 0) * CFrame.Angles(math.rad(100-60*i), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-60*i), 0, 0) * CFrame.new(0, -1+0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10-25*i), 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5+25*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)                 neck.C0 = necko * CFrame.Angles(math.rad(-25+25*i), 0, 0)                 bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(360), 0)                 wait()         end         bg.Parent = torso         bp.Parent = torso         bg.cframe = CF         for i = 0, 1, 0.14 do                 RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(90+40-130*i), math.rad(-20+40-20*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)                 RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60-40*i), 0, 0)                 LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, -1+0.5+0.5*i, 0)                 RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)                 LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35+35*i)) * CFrame.new(0, 0, 1-1*i)                 neck.C0 = necko * CFrame.Angles(0, 0, 0)                 bp.position = CF * CFrame.new(0, 0, -2+1*i).p                 bg.cframe = CF                 wait()         end         hum.PlatformStand = false         normal()         bg:remove()         bp:remove()         end end   function rest()         local Orig = torso.CFrame         local CF = ComputePos(Orig.p, Orig * CFrame.new(0, 0, -5).p)         local p, t = RayCast(CF.p, CF * CFrame.new(0, -6, 0.5).p, 6, 0.5)         if t then         attach()         local bg = Add.BG(torso)         local bp = Add.BP(torso)         bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)         bp.position = CF.p         bg.cframe = CF         local cen = CF * CFrame.new(0, -2.5, 0)         RestingAnim = true         hum.PlatformStand = true         local standup = function()                 Resting = false                 bp.Parent = torso                 cen = ComputePos(torso.CFrame.p, torso.CFrame * CFrame.new(0, 0, -5).p) * CFrame.new(0, 0, -2.5)                 for i = 1, 0, -0.12 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)                         RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, 0, -0.4)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, 0, -0.4)                         neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)                         HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)                         bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)                         bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p                         wait()                 end                 for i = 1, 0, -0.17 do                         RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)                         LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)                         RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, -0.4*i, -0.4*i)                         LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, -0.4*i, -0.4*i)                         neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)                         HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)                         bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)                         bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p                         wait()                 end                 hum.PlatformStand = false                 bg:remove()                 bp:remove()                 normal()                 Able = true                 RestingAnim = false         end         local connec = hum.Changed:connect(function()                 if hum.PlatformStand == false then                         coroutine.resume(coroutine.create(function()                                 standup()                         end))                         standup = nil                         connec:disconnect()                 end         end)         local lasthp = hum.Health         local conn = hum.HealthChanged:connect(function(hp)                 if lasthp - hp > 0.8 then                         hum.PlatformStand = false                         conn:disconnect()                 end                 lasthp = hp         end)         coroutine.resume(coroutine.create(function()                 repeat wait() until Resting                 while Resting do                         wait()                         if torso.Velocity.magnitude > 4 then                                 hum.PlatformStand = false                                 break                         end                 end         end))         for i = 0, 1, 0.1 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, 0, -0.4*i)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, 0, -0.4*i)                 neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)                 bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p                 wait()         end         for i = 0, 1, 0.07 do                 RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))                 LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)                 RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, -0.4*i, -0.4)                 LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, -0.4*i, -0.4)                 neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)                 HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)                 bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)                 bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p                 wait()         end         Resting = true         coroutine.resume(coroutine.create(function()                 wait(0.4)                 bp.Parent = nil         end))         coroutine.resume(coroutine.create(function()                 while Resting and selected do                         wait(math.random(350,800)/1000)                         hum.Health = hum.Health + math.random(1,2)                         Prop.Rage = Prop.Rage + 1                 end                 hum.PlatformStand = false         end))         end end   function select(mouse)         mouse.Icon = MouseIc         selectanim()         selected = true         mouse.Button1Down:connect(function()                 if Able and RestingAnim == false and hum.Sit == false then                         Able = false                         swing(mouse.Hit.p)                         Able = true                 end         end)         mouse.Button1Down:connect(function()                 mouse.Icon = MouseDo                 mouse.Button1Up:wait()                 mouse.Icon = MouseIc         end)         mouse.KeyDown:connect(function(key)                 key = key:lower()                 if Able and RestingAnim == false and hum.Sit == false then                 if key == "q" then                         Able = false                         smash(mouse.Hit.p)                         Able = true                 elseif key == "e" then                         Able = false                         swing(mouse.Hit.p)                         Able = true                 elseif key == "r" then                         Able = false                         stab(mouse.Hit.p)                         Able = true                 elseif key == "f" then                         Able = false                         epicsmash(mouse.Hit.p)                         Able = true                 elseif key == "z" then                         Able = false                         shockwave(mouse.Hit.p)                         Able = true                 elseif key == "x" then                         Able = false                         flipsmash(mouse.Hit.p)                         Able = true                 elseif key == "t" then                         Able = false                         spin(mouse.Hit.p)                         Able = true                 end                 end                 if Able then                         if key == "g" and AbleG then                                 AbleG = false                                 if Resting == true then                                         Resting = false                                 else                                         rest()                                 end                                 wait(0.8)                                 AbleG = true                         end                 end         end) end   function deselect(mouse)         selected = false         deselanim() end  bin.Selected:connect(select) bin.Deselected:connect(deselect)