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- function TakeDamage(hum, dmg)
- hum.Health = hum.Health - dmg
- end
- local WrapMaterial = "SmoothPlastic"
- local WrapColor = BrickColor.new("Really black")
- local BladeMaterial = "SmoothPlastic"
- local HandleMaterial = "Neon"
- local LightColor = BrickColor.new("Cyan")
- local HandleColor = BrickColor.new("Really black")
- local BladeColor = BrickColor.new("Institutional white")
- local BladeRefl = 0.3
- local AttackOrbColor = BrickColor.new("White")
- local HealOrbColor = BrickColor.new("New Yeller")
- local nskn = NumberSequenceKeypoint.new
- local plr = game.Players.LocalPlayer
- local chr = plr.Character
- local maus = plr:GetMouse()
- local PGui = plr.PlayerGui
- local lleg = chr["Left Leg"]
- local rleg = chr["Right Leg"]
- local larm = chr["Left Arm"]
- local rarm = chr["Right Arm"]
- local hed = chr.Head
- local rutprt = chr.HumanoidRootPart
- local torso = chr.Torso
- local otheranims = false
- local armmovement = false
- chr.Animate.Disabled = true
- plr.CameraMinZoomDistance = 2
- local sitting = false
- local fldb = {
- w = false,
- a = false,
- s = false,
- d = false
- }
- local hitdb = false
- local Swing = "Swing1"
- local RunSpeed = 24
- local WlkSpeed = 16
- local SneakSpeed = 10
- local runnin = false
- local disabled = false
- local tik = 0
- local spinvalue = 0
- local dashattackcooldown = false
- local xdam = 0
- local glowoffs = 0
- local trailing = false
- local shootdb = false
- local idlesineinc = 35
- local sneaking = false
- local dinged = false
- chr.Humanoid.MaxHealth = 90
- coroutine.wrap(function()
- for i, x in pairs(hed:GetChildren()) do
- if x:IsA("Sound") then
- x:Destroy()
- end
- end
- end)()
- function Lerp(a, b, i)
- local com1 = {
- a.X,
- a.Y,
- a.Z,
- a:toEulerAnglesXYZ()
- }
- local com2 = {
- b.X,
- b.Y,
- b.Z,
- b:toEulerAnglesXYZ()
- }
- local calx = com1[1] + (com2[1] - com1[1]) * i
- local caly = com1[2] + (com2[2] - com1[2]) * i
- local calz = com1[3] + (com2[3] - com1[3]) * i
- local cala = com1[4] + (com2[4] - com1[4]) * i
- local calb = com1[5] + (com2[5] - com1[5]) * i
- local calc = com1[6] + (com2[6] - com1[6]) * i
- return CFrame.new(calx, caly, calz) * CFrame.Angles(cala, calb, calc)
- end
- function TwnSingleNumber(s, f, m)
- local wot = s + (f - s) * m
- return wot
- end
- function TwnVector3(q, w, e)
- local begin = {
- q.x,
- q.y,
- q.z
- }
- local ending = {
- w.x,
- w.y,
- w.z
- }
- local bgx = begin[1] + (ending[1] - begin[1]) * e
- local bgy = begin[2] + (ending[2] - begin[2]) * e
- local bgz = begin[3] + (ending[3] - begin[3]) * e
- return Vector3.new(bgx, bgy, bgz)
- end
- function newWeld(wld, wp0, wp1, wc0x, wc0y, wc0z)
- wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- function Avg(a, b)
- return CFrame.new((a.X + b.X) / 2, (a.Y + b.Y) / 2, (a.Z + b.Z) / 2)
- end
- local jump = Instance.new("Sound", rutprt)
- jump.Volume = 0.2
- jump.Pitch = 1
- jump.SoundId = "http://www.roblox.com/asset?id=170588191"
- newWeld(law, torso, larm, -1.5, 0.5, 0)
- newWeld(raw, torso, rarm, 1.5, 0.5, 0)
- newWeld(llw, torso, lleg, -0.5, -2, 0)
- newWeld(rlw, torso, rleg, 0.5, -2, 0)
- newWeld(hw, torso, hed, 0, 1.5, 0)
- local rutwald = Instance.new("Weld", rutprt)
- rutwald.Part0 = rutprt
- rutwald.Part1 = torso
- rutprt.Weld.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), 0)
- larm.Weld.C1 = CFrame.new(0, 0.5, 0)
- rarm.Weld.C1 = CFrame.new(0, 0.5, 0)
- rleg.Weld.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), 0, 0)
- lleg.Weld.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), 0, 0)
- local anim = "Idling"
- local lastanim = "Idling"
- local val = 0
- local syne = 0
- local num = 0
- local runtime = 0
- local TrailModel = Instance.new("Model", chr)
- TrailModel.Name = "Trails"
- local Sword = Instance.new("Model", chr)
- Sword.Name = "BlackIronBroadSword"
- local obj1 = Instance.new("Part", Sword)
- obj1.Name = "Handle"
- obj1.formFactor = "Custom"
- obj1.Size = Vector3.new(0.2, 1.25, 0.2)
- obj1.BrickColor = HandleColor
- obj1.Material = HandleMaterial
- obj1.CanCollide = false
- obj1.TopSurface = 10
- obj1.BottomSurface = 10
- obj1.LeftSurface = 10
- obj1.RightSurface = 10
- obj1.FrontSurface = 10
- obj1.BackSurface = 10
- obj1:breakJoints()
- local tat1 = Instance.new("Attachment", obj1)
- tat1.Position = Vector3.new(0, -0.85, 0)
- local tat2 = Instance.new("Attachment", obj1)
- tat2.Position = Vector3.new(0, -5.05, 0)
- local trl = Instance.new("Trail", obj1)
- trl.Attachment0 = tat1
- trl.Attachment1 = tat2
- trl.Transparency = NumberSequence.new({
- nskn(0, 0.7, 0),
- nskn(1, 1, 0)
- })
- trl.Lifetime = 0.15
- trl.Color = ColorSequence.new(Color3.new(1, 1, 1))
- local objm1 = Instance.new("CylinderMesh", obj1)
- local objw1 = Instance.new("Weld", obj1)
- objw1.Part0 = obj1
- objw1.Part1 = torso
- objw1.C0 = CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(37.5))
- local obj2 = Instance.new("Part", Sword)
- obj2.Name = "Handle"
- obj2.formFactor = "Custom"
- obj2.Size = Vector3.new(0.25, 0.1, 0.25)
- obj2.BrickColor = HandleColor
- obj2.Material = HandleMaterial
- obj2.CanCollide = false
- obj2.TopSurface = 10
- obj2.BottomSurface = 10
- obj2.LeftSurface = 10
- obj2.RightSurface = 10
- obj2.FrontSurface = 10
- obj2.BackSurface = 10
- obj2:breakJoints()
- local objm2 = Instance.new("CylinderMesh", obj2)
- local objw2 = Instance.new("Weld", obj2)
- objw2.Part0 = obj2
- objw2.Part1 = obj1
- objw2.C0 = CFrame.new(0, -0.625, 0) * CFrame.Angles(0, 0, 0)
- local obj3 = Instance.new("Part", Sword)
- obj3.Name = "Handle"
- obj3.formFactor = "Custom"
- obj3.Size = Vector3.new(0.3, 0.1, 0.3)
- obj3.BrickColor = HandleColor
- obj3.Material = HandleMaterial
- obj3.CanCollide = false
- obj3.TopSurface = 10
- obj3.BottomSurface = 10
- obj3.LeftSurface = 10
- obj3.RightSurface = 10
- obj3.FrontSurface = 10
- obj3.BackSurface = 10
- obj3:breakJoints()
- local objm3 = Instance.new("CylinderMesh", obj3)
- local objw3 = Instance.new("Weld", obj3)
- objw3.Part0 = obj3
- objw3.Part1 = obj1
- objw3.C0 = CFrame.new(0, -0.725, 0) * CFrame.Angles(0, 0, 0)
- local obj4 = Instance.new("Part", Sword)
- obj4.Name = "Handle"
- obj4.formFactor = "Custom"
- obj4.Size = Vector3.new(0.25, 0.1, 0.25)
- obj4.BrickColor = HandleColor
- obj4.Material = HandleMaterial
- obj4.CanCollide = false
- obj4.TopSurface = 10
- obj4.BottomSurface = 10
- obj4.LeftSurface = 10
- obj4.RightSurface = 10
- obj4.FrontSurface = 10
- obj4.BackSurface = 10
- obj4:breakJoints()
- local objm4 = Instance.new("CylinderMesh", obj4)
- local objw4 = Instance.new("Weld", obj4)
- objw4.Part0 = obj4
- objw4.Part1 = obj1
- objw4.C0 = CFrame.new(0, 0.625, 0) * CFrame.Angles(0, 0, 0)
- local obj5 = Instance.new("Part", Sword)
- obj5.Name = "Handle"
- obj5.formFactor = "Custom"
- obj5.Size = Vector3.new(0.3, 0.1, 0.3)
- obj5.BrickColor = HandleColor
- obj5.Material = HandleMaterial
- obj5.CanCollide = false
- obj5.TopSurface = 10
- obj5.BottomSurface = 10
- obj5.LeftSurface = 10
- obj5.RightSurface = 10
- obj5.FrontSurface = 10
- obj5.BackSurface = 10
- obj5:breakJoints()
- local objm5 = Instance.new("CylinderMesh", obj5)
- local objw5 = Instance.new("Weld", obj5)
- objw5.Part0 = obj5
- objw5.Part1 = obj1
- objw5.C0 = CFrame.new(0, 0.725, 0) * CFrame.Angles(0, 0, 0)
- local obj6 = Instance.new("Part", Sword)
- obj6.Name = "Handle"
- obj6.formFactor = "Custom"
- obj6.Size = Vector3.new(1.2, 0.3, 0.35)
- obj6.BrickColor = HandleColor
- obj6.Material = HandleMaterial
- obj6.CanCollide = false
- obj6.TopSurface = 10
- obj6.BottomSurface = 10
- obj6.LeftSurface = 10
- obj6.RightSurface = 10
- obj6.FrontSurface = 10
- obj6.BackSurface = 10
- obj6:breakJoints()
- local objm6 = Instance.new("SpecialMesh", obj6)
- objm6.MeshType = "Sphere"
- local objw6 = Instance.new("Weld", obj6)
- objw6.Part0 = obj6
- objw6.Part1 = obj1
- objw6.C0 = CFrame.new(0, 0.775, 0) * CFrame.Angles(0, 0, 0)
- local obj7 = Instance.new("Part", Sword)
- obj7.Name = "Handle"
- obj7.formFactor = "Custom"
- obj7.Size = Vector3.new(1.2, 0.1, 0.35)
- obj7.BrickColor = HandleColor
- obj7.Material = HandleMaterial
- obj7.CanCollide = false
- obj7.TopSurface = 10
- obj7.BottomSurface = 10
- obj7.LeftSurface = 10
- obj7.RightSurface = 10
- obj7.FrontSurface = 10
- obj7.BackSurface = 10
- obj7:breakJoints()
- local objm7 = Instance.new("SpecialMesh", obj7)
- objm7.MeshId = "http://www.roblox.com/asset?id=3270017"
- objm7.Scale = Vector3.new(1.2, 0.175, 2)
- local objw7 = Instance.new("Weld", obj7)
- objw7.Part0 = obj7
- objw7.Part1 = obj1
- objw7.C0 = CFrame.new(0, 0, 0.775) * CFrame.Angles(math.rad(90), 0, 0)
- local obj8 = Instance.new("Part", Sword)
- obj8.Name = "Handle"
- obj8.formFactor = "Custom"
- obj8.Size = Vector3.new(0.55, 0.1, 0.55)
- obj8.BrickColor = HandleColor
- obj8.Material = HandleMaterial
- obj8.CanCollide = false
- obj8.TopSurface = 10
- obj8.BottomSurface = 10
- obj8.LeftSurface = 10
- obj8.RightSurface = 10
- obj8.FrontSurface = 10
- obj8.BackSurface = 10
- obj8:breakJoints()
- local objm8 = Instance.new("CylinderMesh", obj8)
- objm8.Scale = Vector3.new(1, 0.4, 1)
- local objw8 = Instance.new("Weld", obj8)
- objw8.Part0 = obj8
- objw8.Part1 = obj1
- objw8.C0 = CFrame.new(0, 0, 0.95) * CFrame.Angles(math.rad(90), 0, 0)
- local obj9 = Instance.new("Part", Sword)
- obj9.Name = "Handle"
- obj9.formFactor = "Custom"
- obj9.Size = Vector3.new(0.55, 0.1, 0.55)
- obj9.BrickColor = HandleColor
- obj9.Material = HandleMaterial
- obj9.CanCollide = false
- obj9.TopSurface = 10
- obj9.BottomSurface = 10
- obj9.LeftSurface = 10
- obj9.RightSurface = 10
- obj9.FrontSurface = 10
- obj9.BackSurface = 10
- obj9:breakJoints()
- local objm9 = Instance.new("CylinderMesh", obj9)
- objm9.Scale = Vector3.new(1.25, 0.35, 1.25)
- local objw9 = Instance.new("Weld", obj9)
- objw9.Part0 = obj9
- objw9.Part1 = obj1
- objw9.C0 = CFrame.new(0, 0, 0.95) * CFrame.Angles(math.rad(90), 0, 0)
- local obj10 = Instance.new("Part", Sword)
- obj10.Name = "Handle"
- obj10.formFactor = "Custom"
- obj10.Size = Vector3.new(0.55, 0.1, 0.55)
- obj10.BrickColor = HandleColor
- obj10.Material = HandleMaterial
- obj10.CanCollide = false
- obj10.TopSurface = 10
- obj10.BottomSurface = 10
- obj10.LeftSurface = 10
- obj10.RightSurface = 10
- obj10.FrontSurface = 10
- obj10.BackSurface = 10
- obj10:breakJoints()
- local objm10 = Instance.new("CylinderMesh", obj10)
- objm10.Scale = Vector3.new(1.5, 0.3, 1.5)
- local objw10 = Instance.new("Weld", obj10)
- objw10.Part0 = obj10
- objw10.Part1 = obj1
- objw10.C0 = CFrame.new(0, 0, 1) * CFrame.Angles(math.rad(90), 0, 0)
- local obj11 = Instance.new("Part", Sword)
- obj11.Name = "Handle"
- obj11.formFactor = "Custom"
- obj11.Size = Vector3.new(0.35, 0.2, 3.5)
- obj11.BrickColor = HandleColor
- obj11.Material = HandleMaterial
- obj11.CanCollide = false
- obj11.TopSurface = 10
- obj11.BottomSurface = 10
- obj11.LeftSurface = 10
- obj11.RightSurface = 10
- obj11.FrontSurface = 10
- obj11.BackSurface = 10
- obj11:breakJoints()
- local objm11 = Instance.new("SpecialMesh", obj11)
- objm11.MeshType = "Wedge"
- objm11.Scale = Vector3.new(0.16, 1, 1)
- local objw11 = Instance.new("Weld", obj11)
- objw11.Part0 = obj11
- objw11.Part1 = obj1
- objw11.C0 = CFrame.new(0, -0.25, 2.75) * CFrame.Angles(math.rad(90), math.rad(90), 0)
- local obj12 = Instance.new("Part", Sword)
- obj12.Name = "Handle"
- obj12.formFactor = "Custom"
- obj12.Size = Vector3.new(0.35, 0.2, 3.5)
- obj12.BrickColor = HandleColor
- obj12.Material = HandleMaterial
- obj12.CanCollide = false
- obj12.TopSurface = 10
- obj12.BottomSurface = 10
- obj12.LeftSurface = 10
- obj12.RightSurface = 10
- obj12.FrontSurface = 10
- obj12.BackSurface = 10
- obj12:breakJoints()
- local objm12 = Instance.new("SpecialMesh", obj12)
- objm12.MeshType = "Wedge"
- objm12.Scale = Vector3.new(0.16, 1, 1)
- local objw12 = Instance.new("Weld", obj12)
- objw12.Part0 = obj12
- objw12.Part1 = obj1
- objw12.C0 = CFrame.new(0, -0.25, 2.75) * CFrame.Angles(math.rad(90), math.rad(-90), 0)
- local obj13 = Instance.new("Part", Sword)
- obj13.Name = "Handle"
- obj13.formFactor = "Custom"
- obj13.Size = Vector3.new(0.35, 0.35, 0.35)
- obj13.BrickColor = HandleColor
- obj13.Material = HandleMaterial
- obj13.CanCollide = false
- obj13.TopSurface = 10
- obj13.BottomSurface = 10
- obj13.LeftSurface = 10
- obj13.RightSurface = 10
- obj13.FrontSurface = 10
- obj13.BackSurface = 10
- obj13:breakJoints()
- local objm13 = Instance.new("BlockMesh", obj13)
- objm13.Scale = Vector3.new(0.1605, 0.62175, 0.62175)
- local objw13 = Instance.new("Weld", obj13)
- objw13.Part0 = obj13
- objw13.Part1 = obj1
- objw13.C0 = CFrame.new(0, 3.1775, 3.1775) * CFrame.Angles(math.rad(45), math.rad(-90), 0)
- local obj14 = Instance.new("Part", Sword)
- obj14.Name = "Handle"
- obj14.formFactor = "Custom"
- obj14.Size = Vector3.new(0.35, 0.4, 4)
- obj14.BrickColor = BladeColor
- obj14.Material = BladeMaterial
- obj14.Reflectance = BladeRefl
- obj14.CanCollide = false
- obj14.TopSurface = 10
- obj14.BottomSurface = 10
- obj14.LeftSurface = 10
- obj14.RightSurface = 10
- obj14.FrontSurface = 10
- obj14.BackSurface = 10
- obj14:breakJoints()
- local objm14 = Instance.new("SpecialMesh", obj14)
- objm14.MeshType = "Wedge"
- objm14.Scale = Vector3.new(0.1495, 1, 1)
- local objw14 = Instance.new("Weld", obj14)
- objw14.Part0 = obj14
- objw14.Part1 = obj1
- objw14.C0 = CFrame.new(0, -0.35, 2.8) * CFrame.Angles(math.rad(90), math.rad(-90), 0)
- local obj15 = Instance.new("Part", Sword)
- obj15.Name = "Handle"
- obj15.formFactor = "Custom"
- obj15.Size = Vector3.new(0.35, 0.4, 4)
- obj15.BrickColor = BladeColor
- obj15.Material = BladeMaterial
- obj15.Reflectance = BladeRefl
- obj15.CanCollide = false
- obj15.TopSurface = 10
- obj15.BottomSurface = 10
- obj15.LeftSurface = 10
- obj15.RightSurface = 10
- obj15.FrontSurface = 10
- obj15.BackSurface = 10
- obj15:breakJoints()
- local objm15 = Instance.new("SpecialMesh", obj15)
- objm15.MeshType = "Wedge"
- objm15.Scale = Vector3.new(0.1495, 1, 1)
- local objw15 = Instance.new("Weld", obj15)
- objw15.Part0 = obj15
- objw15.Part1 = obj1
- objw15.C0 = CFrame.new(0, -0.35, 2.8) * CFrame.Angles(math.rad(90), math.rad(90), 0)
- local obj16 = Instance.new("Part", Sword)
- obj16.Name = "Handle"
- obj16.formFactor = "Custom"
- obj16.Size = Vector3.new(0.35, 0.3, 4)
- obj16.BrickColor = BladeColor
- obj16.Material = BladeMaterial
- obj16.Reflectance = BladeRefl
- obj16.CanCollide = false
- obj16.TopSurface = 10
- obj16.BottomSurface = 10
- obj16.LeftSurface = 10
- obj16.RightSurface = 10
- obj16.FrontSurface = 10
- obj16.BackSurface = 10
- obj16:breakJoints()
- local objm16 = Instance.new("BlockMesh", obj16)
- objm16.Scale = Vector3.new(0.1495, 1, 1)
- local objw16 = Instance.new("Weld", obj16)
- objw16.Part0 = obj16
- objw16.Part1 = obj1
- objw16.C0 = CFrame.new(0, 0, 2.8) * CFrame.Angles(math.rad(90), math.rad(90), 0)
- local obj17 = Instance.new("Part", Sword)
- obj17.Name = "Handle"
- obj17.formFactor = "Custom"
- obj17.Size = Vector3.new(0.35, 0.25, 0.25)
- obj17.BrickColor = BladeColor
- obj17.Material = BladeMaterial
- obj17.Reflectance = BladeRefl
- obj17.CanCollide = false
- obj17.TopSurface = 10
- obj17.BottomSurface = 10
- obj17.LeftSurface = 10
- obj17.RightSurface = 10
- obj17.FrontSurface = 10
- obj17.BackSurface = 10
- obj17:breakJoints()
- local objm17 = Instance.new("SpecialMesh", obj17)
- objm17.MeshType = "Wedge"
- objm17.Scale = Vector3.new(0.1495, 0.61, 1)
- local objw17 = Instance.new("Weld", obj17)
- objw17.Part0 = obj17
- objw17.Part1 = obj1
- objw17.C0 = CFrame.new(0, -0.075, 4.925) * CFrame.Angles(math.rad(90), math.rad(-90), 0)
- local obj18 = Instance.new("Part", Sword)
- obj18.Name = "Handle"
- obj18.formFactor = "Custom"
- obj18.Size = Vector3.new(0.35, 0.25, 0.25)
- obj18.BrickColor = BladeColor
- obj18.Reflectance = BladeRefl
- obj18.Material = BladeMaterial
- obj18.CanCollide = false
- obj18.TopSurface = 10
- obj18.BottomSurface = 10
- obj18.LeftSurface = 10
- obj18.RightSurface = 10
- obj18.FrontSurface = 10
- obj18.BackSurface = 10
- obj18:breakJoints()
- local objm18 = Instance.new("SpecialMesh", obj18)
- objm18.MeshType = "Wedge"
- objm18.Scale = Vector3.new(0.1495, 0.61, 1)
- local objw18 = Instance.new("Weld", obj18)
- objw18.Part0 = obj18
- objw18.Part1 = obj1
- objw18.C0 = CFrame.new(0, -0.075, 4.925) * CFrame.Angles(math.rad(90), math.rad(90), 0)
- local obj19 = Instance.new("Part", Sword)
- obj19.Name = "Handle"
- obj19.formFactor = "Custom"
- obj19.Size = Vector3.new(0.35, 0.25, 0.25)
- obj19.BrickColor = BladeColor
- obj19.Material = BladeMaterial
- obj19.Reflectance = BladeRefl
- obj19.CanCollide = false
- obj19.TopSurface = 10
- obj19.BottomSurface = 10
- obj19.LeftSurface = 10
- obj19.RightSurface = 10
- obj19.FrontSurface = 10
- obj19.BackSurface = 10
- obj19:breakJoints()
- local objm19 = Instance.new("BlockMesh", obj19)
- objm19.Scale = Vector3.new(0.1495, 0.35, 1)
- local objw19 = Instance.new("Weld", obj19)
- objw19.Part0 = obj19
- objw19.Part1 = obj1
- objw19.C0 = CFrame.new(0, 0, 3.9) * CFrame.Angles(math.rad(90), math.rad(90), 0)
- local obj20 = Instance.new("Part", Sword)
- obj20.Name = "Handle"
- obj20.formFactor = "Custom"
- obj20.Size = Vector3.new(0.35, 0.3, 3.5)
- obj20.BrickColor = HandleColor
- obj20.Material = HandleMaterial
- obj20.CanCollide = false
- obj20.TopSurface = 10
- obj20.BottomSurface = 10
- obj20.LeftSurface = 10
- obj20.RightSurface = 10
- obj20.FrontSurface = 10
- obj20.BackSurface = 10
- obj20:breakJoints()
- local objm20 = Instance.new("BlockMesh", obj20)
- objm20.Scale = Vector3.new(0.16, 1, 1)
- local objw20 = Instance.new("Weld", obj20)
- objw20.Part0 = obj20
- objw20.Part1 = obj1
- objw20.C0 = CFrame.new(0, 0, 2.75) * CFrame.Angles(math.rad(90), math.rad(-90), 0)
- local obj21 = Instance.new("Part", Sword)
- obj21.Name = "Handle"
- obj21.formFactor = "Custom"
- obj21.Size = Vector3.new(0.25, 1.15, 4.25)
- obj21.Transparency = 1
- obj21.BrickColor = HandleColor
- obj21.CanCollide = false
- obj21.TopSurface = 10
- obj21.BottomSurface = 10
- obj21.LeftSurface = 10
- obj21.RightSurface = 10
- obj21.FrontSurface = 10
- obj21.BackSurface = 10
- obj21:breakJoints()
- local objw21 = Instance.new("Weld", obj21)
- objw21.Part0 = obj21
- objw21.Part1 = obj1
- objw21.C0 = CFrame.new(0, 0, 3) * CFrame.Angles(math.rad(90), math.rad(-90), 0)
- local gu = Instance.new(string.reverse("iuGecafruS"), obj21)
- gu.Name = "noooplsdontremoveme"
- gu.Adornee = obj21
- gu.Face = "Right"
- gu.CanvasSize = Vector2.new(450, 200)
- local tb = Instance.new(string.reverse("lebaLtxeT"), gu)
- tb.Name = "noooooooplsstap"
- tb.Size = UDim2.new(0.5, 0, 0.25, 0)
- tb.Position = UDim2.new(0.175, 0, 0.375, 0)
- tb.TextTransparency = 0.98
- tb.BackgroundTransparency = 1
- tb.TextColor3 = Color3.new(1, 1, 1)
- tb.TextScaled = true
- tb.BorderSizePixel = 0
- tb.TextStrokeTransparency = 0.98
- tb.Text = string.reverse("777yobradec")
- tb.Rotation = 180
- local mesr = Instance.new("ScreenGui", plr.PlayerGui)
- mesr.Name = "Measurement GUI"
- local tbl = Instance.new(string.reverse("lebaLtxeT"), mesr)
- tbl.Name = "measure"
- tbl.Size = UDim2.new(1, 0, 0.01, 0)
- tbl.Position = UDim2.new(0, 0, 0, 0)
- tbl.TextTransparency = 1
- tbl.BackgroundTransparency = 0.6
- tbl.BackgroundColor3 = LightColor.Color
- tbl.BorderSizePixel = 0
- tbl.TextStrokeTransparency = 1
- local ding = Instance.new("Sound", mesr)
- ding.SoundId = "http://www.roblox.com/asset?id=344774700"
- ding.Volume = 1
- ding.Pitch = 1.2
- local obj22 = Instance.new("Part", Sword)
- obj22.Name = "Handle"
- obj22.formFactor = "Custom"
- obj22.Size = Vector3.new(1.2, 0.1, 0.35)
- obj22.BrickColor = WrapColor
- obj22.Material = WrapMaterial
- obj22.CanCollide = false
- obj22.TopSurface = 10
- obj22.BottomSurface = 10
- obj22.LeftSurface = 10
- obj22.RightSurface = 10
- obj22.FrontSurface = 10
- obj22.BackSurface = 10
- obj22:breakJoints()
- local objm22 = Instance.new("SpecialMesh", obj22)
- objm22.MeshId = "http://www.roblox.com/asset?id=3270017"
- objm22.Scale = Vector3.new(1, 0.125, 2)
- local objw22 = Instance.new("Weld", obj22)
- objw22.Part0 = obj22
- objw22.Part1 = obj1
- objw22.C0 = CFrame.new(0, 0, 1.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- local obj23 = Instance.new("Part", Sword)
- obj23.Name = "Handle"
- obj23.formFactor = "Custom"
- obj23.Size = Vector3.new(1.2, 0.1, 0.35)
- obj23.BrickColor = WrapColor
- obj23.Material = WrapMaterial
- obj23.CanCollide = false
- obj23.TopSurface = 10
- obj23.BottomSurface = 10
- obj23.LeftSurface = 10
- obj23.RightSurface = 10
- obj23.FrontSurface = 10
- obj23.BackSurface = 10
- obj23:breakJoints()
- local objm23 = Instance.new("SpecialMesh", obj23)
- objm23.MeshId = "http://www.roblox.com/asset?id=3270017"
- objm23.Scale = Vector3.new(0.81, 0.125, 2)
- local objw23 = Instance.new("Weld", obj23)
- objw23.Part0 = obj23
- objw23.Part1 = obj1
- objw23.C0 = CFrame.new(0, 0, 2.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- local clang = Instance.new("Sound", obj21)
- clang.Volume = 0.8
- clang.Pitch = 1.15
- clang.SoundId = "http://www.roblox.com/asset?id=155427306"
- local rustle = Instance.new("Sound", obj21)
- rustle.Volume = 0.8
- rustle.Pitch = 1.15
- rustle.SoundId = "http://www.roblox.com/asset?id=154162195"
- local swing = Instance.new("Sound", obj21)
- swing.Volume = 0.25
- swing.Pitch = 1
- swing.SoundId = "http://www.roblox.com/asset?id=160225846"
- local smack = Instance.new("Sound", obj21)
- smack.Volume = 0.05
- smack.Pitch = 1.75
- smack.SoundId = "http://www.roblox.com/asset?id=137579113"
- obj21.Touched:connect(function(hit)
- coroutine.wrap(function()
- local hyoom
- if hit then
- for i, x in pairs(hit.Parent:GetChildren()) do
- if x:IsA("Humanoid") then
- hyoom = x
- end
- end
- local hawm = hit.Parent and hyoom and hit.Parent:findFirstChild("Torso") and hit.Parent.Parent
- if hawm and hit.Parent.ClassName == "Model" and hit.Parent ~= chr and damaging and not hitdb then
- smack:play("")
- TakeDamage(hyoom, math.random(11, 14) + xdam)
- hitdb = true
- xdam = 0
- dinged = false
- tbl.BackgroundTransparency = 0.6
- wait(0.5)
- hitdb = false
- end
- local hawm = hit.Parent and hit.Parent:findFirstChild("Humanoid") and hit.Parent:findFirstChild("Torso") and hit.Parent.Parent
- if hawm and hit.Parent.ClassName == "Model" and hit.Parent ~= chr and ((torso.Velocity * Vector3.new(1, 0, 1)).magnitude > RunSpeed - 10 or rutprt:findFirstChild("SpinAttackVelocity")) and equipped and not armmovement then
- if otheranims and anim == "DashSwing" then
- TakeDamage(hyoom, 5.5 + xdam * 0.1)
- xdam = xdam - xdam * 0.1
- dinged = false
- tbl.BackgroundTransparency = 0.6
- else
- TakeDamage(hyoom, 0.6 + xdam * 0.05)
- xdam = xdam - xdam * 0.05
- dinged = false
- tbl.BackgroundTransparency = 0.6
- end
- end
- end
- end)()
- end)
- maus.Button1Down:connect(function()
- if equipped and not otheranims and not sitting and not armmovement then
- trailing = true
- armmovement = true
- swing.Pitch = math.random(85, 100) * 0.01
- if Swing == "Swing1" then
- armanim = "Swing1P1"
- wait(0.2)
- swing:play("")
- damaging = true
- armanim = "Swing1P2"
- wait(0.4)
- Swing = "Swing2"
- elseif Swing == "Swing2" then
- armanim = "Swing2P1"
- wait(0.2)
- swing:play("")
- damaging = true
- armanim = "Swing2P2"
- wait(0.4)
- Swing = "Swing3"
- elseif Swing == "Swing3" then
- armanim = "Swing3P1"
- wait(0.2)
- swing:play("")
- damaging = true
- armanim = "Swing3P2"
- wait(0.4)
- Swing = "Swing1"
- end
- trailing = false
- armmovement = false
- damaging = false
- end
- end)
- maus.KeyDown:connect(function(kei)
- if string.byte(kei) == 48 and not otheranims and not sitting and not disabled and not sneaking then
- chr.Humanoid.WalkSpeed = RunSpeed
- end
- if kei == "v" and not otheranims and not sneaking and not sitting and not flying and not armmovement and not disabled and not lit and (torso.Velocity * Vector3.new(1, 0, 1)).magnitude >= RunSpeed - 2.5 then
- otheranims = true
- anim = "Sliding"
- do
- local tempvelocity = Instance.new("BodyVelocity", rutprt)
- tempvelocity.Name = "TemporaryVelocity"
- tempvelocity.maxForce = Vector3.new(math.huge, 0, math.huge)
- tempvelocity.velocity = (rutprt.CFrame * CFrame.new(0, 0, -1)).p - rutprt.CFrame.p.unit * RunSpeed
- coroutine.resume(coroutine.create(function()
- local totesvelocity = RunSpeed
- repeat
- if (tempvelocity.velocity * Vector3.new(1, 0, 1)).magnitude <= 2 then
- otheranims = false
- runnin = false
- tempvelocity:destroy("")
- elseif 1 < (tempvelocity.velocity * Vector3.new(1, 0, 1)).magnitude then
- totesvelocity = totesvelocity - 1 * (RunSpeed / 100)
- tempvelocity.velocity = (rutprt.CFrame * CFrame.new(0, 0, -1)).p - rutprt.CFrame.p.unit * totesvelocity
- end
- wait("")
- until tempvelocity.Parent == nil
- end))
- end
- end
- if kei == "c" and not otheranims and not sitting and not flying and not lit and not disabled then
- if sneaking then
- sneaking = false
- chr.Humanoid.WalkSpeed = WlkSpeed
- elseif not sneaking then
- chr.Humanoid.WalkSpeed = SneakSpeed
- sneaking = true
- anim = "Pre-Sneak"
- wait(0.5)
- anim = "Sneaking"
- end
- end
- if kei == "g" and not armmovement and not otheranims and equipped and not sitting and not flying and not sneaking then
- trailing = false
- lit = true
- armmovement = true
- armanim = "Glowing"
- local light = Instance.new("Part", Sword)
- light.Name = "LightOrbASD"
- light.formFactor = "Custom"
- light.Size = Vector3.new(0.6, 0.6, 0.6)
- light.BrickColor = LightColor
- light.Material = "Neon"
- light.Transparency = 0.6
- light.CanCollide = false
- light.TopSurface = 10
- light.BottomSurface = 10
- light.LeftSurface = 10
- light.RightSurface = 10
- light.FrontSurface = 10
- light.BackSurface = 10
- light.Locked = true
- light:breakJoints()
- local lightm = Instance.new("SpecialMesh", light)
- lightm.MeshType = "Sphere"
- lightw = Instance.new("Weld", light)
- lightw.Part0 = light
- lightw.Part1 = obj1
- lightw.C0 = CFrame.new(0, 5.5, 0) * CFrame.Angles(0, 0, 0)
- lgt = Instance.new("PointLight", light)
- lgt.Brightness = 123123
- lgt.Color = light.BrickColor.Color
- lgt.Shadows = true
- lgt.Range = 0
- local light2 = Instance.new("Part", light)
- light2.Name = "LightOrbASD2"
- light2.formFactor = "Custom"
- light2.Size = Vector3.new(0.25, 0.25, 0.25)
- light2.BrickColor = LightColor
- light2.Material = "Neon"
- light2.CanCollide = false
- light2.TopSurface = 10
- light2.BottomSurface = 10
- light2.LeftSurface = 10
- light2.RightSurface = 10
- light2.FrontSurface = 10
- light2.BackSurface = 10
- light2.Locked = true
- light2:breakJoints()
- local lightm2 = Instance.new("SpecialMesh", light2)
- lightm2.MeshType = "Sphere"
- lightw2 = Instance.new("Weld", light2)
- lightw2.Part0 = light2
- lightw2.Part1 = light
- lightw2.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- local emitter = Instance.new("ParticleEmitter", light)
- emitter.Rate = 200
- emitter.Acceleration = Vector3.new(0, 0, 0)
- emitter.Speed = NumberRange.new(0)
- emitter.Lifetime = NumberRange.new(0.5)
- emitter.VelocitySpread = 0
- emitter.Enabled = true
- emitter.Rotation = NumberRange.new(-15, 15)
- emitter.RotSpeed = NumberRange.new(-25, 25)
- emitter.LightEmission = 1
- emitter.LightInfluence = 1
- emitter.Size = NumberSequence.new({
- nskn(0, 0.5, 0),
- nskn(1, 0, 0)
- })
- emitter.Transparency = NumberSequence.new({
- nskn(0, 0, 0),
- nskn(1, 1, 0)
- })
- emitter.Color = ColorSequence.new(light.BrickColor.Color, light.BrickColor.Color)
- end
- if kei == "q" and equipped and not otheranims and not sitting and not dashattackcooldown and not armmovement and (torso.Velocity * Vector3.new(1, 0, 1)).magnitude > RunSpeed - 10 then
- otheranims = true
- anim = "DashSwing"
- local dashrotvelo = Instance.new("BodyAngularVelocity", rutprt)
- dashrotvelo.Name = "DashAttackRotVelocity"
- dashrotvelo.maxTorque = Vector3.new(0, math.huge, 0)
- dashrotvelo.angularvelocity = Vector3.new(0, 50, 0)
- game:service("Debris"):AddItem(dashrotvelo, 0.125)
- dashattackcooldown = true
- for asdasd = 1, 4 do
- dashrotvelo.angularvelocity = dashrotvelo.angularvelocity - Vector3.new(0, 8, 0)
- wait(0.05)
- end
- otheranims = false
- coroutine.wrap(function()
- wait(3)
- dashattackcooldown = false
- end)()
- end
- if kei == "e" and not otheranims and not armmovement and not disabled and not lit and not sneaking then
- otheranims = true
- anim = "PreSuperJump"
- chr.Humanoid.WalkSpeed = 0
- wait("")
- do
- local rang = Instance.new("Part", TrailModel)
- rang.formFactor = "Custom"
- rang.Transparency = 1
- rang.BrickColor = BrickColor.new("Institutional white")
- rang.Size = Vector3.new(10, 10, 10)
- rang.Name = "rang"
- rang.Material = "Neon"
- rang.TopSurface = 10
- rang.BottomSurface = 10
- rang.Locked = true
- rang.FrontSurface = 10
- rang.LeftSurface = 10
- rang.RightSurface = 10
- rang.BackSurface = 10
- rang.CanCollide = false
- rang.Anchored = true
- rang.CFrame = rutprt.CFrame * CFrame.new(0, -2, 0) * CFrame.Angles(math.rad(90), 0, 0)
- local rmsh = Instance.new("SpecialMesh", rang)
- rmsh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- rmsh.Scale = Vector3.new(2, 2, 1.5)
- game:service("Debris"):AddItem(rang, 0.8)
- coroutine.wrap(function()
- for asdd = 10, 0, -1 do
- rang.CFrame = rutprt.CFrame * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
- rmsh.Scale = Vector3.new(asdd, asdd, 1.5)
- rang.Transparency = rang.Transparency - 0.05
- wait("0")
- end
- end)()
- wait(".3")
- chr.Humanoid.WalkSpeed = WlkSpeed
- local rei = Ray.new(rleg.CFrame.p, (rleg.CFrame * CFrame.new(0, 1.25, 0)).p - rleg.CFrame.p.unit * -3)
- local parthit, point = workspace:FindPartOnRay(rei)
- if parthit and point and parthit.CanCollide then
- chr.Humanoid.Jump = true
- if runnin then
- runnin = false
- end
- anim = "SuperJump"
- local aasdd = Instance.new("BodyVelocity", rutprt)
- aasdd.maxForce = Vector3.new(0, 1 / 0, 0)
- aasdd.velocity = Vector3.new(0, 70, 0)
- game:service("Debris"):AddItem(aasdd, 0.1)
- wait(0.2)
- otheranims = false
- else
- otheranims = false
- end
- end
- end
- if kei == "w" then
- fldb.w = true
- end
- if kei == "a" then
- fldb.a = true
- end
- if kei == "s" then
- fldb.s = true
- end
- if kei == "d" then
- fldb.d = true
- end
- if kei == "x" and not otheranims and not armmovement and equipped and not disabled and not lit and not sneaking then
- if not sitting then
- chr.Humanoid.WalkSpeed = 0
- sitting = true
- anim = "Sitting"
- elseif sitting then
- chr.Humanoid.WalkSpeed = WlkSpeed
- sitting = false
- end
- end
- if kei == "f" and not otheranims and not armmovement and not sitting and not lit and equipped and not sneaking and not disabled and not flying then
- otheranims = true
- trailing = true
- anim = "SpinAttack"
- local spinvelocity = Instance.new("BodyAngularVelocity", rutprt)
- spinvelocity.Name = "SpinAttackVelocity"
- spinvelocity.maxTorque = Vector3.new(0, math.huge, 0)
- end
- if kei == "r" and not otheranims and not armmovement and not sitting and not lit and equipped and not sneaking then
- trailing = false
- runnin = false
- armmovement = true
- disabled = true
- armanim = "Healing"
- chr.Humanoid.WalkSpeed = 0
- heal = Instance.new("Part", TrailModel)
- heal.Name = "healOrbASD"
- heal.formFactor = "Custom"
- heal.Size = Vector3.new(0.85, 0.85, 0.85)
- heal.BrickColor = HealOrbColor
- heal.Transparency = 0.6
- heal.Material = "Neon"
- heal.Reflectance = 0.5
- heal.CanCollide = false
- heal.TopSurface = 10
- heal.BottomSurface = 10
- heal.LeftSurface = 10
- heal.RightSurface = 10
- heal.FrontSurface = 10
- heal.BackSurface = 10
- heal.Locked = true
- heal:breakJoints()
- local healm = Instance.new("SpecialMesh", heal)
- healm.MeshType = "Sphere"
- healw = Instance.new("Weld", heal)
- healw.Part0 = heal
- healw.Part1 = torso
- healw.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- local asd = Instance.new("PointLight", heal)
- asd.Brightness = 123123
- asd.Color = heal.BrickColor.Color
- asd.Shadows = true
- asd.Range = 8
- local heal2 = Instance.new("Part", heal)
- heal2.Name = "healOrbASD2"
- heal2.formFactor = "Custom"
- heal2.Size = Vector3.new(0.4, 0.4, 0.4)
- heal2.BrickColor = HealOrbColor
- heal2.Material = "Neon"
- heal2.CanCollide = false
- heal2.Reflectance = 0.5
- heal2.TopSurface = 10
- heal2.BottomSurface = 10
- heal2.LeftSurface = 10
- heal2.RightSurface = 10
- heal2.FrontSurface = 10
- heal2.BackSurface = 10
- heal2.Locked = true
- heal2:breakJoints()
- local healm2 = Instance.new("SpecialMesh", heal2)
- healm2.MeshType = "Sphere"
- healw2 = Instance.new("Weld", heal2)
- healw2.Part0 = heal2
- healw2.Part1 = heal
- healw2.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- other = Instance.new("Part", TrailModel)
- other.Name = "otherOrbASD"
- other.formFactor = "Custom"
- other.Size = Vector3.new(0.85, 0.85, 0.85)
- other.BrickColor = HealOrbColor
- other.Material = "Neon"
- other.Transparency = 0.6
- other.Reflectance = 0.5
- other.CanCollide = false
- other.TopSurface = 10
- other.BottomSurface = 10
- other.LeftSurface = 10
- other.RightSurface = 10
- other.FrontSurface = 10
- other.BackSurface = 10
- other.Locked = true
- other:breakJoints()
- local otherm = Instance.new("SpecialMesh", other)
- otherm.MeshType = "Sphere"
- otherw = Instance.new("Weld", other)
- otherw.Part0 = other
- otherw.Part1 = torso
- otherw.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- local asd2 = Instance.new("PointLight", other)
- asd2.Brightness = 123123
- asd2.Color = other.BrickColor.Color
- asd2.Shadows = true
- asd2.Range = 8
- local other2 = Instance.new("Part", other)
- other2.Name = "otherOrbASD2"
- other2.formFactor = "Custom"
- other2.Size = Vector3.new(0.4, 0.4, 0.4)
- other2.BrickColor = HealOrbColor
- other2.CanCollide = false
- other2.Material = "Neon"
- other2.Reflectance = 0.5
- other2.TopSurface = 10
- other2.BottomSurface = 10
- other2.LeftSurface = 10
- other2.RightSurface = 10
- other2.FrontSurface = 10
- other2.BackSurface = 10
- other2.Locked = true
- other2:breakJoints()
- local otherm2 = Instance.new("SpecialMesh", other2)
- otherm2.MeshType = "Sphere"
- otherw2 = Instance.new("Weld", other2)
- otherw2.Part0 = other2
- otherw2.Part1 = other
- otherw2.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- local emitter = Instance.new("ParticleEmitter", other)
- emitter.Rate = 200
- emitter.Acceleration = Vector3.new(0, 0, 0)
- emitter.Speed = NumberRange.new(0)
- emitter.Lifetime = NumberRange.new(0.5)
- emitter.VelocitySpread = 0
- emitter.Enabled = true
- emitter.Rotation = NumberRange.new(-15, 15)
- emitter.RotSpeed = NumberRange.new(-25, 25)
- emitter.LightEmission = 1
- emitter.LightInfluence = 1
- emitter.Size = NumberSequence.new({
- nskn(0, 0.5, 0),
- nskn(1, 0, 0)
- })
- emitter.Transparency = NumberSequence.new({
- nskn(0, 0, 0),
- nskn(1, 1, 0)
- })
- emitter.Color = ColorSequence.new(other.BrickColor.Color, other.BrickColor.Color)
- local emitter2 = Instance.new("ParticleEmitter", heal)
- emitter2.Rate = 200
- emitter2.Acceleration = Vector3.new(0, 0, 0)
- emitter2.Speed = NumberRange.new(0)
- emitter2.Lifetime = NumberRange.new(0.5)
- emitter2.VelocitySpread = 0
- emitter2.Enabled = true
- emitter2.Rotation = NumberRange.new(-15, 15)
- emitter2.RotSpeed = NumberRange.new(-25, 25)
- emitter2.Size = NumberSequence.new({
- nskn(0, 0.5, 0),
- nskn(1, 0, 0)
- })
- emitter2.Transparency = NumberSequence.new({
- nskn(0, 0, 0),
- nskn(1, 1, 0)
- })
- emitter2.Color = ColorSequence.new(heal.BrickColor.Color, heal.BrickColor.Color)
- end
- end)
- maus.KeyUp:connect(function(kei)
- if string.byte(kei) == 48 and not otheranims and not sitting and not disabled and not sneaking then
- chr.Humanoid.WalkSpeed = WlkSpeed
- end
- if kei == "w" then
- fldb.w = false
- end
- if kei == "a" then
- fldb.a = false
- end
- if kei == "s" then
- fldb.s = false
- end
- if kei == "d" then
- fldb.d = false
- end
- if kei == "g" and lit then
- lit = false
- armmovement = false
- if Sword:findFirstChild("LightOrbASD") then
- Sword.LightOrbASD:Destroy()
- end
- end
- if kei == "f" and otheranims and rutprt:findFirstChild("SpinAttackVelocity") then
- otheranims = false
- trailing = false
- chr.Humanoid.WalkSpeed = WlkSpeed
- if rutprt:findFirstChild("SpinAttackVelocity") then
- rutprt.SpinAttackVelocity:Destroy("")
- end
- end
- if kei == "r" and not lit and not otheranims and disabled and armmovement and not sneaking then
- disabled = false
- armmovement = false
- chr.Humanoid.WalkSpeed = WlkSpeed
- if TrailModel:findFirstChild("healOrbASD") then
- TrailModel.healOrbASD:Destroy()
- end
- if TrailModel:findFirstChild("otherOrbASD") then
- TrailModel.otherOrbASD:Destroy()
- end
- end
- if kei == "v" and rutprt:findFirstChild("TemporaryVelocity") and otheranims then
- otheranims = false
- rutprt.TemporaryVelocity:destroy("")
- end
- end)
- chr.Humanoid.Changed:connect(function(ch)
- if ch == "Jump" and (sitting or sneaking) then
- chr.Humanoid.Jump = false
- end
- end)
- chr.Humanoid.Jumping:connect(function()
- jump:Play()
- end)
- game:service("RunService").RenderStepped:connect(function()
- tbl.Size = UDim2.new(xdam / 14, 0, 0.01, 0)
- if rutprt:findFirstChild("SpinAttackVelocity") then
- rutprt.SpinAttackVelocity.angularvelocity = TwnVector3(rutprt.SpinAttackVelocity.angularvelocity, Vector3.new(0, 20, 0), 0.01)
- end
- if anim ~= lastanim then
- runtime = 0
- end
- lastanim = anim
- chr.Humanoid.CameraOffset = rutprt.CFrame:toObjectSpace(hed.CFrame).p + Vector3.new(0, -1.25, 0)
- syne = syne + 0.95
- if not otheranims and not sitting and not sneaking then
- if 1 > (torso.Velocity * Vector3.new(1, 0, 1)).magnitude and not chr.Humanoid.Jump then
- anim = "Idling"
- elseif 1 < (rutprt.Velocity * Vector3.new(1, 0, 1)).magnitude and (rutprt.Velocity * Vector3.new(1, 0, 1)).magnitude < RunSpeed - 10 and not chr.Humanoid.Jump then
- anim = "Walking"
- elseif (torso.Velocity * Vector3.new(1, 0, 1)).magnitude > RunSpeed - 10 and not chr.Humanoid.Jump then
- anim = "Sprinting"
- elseif torso.Velocity.y > 5 and chr.Humanoid.Jump then
- anim = "Jumping"
- elseif torso.Velocity.y < -5 and chr.Humanoid.Jump then
- anim = "Falling"
- end
- end
- if sneaking then
- if 1 > (torso.Velocity * Vector3.new(1, 0, 1)).magnitude and 1 > torso.Velocity.y and torso.Velocity.y > -1 and anim ~= "Pre-Sneak" then
- anim = "SneakIdle"
- elseif 1 < (rutprt.Velocity * Vector3.new(1, 0, 1)).magnitude and (rutprt.Velocity * Vector3.new(1, 0, 1)).magnitude < 25 and 1 > torso.Velocity.y and torso.Velocity.y > -1 then
- anim = "SneakWalk"
- end
- end
- local rpvl = (torso.Velocity * Vector3.new(1, 0, 1)).magnitude / RunSpeed
- if anim == "Idling" then
- if lastanim == "Sprinting" then
- idlesineinc = 20
- else
- idlesineinc = 35
- end
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525 + math.cos(syne / idlesineinc) / 25, 0) * CFrame.Angles(0, 0, math.rad(3)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525 + math.cos(syne / idlesineinc) / 25, 0) * CFrame.Angles(0, 0, math.rad(-3)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(0, math.rad(0), -(math.cos(syne / idlesineinc) / 25) + math.rad(37.5)), 0.1)
- trailing = false
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.4 + math.cos(syne / idlesineinc) / 25, -0.1) * CFrame.Angles(math.rad(50), 0, math.rad(-5)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525 + math.cos(syne / idlesineinc) / 25, 0) * CFrame.Angles(0, 0, math.rad(-3)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0.3, 0, 0.1) * CFrame.Angles(math.rad(-5), math.rad(0), math.rad(-65)), 0.1)
- trailing = false
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -1.9 - math.cos(syne / idlesineinc) / 20, math.cos(syne / idlesineinc) / 35) * CFrame.Angles(-(math.cos(syne / idlesineinc) / 35), 0, math.rad(-2.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -1.9 - math.cos(syne / idlesineinc) / 20, math.cos(syne / idlesineinc) / 35) * CFrame.Angles(-(math.cos(syne / idlesineinc) / 35), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5 + math.cos(syne / idlesineinc) / 50, -math.cos(syne / idlesineinc) / 60) * CFrame.Angles(-math.cos(syne / idlesineinc) / 60, 0, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.1 + math.cos(syne / idlesineinc) / 20, 0) * CFrame.Angles(math.cos(syne / idlesineinc) / 35 + math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- if anim == "Walking" then
- tik = tik + 1
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, -0.1) * CFrame.Angles(math.cos(syne / 6) / 1.25, -(math.cos(syne / 6) / 10) + math.rad(5), -(math.cos(syne / 6.75) / 10) + math.rad(8)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, -0.1) * CFrame.Angles(-(math.cos(syne / 6) / 1.25), -(math.cos(syne / 6) / 10) - math.rad(5), -(math.cos(syne / 6.75) / 10) - math.rad(8)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(-(math.cos(syne / 6) / 8), math.rad(0), -(math.cos(syne / 6) / 8) + math.rad(37.5)), 0.1)
- trailing = false
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.4 + math.cos(syne / 3) / 10, -0.1) * CFrame.Angles(math.cos(syne / 6) / 10 + math.rad(50), 0, math.cos(syne / 3) / 10 + math.rad(-5)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525 + math.cos(syne / 15) / 25, 0) * CFrame.Angles(-(math.cos(syne / 6) / 1.25), 0, -(math.cos(syne / 6.75) / 15) - math.rad(3)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0.3, 0, 0.1) * CFrame.Angles(math.rad(-5), math.rad(0), math.rad(-65)), 0.1)
- trailing = false
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.515, -1.8 - math.sin(syne / 6) / 4 + math.sin(rutprt.RotVelocity.y / 2) / 13, -(math.cos(syne / 6) / 1.125) - 0.15) * CFrame.Angles(math.cos(syne / 6) / 1.125 + math.rad(5), 0, math.rad(-1)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.515, -1.8 + math.sin(syne / 6) / 4 - math.sin(rutprt.RotVelocity.y / 2) / 13, math.cos(syne / 6) / 1.125 - 0.15) * CFrame.Angles(-(math.cos(syne / 6) / 1.125) + math.rad(5), 0, math.rad(1)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5 + math.cos(syne / 20) / 50, 0) * CFrame.Angles(-math.cos(syne / 3) / 20 + math.rad(2), -math.cos(syne / 6) / 10, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.2 + math.cos(syne / 3.375) / 20, math.cos(syne / 3) / 5) * CFrame.Angles(math.cos(syne / 3) / 20 + math.rad(-10), math.cos(syne / 6) / 8, -math.cos(syne / 6) / 25 + math.sin(rutprt.RotVelocity.y / 2) / 7.5), 0.1)
- end
- if anim == "Sprinting" then
- tik = tik + 1
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, math.cos(syne / 4) / 15) * CFrame.Angles(-math.cos(syne / 2.5) / 5 + math.rad(-55), 0, math.rad(12.5)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, -math.cos(syne / 4) / 15) * CFrame.Angles(-math.cos(syne / 2.5) / 5 + math.rad(-55), 0, math.rad(-12.5)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(-(math.cos(syne / 4) / 3.5), math.rad(0), -(math.cos(syne / 4) / 3.5) + math.rad(37.5)), 0.1)
- trailing = false
- elseif not armmovement and equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.1, math.cos(syne / 2.5) / 5 + 0.4, -0.1) * CFrame.Angles(-math.cos(syne / 2.5) / 10 + math.rad(40), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.4, math.cos(syne / 2.5) / 5 + 0.2, -0.333) * CFrame.Angles(-math.cos(syne / 2.5) / 10 + math.rad(40), 0, math.rad(45)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0.3, 0.5, 0.1) * CFrame.Angles(math.rad(80), math.rad(-20), math.rad(-70)), 0.1)
- trailing = true
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55 + math.cos(syne / 4) / 20, -1.5 - math.sin(syne / 4) / 2.4 + math.sin(rutprt.RotVelocity.y / 2) / 8, -(math.cos(syne / 4) * 2.5) - 0.05) * CFrame.Angles(math.cos(syne / 4) * 2.1 + math.rad(-8), 0, math.rad(-2.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55 - math.cos(syne / 4) / 20, -1.5 + math.sin(syne / 4) / 2.4 - math.sin(rutprt.RotVelocity.y / 2) / 8, math.cos(syne / 4) * 2.5 - 0.05) * CFrame.Angles(-(math.cos(syne / 4) * 2.1) + math.rad(-8), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.55 + math.cos(syne / 20) / 50, 0) * CFrame.Angles(-math.cos(syne / 2.5) / 10 + math.rad(20), -math.cos(syne / 2.5) / 8, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.33 + math.cos(syne / 2.5) / 5, math.cos(syne / 2.5)) * CFrame.Angles(math.cos(syne / 2.5) / 6 + math.rad(-25), math.cos(syne / 2.5) / 8, math.cos(syne / 4) / 15 + math.sin(rutprt.RotVelocity.y / 2) / 4), 0.1)
- chr.Humanoid.CameraOffset = rutprt.CFrame:toObjectSpace(hed.CFrame).p + Vector3.new(math.cos(syne / 2.5) / 30, -1.3 - math.cos(syne / 5) / 25, -0.1)
- end
- if anim == "Jumping" then
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, 0) * CFrame.Angles(math.rad(10), 0, math.rad(50)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, 0) * CFrame.Angles(math.rad(10), 0, math.rad(-50)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.1)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.45, -0.1) * CFrame.Angles(-math.cos(syne / 2.5) / 10 + math.rad(30), 0, math.rad(15)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.45, -0.2) * CFrame.Angles(-math.cos(syne / 2.5) / 10 + math.rad(10), 0, math.rad(-5)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0.2, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -1.4, 0) * CFrame.Angles(math.rad(-17.5), 0, math.rad(-2.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -1.1, -0.1) * CFrame.Angles(math.rad(-17.5), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5 + math.cos(syne / 20) / 50, 0) * CFrame.Angles(math.cos(syne / 20) / 40, 0, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.1 + math.cos(syne / 20) / 20, 0) * CFrame.Angles(-rpvl * chr.Humanoid.JumpPower / 58 / 1.5, math.rad(0), math.rad(0)), 0.1)
- end
- if anim == "Falling" then
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, 0) * CFrame.Angles(math.rad(10), 0, math.rad(50)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, 0) * CFrame.Angles(math.rad(10), 0, math.rad(-50)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.1)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.4, -0.2) * CFrame.Angles(math.rad(70), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.4, -0.6) * CFrame.Angles(math.rad(50), 0, math.rad(57)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -1.4, 0) * CFrame.Angles(math.rad(-17.5), 0, math.rad(-2.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -1.1, -0.1) * CFrame.Angles(math.rad(-17.5), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5 + math.cos(syne / 20) / 50, 0) * CFrame.Angles(math.cos(syne / 20) / 40, 0, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.1 + math.cos(syne / 20) / 20, 0) * CFrame.Angles(math.rad(-15), math.rad(0), math.rad(0)), 0.1)
- end
- if anim == "Sliding" then
- if not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.4 - math.sin(rutprt.RotVelocity.y / 2) / 9, 0.535, 0.5 + math.sin(rutprt.RotVelocity.y / 2) / 3) * CFrame.Angles(math.rad(-65), 0, math.rad(-15)), 0.17)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, -0.2 - math.sin(rutprt.RotVelocity.y / 2) / 3) * CFrame.Angles(math.rad(-120) - math.sin(rutprt.RotVelocity.y / 2) / 7, 0, math.rad(-40)), 0.17)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.1)
- elseif equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.4 - math.sin(rutprt.RotVelocity.y / 2) / 9, 0.535, 0.5 + math.sin(rutprt.RotVelocity.y / 2) / 3) * CFrame.Angles(math.rad(-65), 0, math.rad(-15)), 0.17)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, -0.2 - math.sin(rutprt.RotVelocity.y / 2) / 3) * CFrame.Angles(math.rad(-120) - math.sin(rutprt.RotVelocity.y / 2) / 7, 0, math.rad(-40)), 0.17)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -1 + math.sin(rutprt.RotVelocity.y / 2) / 3, -0.125) * CFrame.Angles(math.rad(-17.5) - math.sin(rutprt.RotVelocity.y / 2) / 9, 0, math.rad(-2.5)), 0.17)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -1.6 - math.sin(rutprt.RotVelocity.y / 2) / 4, 0.15) * CFrame.Angles(math.rad(-10) + math.sin(rutprt.RotVelocity.y / 2) / 9, 0, math.rad(2.5)), 0.17)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -0.6) * CFrame.Angles(math.rad(-50), math.rad(-18), math.rad(-10)), 0.17)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(65), math.rad(30) + math.sin(rutprt.RotVelocity.y / 2) / 3, math.rad(0)), 0.17)
- end
- if anim == "DashSwing" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.1, 0.5, -0.3) * CFrame.Angles(math.rad(65), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.4, 0.3, -0.4) * CFrame.Angles(math.rad(65), 0, math.rad(45)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0.3, 0.5, 0.1) * CFrame.Angles(math.rad(70), math.rad(0), math.rad(0)), 0.1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1.4, -1.2) * CFrame.Angles(math.rad(65), 0, math.rad(7.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1.2, 0) * CFrame.Angles(math.rad(-22.5), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -0.2) * CFrame.Angles(math.rad(-20), math.rad(-40), 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.55, 0) * CFrame.Angles(math.rad(5), 0, math.rad(-12)), 0.1)
- end
- if anim == "SpinAttack" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.1, 0.5, -0.3) * CFrame.Angles(math.rad(65), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.4, 0.3, -0.4) * CFrame.Angles(math.rad(65), 0, math.rad(45)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0.3, 0.5, 0.1) * CFrame.Angles(math.rad(70), math.rad(0), math.rad(0)), 0.1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.4, -1.3, -1) * CFrame.Angles(math.rad(80), 0, math.rad(7.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1.2, 0) * CFrame.Angles(math.rad(-22.5), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -0.2) * CFrame.Angles(math.rad(-20), math.rad(-40), 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -0.55, 0) * CFrame.Angles(math.rad(5), 0, math.rad(-12)), 0.1)
- chr.Humanoid.WalkSpeed = TwnSingleNumber(chr.Humanoid.WalkSpeed, 14, 0.05)
- end
- if equipped then
- objw1.Part1 = rarm
- objw1.C1 = CFrame.new(-0.4, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))
- elseif not equipped then
- objw1.Part1 = torso
- objw1.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- end
- if anim == "Sitting" and equipped and sitting then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.3, -0.35) * CFrame.Angles(math.rad(40), 0, math.rad(-37.5)), 0.25)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.15, 0.3, -0.35) * CFrame.Angles(math.rad(40), 0, math.rad(37.5)), 0.25)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0.4, -0.6) * CFrame.Angles(math.rad(142), math.rad(60), math.rad(10)), 0.5)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.6, -1, -0.7) * CFrame.Angles(math.rad(70), 0, math.rad(-12)), 0.25)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.6, -1, -0.7) * CFrame.Angles(math.rad(70), 0, math.rad(12)), 0.25)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -0.14) * CFrame.Angles(math.rad(-10), 0, 0), 0.25)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, 1, -0.5) * CFrame.Angles(math.rad(18), math.rad(0), math.rad(0)), 0.25)
- end
- if anim == "PreSuperJump" then
- if not equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, 0) * CFrame.Angles(math.rad(10), 0, math.rad(50)), 0.05)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, 0) * CFrame.Angles(math.rad(10), 0, math.rad(-50)), 0.05)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.05)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.4, -0.2) * CFrame.Angles(math.rad(40), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.4, -0.6) * CFrame.Angles(math.rad(20), 0, math.rad(57)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -0.4, 0.3) * CFrame.Angles(math.rad(-40), 0, math.rad(-2.5)), 0.05)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -0.6, -0.65) * CFrame.Angles(math.rad(10), 0, math.rad(2.5)), 0.05)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, 0.3) * CFrame.Angles(math.rad(40), 0, 0), 0.05)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -1.6, 0.2) * CFrame.Angles(math.rad(-14), math.rad(0), math.rad(0)), 0.05)
- end
- if anim == "SuperJump" then
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.4, 0.525, 0) * CFrame.Angles(math.rad(-10), 0, math.rad(20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.4, 0.525, 0) * CFrame.Angles(math.rad(-10), 0, math.rad(-20)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(28)), 0.1)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.4, -0.2) * CFrame.Angles(math.rad(50), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.4, -0.6) * CFrame.Angles(math.rad(30), 0, math.rad(57)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -1.8, 0) * CFrame.Angles(math.rad(-2.5), 0, math.rad(-2.5)), 0.2)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -1.8, 0) * CFrame.Angles(math.rad(-2.5), 0, math.rad(2.5)), 0.2)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, 0.3) * CFrame.Angles(math.rad(30), 0, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(5), math.rad(0), math.rad(0)), 0.1)
- chr.Humanoid.Jump = true
- end
- if armmovement then
- if equipped and armanim == "Swing1P1" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 1.2, 0) * CFrame.Angles(math.rad(179), 0, math.rad(-22.5)), 0.125)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.65, 1.2, 0) * CFrame.Angles(math.rad(179), 0, math.rad(40)), 0.125)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(-0.1, 0, 0) * CFrame.Angles(math.rad(20), math.rad(-20), math.rad(40)), 0.125)
- end
- if equipped and armanim == "Swing1P2" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.5, 0) * CFrame.Angles(math.rad(19), 0, math.rad(-27.5)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.65, 0.5, -0.475) * CFrame.Angles(math.rad(19), 0, math.rad(30)), 0.3)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0.35, -0.2) * CFrame.Angles(math.rad(20), math.rad(-20), math.rad(40)), 0.3)
- end
- if equipped and armanim == "Swing2P1" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1, 0.45, 0) * CFrame.Angles(math.rad(99), 0, math.rad(40)), 0.125)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.1, 0.6, -0.6) * CFrame.Angles(math.rad(99), 0, math.rad(70)), 0.125)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -0.3, 0) * CFrame.Angles(math.rad(52), math.rad(90), math.rad(40)), 0.125)
- end
- if equipped and armanim == "Swing2P2" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(0.65, 0.4, -0.55) * CFrame.Angles(math.rad(69), 0, math.rad(-50)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.15, 0.35, 0.1) * CFrame.Angles(math.rad(79), 0, math.rad(15)), 0.3)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -0.3, 0) * CFrame.Angles(math.rad(0), math.rad(89), math.rad(80)), 0.3)
- end
- if equipped and armanim == "Swing3P1" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.45, 0) * CFrame.Angles(math.rad(29), 0, math.rad(-17.5)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.65, 0.6, -0.475) * CFrame.Angles(math.rad(29), 0, math.rad(30)), 0.3)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(-20), math.rad(40)), 0.3)
- end
- if equipped and armanim == "Swing3P2" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 1.2, 0) * CFrame.Angles(math.rad(179), 0, math.rad(-22.5)), 0.125)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.65, 1.2, 0) * CFrame.Angles(math.rad(179), 0, math.rad(40)), 0.125)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(-0.1, 0, 0) * CFrame.Angles(math.rad(20), math.rad(-20), math.rad(40)), 0.125)
- end
- if equipped and armanim == "Glowing" then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.45, -0.1) * CFrame.Angles(math.rad(40), 0, math.rad(-10)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-0.7, 0.25, -0.4) * CFrame.Angles(math.rad(35), 0, math.rad(50)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.1)
- lightw.C0 = Lerp(lightw.C0, CFrame.new(math.cos(syne / 4) * 1.7, math.sin(syne / 55) * 1.75 + 3.5, -math.sin(syne / 4) * 1.7) * CFrame.Angles(0, 0, 0), 0.1)
- if 14 < xdam + 0.085 then
- xdam = 14
- if not dinged then
- dinged = true
- tbl.BackgroundTransparency = 0.3
- ding:play("")
- end
- else
- xdam = xdam + 0.085
- end
- end
- if equipped and armanim == "Healing" then
- chr.Humanoid.Health = chr.Humanoid.Health + 0.1
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1, 0.55, -0.5) * CFrame.Angles(math.rad(100), 0, math.rad(-30)), 0.125)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.55, -0.5) * CFrame.Angles(math.rad(100), 0, math.rad(30)), 0.125)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(-0.1, 0.2, -0.3) * CFrame.Angles(math.rad(10), math.rad(60), math.rad(0)), 0.125)
- healw.C0 = Lerp(healw.C0, CFrame.new(math.cos(syne / 5) * 4.5, math.sin(syne / 72) * 4 - 1.2, -math.sin(syne / 5) * 4.5) * CFrame.Angles(0, 0, 0), 0.1)
- otherw.C0 = Lerp(otherw.C0, CFrame.new(math.sin(syne / 5) * 4.5, -math.sin(syne / 44) * 4 - 1.2, -math.cos(syne / 5) * 4.5) * CFrame.Angles(0, 0, 0), 0.1)
- end
- end
- if anim == "Pre-Sneak" then
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, 0) * CFrame.Angles(math.rad(25), 0, math.rad(12)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, 0) * CFrame.Angles(math.rad(25), 0, math.rad(-12)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.1)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.4, -0.2) * CFrame.Angles(math.rad(70), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.4, -0.6) * CFrame.Angles(math.rad(50), 0, math.rad(57)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, -1, 0) * CFrame.Angles(math.rad(-12.5), 0, math.rad(-2.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -1, -0.5) * CFrame.Angles(math.rad(10), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, 0) * CFrame.Angles(math.rad(7), 0, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -1.1, 0.2) * CFrame.Angles(math.rad(-14), math.rad(0), math.rad(0)), 0.1)
- end
- if anim == "SneakWalk" then
- tik = tik + 1
- chr.Humanoid.WalkSpeed = SneakSpeed - math.cos(syne / 5) * 5
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, 0) * CFrame.Angles(math.cos(syne / 10) / 2.5 + math.rad(5), 0, math.rad(12)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, 0) * CFrame.Angles(-math.cos(syne / 10) / 2.5 + math.rad(5), 0, math.rad(-12)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.1)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.4, -0.2) * CFrame.Angles(math.rad(60), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.4, -0.6) * CFrame.Angles(math.rad(40), 0, math.rad(62.5)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.55, math.cos(syne / 10) / 3 - 1, -math.sin(syne / 10) / 1.5 - 0.4) * CFrame.Angles(math.sin(syne / 10) / 1.5 - math.rad(2.5), 0, math.rad(-2.5)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.55, -math.cos(syne / 10) / 3 - 1, math.sin(syne / 10) / 1.5 - 0.4) * CFrame.Angles(-math.sin(syne / 10) / 1.5 - math.rad(2.5), 0, math.rad(2.5)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, 0) * CFrame.Angles(-math.cos(syne / 5) / 5 + math.rad(9), -math.sin(syne / 10) / 6.1, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, math.cos(syne / 5) / 5 - 1.1, -math.cos(syne / 5) / 2) * CFrame.Angles(math.cos(syne / 5) / 5 + math.rad(-14), math.sin(syne / 10) / 6, math.rad(0)), 0.1)
- end
- if anim == "SneakIdle" then
- if not armmovement and not equipped then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.525, 0) * CFrame.Angles(math.rad(25), 0, math.rad(12)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.525, 0) * CFrame.Angles(math.rad(25), 0, math.rad(-12)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, -2, -0.6) * CFrame.Angles(math.rad(7.5), math.rad(0), math.rad(55)), 0.1)
- elseif equipped and not armmovement then
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.15, 0.4, -0.2) * CFrame.Angles(math.rad(70), 0, math.rad(-20)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.4, -0.6) * CFrame.Angles(math.rad(50), 0, math.rad(57)), 0.1)
- objw1.C0 = Lerp(objw1.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(20), math.rad(10), math.rad(20)), 0.1)
- end
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, 0) * CFrame.Angles(math.rad(7), 0, 0), 0.1)
- rutprt.Weld.C0 = Lerp(rutprt.Weld.C0, CFrame.new(0, -1.1, 0.2) * CFrame.Angles(math.rad(-12), math.rad(0), math.rad(0)), 0.1)
- end
- if sitting then
- chr.Humanoid.WalkSpeed = 0
- end
- if lit and lgt then
- lgt.Range = TwnSingleNumber(lgt.Range, 8, 0.05)
- end
- end)
- local bin = Instance.new("HopperBin", plr.Backpack)
- bin.Name = "Sword"
- bin.Selected:connect(function()
- if not otheranims and not armmovement and not sitting then
- equipped = true
- objw22.Part1 = torso
- objw22.C0 = CFrame.new(0, 0.6, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(35))
- objw23.Part1 = torso
- objw23.C0 = CFrame.new(0, 0.6, 0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(35))
- objw1.Part1 = rarm
- objw1.C1 = CFrame.new(-0.4, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))
- objw1.C0 = CFrame.new(0, -2, -0.6) * CFrame.Angles(-(math.cos(syne / 6) / 8), math.rad(0), -(math.cos(syne / 6) / 8) + math.rad(37.5))
- end
- end)
- bin.Deselected:connect(function()
- if not otheranims and not armmovement and not sitting and not flying then
- equipped = false
- objw22.Part1 = obj1
- objw22.C0 = CFrame.new(0, 0, 1.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- objw23.Part1 = obj1
- objw23.C0 = CFrame.new(0, 0, 2.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- objw1.Part1 = torso
- objw1.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
- objw1.C0 = CFrame.new(0, 0, -0.15) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(87.5))
- end
- end)
- maus.TargetFilter = TrailModel
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