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Brawler Class

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