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Become A NPC

Apr 5th, 2018
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  1. --//====================================================\\--
  2. --|| CREATED BY BRANNON1964802
  3. --\\====================================================//--
  4.  
  5.  
  6.  
  7. wait(1)
  8.  
  9.  
  10.  
  11. Player = game.Players.LocalPlayer
  12.  
  13. Cam = workspace.CurrentCamera
  14. Backpack = Player.Backpack
  15. Character = Player.Character
  16. Humanoid = Character.Humanoid
  17. RootPart = Character["HumanoidRootPart"]
  18. Torso = Character["Torso"]
  19. Head = Character["Head"]
  20. RightArm = Character["Right Arm"]
  21. LeftArm = Character["Left Arm"]
  22. RightLeg = Character["Right Leg"]
  23. LeftLeg = Character["Left Leg"]
  24. RootJoint = RootPart["RootJoint"]
  25. Neck = Torso["Neck"]
  26. RightShoulder = Torso["Right Shoulder"]
  27. LeftShoulder = Torso["Left Shoulder"]
  28. RightHip = Torso["Right Hip"]
  29. LeftHip = Torso["Left Hip"]
  30.  
  31. IT = Instance.new
  32. CF = CFrame.new
  33. VT = Vector3.new
  34. RAD = math.rad
  35. C3 = Color3.new
  36. UD2 = UDim2.new
  37. BRICKC = BrickColor.new
  38. ANGLES = CFrame.Angles
  39. EULER = CFrame.fromEulerAnglesXYZ
  40. COS = math.cos
  41. ACOS = math.acos
  42. SIN = math.sin
  43. ASIN = math.asin
  44. ABS = math.abs
  45. MRANDOM = math.random
  46. FLOOR = math.floor
  47.  
  48.  
  49. local ExplodeBombs = false
  50. local MaxBombs = 3
  51. local Bombs = 0
  52. local AddSize = 0
  53. local MasterPositionTarget = nil
  54.  
  55. --//=================================\\
  56. --|| CUSTOMIZATION
  57. --\\=================================//
  58.  
  59. Class_Name = "Firebreather"
  60. Weapon_Name = "Redemption"
  61.  
  62. Custom_Colors = {
  63. Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
  64. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
  65.  
  66. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
  67. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
  68. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
  69. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
  70. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
  71.  
  72. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
  73. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
  74. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
  75. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
  76. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
  77. }
  78.  
  79. Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
  80. Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
  81. Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
  82. Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
  83. Ability_Background_Transparency = 0 --Transparency for the background of the abilities.
  84. Stat_Background_Transparency = 0 --Transparency for the background of the stats.
  85.  
  86. Player_Size = 2 --Size of the player.
  87. Humanoid.MaxHealth = Player_Size * 1000
  88. Humanoid.Health = Player_Size * 1000
  89. Animation_Speed = 2
  90. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  91.  
  92. Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
  93. Enable_Stats = true --Enables or disables stats.
  94. Put_Stats_In_Character = false --Places stats in Character.
  95. Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
  96. Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
  97. Enable_Stagger = true --Enables or disables staggering.
  98. Enable_Stun = true --Enables or disables the stun mechanic.
  99. Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
  100. Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
  101.  
  102. Start_Equipped = true --Starts the player equipped with their weapon.
  103. Start_Equipped_With_Equipped_Animation = true --Used in conjunction with the above option. Starts your equip animation.
  104. Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
  105. Disable_Animator = true --Disables the Animator in the humanoid.
  106. Disable_Animate = true --Disables the Animate script in the character.
  107. Disable_Moving_Arms = false --Keeps the arms from moving around.
  108. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
  109. Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
  110. Disable_Jump = false --Disables jumping.
  111. Use_HopperBin = false --Uses a hopperbin to do things.
  112.  
  113. Cooldown_1 = 0 --Cooldowns for abilites.
  114. Cooldown_2 = 0
  115. Cooldown_3 = 0
  116. Cooldown_4 = 0
  117. Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
  118. Skill_2_Mana_Cost = 0
  119. Skill_3_Mana_Cost = 0
  120. Skill_4_Mana_Cost = 0
  121. Max_Mana = 0 --Maximum amount of mana you can have.
  122. Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
  123. Mana_Name = "Mana" --Name for the mana bar.
  124. Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
  125. Max_Stun = 1 --Maximum amount of stun you can have.
  126. Recover_Mana = 0 --How much mana you gain.
  127. Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
  128. Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
  129. Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
  130. Recover_Secondary_Mana = 0 --How much secondary mana you gain.
  131. Lose_Stun = 0 --How much stun you lose.
  132. Stun_Wait = 0 --Delay between losing stun.
  133. Mana_Wait = 0 --Delay between gaining mana.
  134. Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
  135. Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
  136. Constant_Update = false --Removes the delay between updating the Weapon GUI.
  137. Show_Stats = false --Hides or shows stats.
  138. Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
  139.  
  140. --//=================================\\
  141. --|| END OF CUSTOMIZATION
  142. --\\=================================//
  143.  
  144.  
  145.  
  146.  
  147.  
  148. --//=================================\\
  149. --|| USEFUL VALUES
  150. --\\=================================//
  151.  
  152. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  153. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  154. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  155. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  156. local CO1 = 0
  157. local CO2 = 0
  158. local CO3 = 0
  159. local CO4 = 0
  160. local CHANGEDEFENSE = 0
  161. local CHANGEDAMAGE = 0
  162. local CHANGEMOVEMENT = 0
  163. local ANIM = "Idle"
  164. local ATTACK = false
  165. local EQUIPPED = false
  166. local HOLD = false
  167. local COMBO = 1
  168. local LASTPOINT = nil
  169. local BLCF = nil
  170. local SCFR = nil
  171. local STAGGERHITANIM = false
  172. local STAGGERANIM = false
  173. local STUNANIM = false
  174. local CRITCHANCENUMBER = 0
  175. local IDLENUMBER = 0
  176. local DONUMBER = 0
  177. local HANDIDLE = false
  178. local SINE = 0
  179. local CHANGE = 2 / Animation_Speed
  180. local WALKINGANIM = false
  181. local WALK = 0
  182. local DISABLEJUMPING = false
  183. local HASBEENBLOCKED = false
  184. local STUNDELAYNUMBER = 0
  185. local MANADELAYNUMBER = 0
  186. local SECONDARYMANADELAYNUMBER = 0
  187. local ROBLOXIDLEANIMATION = IT("Animation")
  188. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  189. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  190. --ROBLOXIDLEANIMATION.Parent = Humanoid
  191. local WEAPONGUI = IT("ScreenGui", nil)
  192. WEAPONGUI.Name = "Weapon GUI"
  193. local WEAPONTOOL = IT("HopperBin", nil)
  194. WEAPONTOOL.Name = Weapon_Name
  195. local Weapon = IT("Model")
  196. Weapon.Name = Weapon_Name
  197. local Effects = IT("Folder", Weapon)
  198. Effects.Name = "Effects"
  199. local ANIMATOR = Humanoid.Animator
  200. local ANIMATE = Character.Animate
  201. local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
  202. local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
  203. local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
  204. local HITBLOCKSOUNDS = {"199148933", "199148947"}
  205.  
  206. --//=================================\\
  207. --\\=================================//
  208.  
  209.  
  210.  
  211.  
  212.  
  213. --//=================================\\
  214. --|| STATS
  215. --\\=================================//
  216.  
  217. if Character:FindFirstChild("Stats") ~= nil then
  218. Character:FindFirstChild("Stats").Parent = nil
  219. end
  220.  
  221. local Stats = IT("Folder", nil)
  222. Stats.Name = "Stats"
  223. local ChangeStat = IT("Folder", Stats)
  224. ChangeStat.Name = "ChangeStat"
  225. local Defense = IT("NumberValue", Stats)
  226. Defense.Name = "Defense"
  227. Defense.Value = 1
  228. local Movement = IT("NumberValue", Stats)
  229. Movement.Name = "Movement"
  230. Movement.Value = 1
  231. local Damage = IT("NumberValue", Stats)
  232. Damage.Name = "Damage"
  233. Damage.Value = 1
  234. local Mana = IT("NumberValue", Stats)
  235. Mana.Name = "Mana"
  236. Mana.Value = 0
  237. local SecondaryMana = IT("NumberValue", Stats)
  238. SecondaryMana.Name = "SecondaryMana"
  239. SecondaryMana.Value = 0
  240. local CanCrit = IT("BoolValue", Stats)
  241. CanCrit.Name = "CanCrit"
  242. CanCrit.Value = false
  243. local CritChance = IT("NumberValue", Stats)
  244. CritChance.Name = "CritChance"
  245. CritChance.Value = 20
  246. local CanPenetrateArmor = IT("BoolValue", Stats)
  247. CanPenetrateArmor.Name = "CanPenetrateArmor"
  248. CanPenetrateArmor.Value = false
  249. local AntiTeamKill = IT("BoolValue", Stats)
  250. AntiTeamKill.Name = "AntiTeamKill"
  251. AntiTeamKill.Value = false
  252. local Rooted = IT("BoolValue", Stats)
  253. Rooted.Name = "Rooted"
  254. Rooted.Value = false
  255. local Block = IT("BoolValue", Stats)
  256. Block.Name = "Block"
  257. Block.Value = false
  258. local RecentEnemy = IT("ObjectValue", Stats)
  259. RecentEnemy.Name = "RecentEnemy"
  260. RecentEnemy.Value = nil
  261. local StaggerHit = IT("BoolValue", Stats)
  262. StaggerHit.Name = "StaggerHit"
  263. StaggerHit.Value = false
  264. local Stagger = IT("BoolValue", Stats)
  265. Stagger.Name = "Stagger"
  266. Stagger.Value = false
  267. local Stun = IT("BoolValue", Stats)
  268. Stun.Name = "Stun"
  269. Stun.Value = false
  270. local StunValue = IT("NumberValue", Stats)
  271. StunValue.Name = "StunValue"
  272. StunValue.Value = 0
  273.  
  274. if Enable_Stats == true and Put_Stats_In_Character == true then
  275. Stats.Parent = Character
  276. end
  277.  
  278. --//=================================\\
  279. --\\=================================//
  280.  
  281.  
  282.  
  283.  
  284.  
  285. --//=================================\\
  286. --|| DEBUFFS / BUFFS
  287. --\\=================================//
  288.  
  289. local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
  290. DEFENSECHANGE1.Name = "ChangeDefense"
  291. DEFENSECHANGE1.Value = 0
  292.  
  293. local MOVEMENTCHANGE1 = IT("NumberValue", nil)
  294. MOVEMENTCHANGE1.Name = "ChangeMovement"
  295. MOVEMENTCHANGE1.Value = 0
  296.  
  297. --//=================================\\
  298. --\\=================================//
  299.  
  300.  
  301.  
  302.  
  303.  
  304. --//=================================\\
  305. --|| SAZERENOS' ARTIFICIAL HEARTBEAT
  306. --\\=================================//
  307.  
  308. ArtificialHB = Instance.new("BindableEvent", script)
  309. ArtificialHB.Name = "ArtificialHB"
  310.  
  311. script:WaitForChild("ArtificialHB")
  312.  
  313. frame = Frame_Speed
  314. tf = 0
  315. allowframeloss = false
  316. tossremainder = false
  317. lastframe = tick()
  318. script.ArtificialHB:Fire()
  319.  
  320. game:GetService("RunService").Heartbeat:connect(function(s, p)
  321. tf = tf + s
  322. if tf >= frame then
  323. if allowframeloss then
  324. script.ArtificialHB:Fire()
  325. lastframe = tick()
  326. else
  327. for i = 1, math.floor(tf / frame) do
  328. script.ArtificialHB:Fire()
  329. end
  330. lastframe = tick()
  331. end
  332. if tossremainder then
  333. tf = 0
  334. else
  335. tf = tf - frame * math.floor(tf / frame)
  336. end
  337. end
  338. end)
  339.  
  340. --//=================================\\
  341. --\\=================================//
  342.  
  343.  
  344.  
  345.  
  346.  
  347. --//=================================\\
  348. --|| SOME FUNCTIONS
  349. --\\=================================//
  350.  
  351. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  352. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  353. end
  354.  
  355. function PositiveAngle(NUMBER)
  356. if NUMBER >= 0 then
  357. NUMBER = 0
  358. end
  359. return NUMBER
  360. end
  361.  
  362. function NegativeAngle(NUMBER)
  363. if NUMBER <= 0 then
  364. NUMBER = 0
  365. end
  366. return NUMBER
  367. end
  368.  
  369. function Swait(NUMBER)
  370. if NUMBER == 0 or NUMBER == nil then
  371. ArtificialHB.Event:wait()
  372. else
  373. for i = 1, NUMBER do
  374. ArtificialHB.Event:wait()
  375. end
  376. end
  377. end
  378.  
  379. function QuaternionFromCFrame(cf)
  380. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  381. local trace = m00 + m11 + m22
  382. if trace > 0 then
  383. local s = math.sqrt(1 + trace)
  384. local recip = 0.5 / s
  385. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  386. else
  387. local i = 0
  388. if m11 > m00 then
  389. i = 1
  390. end
  391. if m22 > (i == 0 and m00 or m11) then
  392. i = 2
  393. end
  394. if i == 0 then
  395. local s = math.sqrt(m00 - m11 - m22 + 1)
  396. local recip = 0.5 / s
  397. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  398. elseif i == 1 then
  399. local s = math.sqrt(m11 - m22 - m00 + 1)
  400. local recip = 0.5 / s
  401. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  402. elseif i == 2 then
  403. local s = math.sqrt(m22 - m00 - m11 + 1)
  404. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  405. end
  406. end
  407. end
  408.  
  409. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  410. local xs, ys, zs = x + x, y + y, z + z
  411. local wx, wy, wz = w * xs, w * ys, w * zs
  412. local xx = x * xs
  413. local xy = x * ys
  414. local xz = x * zs
  415. local yy = y * ys
  416. local yz = y * zs
  417. local zz = z * zs
  418. 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))
  419. end
  420.  
  421. function QuaternionSlerp(a, b, t)
  422. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  423. local startInterp, finishInterp;
  424. if cosTheta >= 0.0001 then
  425. if (1 - cosTheta) > 0.0001 then
  426. local theta = ACOS(cosTheta)
  427. local invSinTheta = 1 / SIN(theta)
  428. startInterp = SIN((1 - t) * theta) * invSinTheta
  429. finishInterp = SIN(t * theta) * invSinTheta
  430. else
  431. startInterp = 1 - t
  432. finishInterp = t
  433. end
  434. else
  435. if (1 + cosTheta) > 0.0001 then
  436. local theta = ACOS(-cosTheta)
  437. local invSinTheta = 1 / SIN(theta)
  438. startInterp = SIN((t - 1) * theta) * invSinTheta
  439. finishInterp = SIN(t * theta) * invSinTheta
  440. else
  441. startInterp = t - 1
  442. finishInterp = t
  443. end
  444. end
  445. 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
  446. end
  447.  
  448. function Clerp(a, b, t)
  449. local qa = {QuaternionFromCFrame(a)}
  450. local qb = {QuaternionFromCFrame(b)}
  451. local ax, ay, az = a.x, a.y, a.z
  452. local bx, by, bz = b.x, b.y, b.z
  453. local _t = 1 - t
  454. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  455. end
  456.  
  457. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  458. local frame = IT("Frame")
  459. frame.BackgroundTransparency = TRANSPARENCY
  460. frame.BorderSizePixel = BORDERSIZEPIXEL
  461. frame.Position = POSITION
  462. frame.Size = SIZE
  463. frame.BackgroundColor3 = COLOR
  464. frame.BorderColor3 = BORDERCOLOR
  465. frame.Name = NAME
  466. frame.Parent = PARENT
  467. return frame
  468. end
  469.  
  470. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  471. local label = IT("TextLabel")
  472. label.BackgroundTransparency = 1
  473. label.Size = UD2(1, 0, 1, 0)
  474. label.Position = UD2(0, 0, 0, 0)
  475. label.TextColor3 = C3(255, 255, 255)
  476. label.TextStrokeTransparency = STROKETRANSPARENCY
  477. label.TextTransparency = TRANSPARENCY
  478. label.FontSize = TEXTFONTSIZE
  479. label.Font = TEXTFONT
  480. label.BorderSizePixel = BORDERSIZEPIXEL
  481. label.TextScaled = true
  482. label.Text = TEXT
  483. label.Name = NAME
  484. label.Parent = PARENT
  485. return label
  486. end
  487.  
  488. function NoOutlines(PART)
  489. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  490. end
  491.  
  492. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
  493. local NEWPART = IT("Part")
  494. NEWPART.formFactor = FORMFACTOR
  495. NEWPART.Reflectance = REFLECTANCE
  496. NEWPART.Transparency = TRANSPARENCY
  497. NEWPART.CanCollide = false
  498. NEWPART.Locked = true
  499. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  500. NEWPART.Name = NAME
  501. NEWPART.Size = SIZE
  502. NEWPART.Position = Torso.Position
  503. NoOutlines(NEWPART)
  504. NEWPART.Material = MATERIAL
  505. NEWPART:BreakJoints()
  506. NEWPART.Parent = PARENT
  507. return NEWPART
  508. end
  509.  
  510. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  511. local NEWMESH = IT(MESH)
  512. if MESH == "SpecialMesh" then
  513. NEWMESH.MeshType = MESHTYPE
  514. if MESHID ~= "nil" and MESHID ~= "" then
  515. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  516. end
  517. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  518. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  519. end
  520. end
  521. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  522. NEWMESH.Scale = SCALE
  523. NEWMESH.Parent = PARENT
  524. return NEWMESH
  525. end
  526.  
  527. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  528. local NEWWELD = IT(TYPE)
  529. NEWWELD.Part0 = PART0
  530. NEWWELD.Part1 = PART1
  531. NEWWELD.C0 = C0
  532. NEWWELD.C1 = C1
  533. NEWWELD.Parent = PARENT
  534. return NEWWELD
  535. end
  536.  
  537. function CreateSound(ID, PARENT, VOLUME, PITCH)
  538. coroutine.resume(coroutine.create(function()
  539. local NEWSOUND = IT("Sound", PARENT)
  540. NEWSOUND.Volume = VOLUME
  541. NEWSOUND.Pitch = PITCH
  542. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  543. Swait()
  544. NEWSOUND:play()
  545. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  546. end))
  547. end
  548.  
  549. function CFrameFromTopBack(at, top, back)
  550. local right = top:Cross(back)
  551. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  552. end
  553.  
  554. function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
  555. local MAGNITUDE = (POSITION1 - POSITION2).magnitude
  556. local CURRENTPOSITION = POSITION1
  557. local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
  558. coroutine.resume(coroutine.create(function()
  559. for i = 1, MULTIPLIERTIME do
  560. local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
  561. LIGHTNINGPART.Anchored = true
  562. local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
  563. local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
  564. if MULTIPLIERTIME == i then
  565. local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
  566. LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
  567. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
  568. else
  569. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
  570. end
  571. CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
  572. game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
  573. coroutine.resume(coroutine.create(function()
  574. while LIGHTNINGPART.Transparency ~= 1 do
  575. --local StartTransparency = tra
  576. for i=0, 1, LASTINGTIME do
  577. Swait()
  578. LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
  579. end
  580. end
  581. end))
  582. Swait(LIGHTNINGDELAY / Animation_Speed)
  583. end
  584. end))
  585. end
  586.  
  587. function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  588. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  589. EFFECTPART.Anchored = true
  590. EFFECTPART.CFrame = CFRAME
  591. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  592. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  593. coroutine.resume(coroutine.create(function(PART, MESH)
  594. for i = 0, 1, delay do
  595. Swait()
  596. PART.CFrame = PART.CFrame * ROTATION
  597. PART.Transparency = i
  598. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  599. end
  600. PART.Parent = nil
  601. end), EFFECTPART, EFFECTMESH)
  602. end
  603.  
  604. function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  605. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  606. EFFECTPART.Anchored = true
  607. EFFECTPART.CFrame = CFRAME
  608. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  609. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  610. coroutine.resume(coroutine.create(function(PART, MESH)
  611. for i = 0, 1, delay do
  612. Swait()
  613. PART.CFrame = PART.CFrame * ROTATION
  614. PART.Transparency = i
  615. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  616. end
  617. PART.Parent = nil
  618. end), EFFECTPART, EFFECTMESH)
  619. end
  620.  
  621. function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  622. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  623. EFFECTPART.Anchored = true
  624. EFFECTPART.CFrame = CFRAME
  625. local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  626. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  627. coroutine.resume(coroutine.create(function(PART, MESH)
  628. for i = 0, 1, delay do
  629. Swait()
  630. PART.CFrame = PART.CFrame * ROTATION
  631. PART.Transparency = i
  632. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  633. end
  634. PART.Parent = nil
  635. end), EFFECTPART, EFFECTMESH)
  636. end
  637.  
  638. function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  639. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  640. EFFECTPART.Anchored = true
  641. EFFECTPART.CFrame = CFRAME
  642. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  643. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  644. coroutine.resume(coroutine.create(function(PART, MESH)
  645. for i = 0, 1, delay do
  646. Swait()
  647. PART.CFrame = PART.CFrame * ROTATION
  648. PART.Transparency = i
  649. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  650. end
  651. PART.Parent = nil
  652. end), EFFECTPART, EFFECTMESH)
  653. end
  654.  
  655. function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  656. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  657. EFFECTPART.Anchored = true
  658. EFFECTPART.CFrame = CFRAME
  659. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  660. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  661. coroutine.resume(coroutine.create(function(PART, MESH)
  662. for i = 0, 1, delay do
  663. Swait()
  664. PART.CFrame = PART.CFrame * ROTATION
  665. PART.Transparency = i
  666. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  667. end
  668. PART.Parent = nil
  669. end), EFFECTPART, EFFECTMESH)
  670. end
  671.  
  672. function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  673. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  674. EFFECTPART.Anchored = true
  675. EFFECTPART.CFrame = CFRAME
  676. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
  677. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  678. coroutine.resume(coroutine.create(function(PART, MESH)
  679. for i = 0, 1, delay do
  680. Swait()
  681. PART.CFrame = PART.CFrame * ROTATION
  682. PART.Transparency = i
  683. MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
  684. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  685. end
  686. PART.Parent = nil
  687. end), EFFECTPART, EFFECTMESH)
  688. end
  689.  
  690. function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  691. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  692. EFFECTPART.Anchored = true
  693. EFFECTPART.CFrame = CFRAME
  694. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  695. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  696. coroutine.resume(coroutine.create(function(PART, MESH)
  697. for i = 0, 1, delay do
  698. Swait()
  699. PART.CFrame = PART.CFrame * ROTATION
  700. PART.Transparency = i
  701. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  702. end
  703. PART.Parent = nil
  704. end), EFFECTPART, EFFECTMESH)
  705. end
  706.  
  707. function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  708. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  709. EFFECTPART.Anchored = true
  710. EFFECTPART.CFrame = CFRAME
  711. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  712. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  713. coroutine.resume(coroutine.create(function(PART, MESH)
  714. for i = 0, 1, delay do
  715. Swait()
  716. PART.CFrame = PART.CFrame * ROTATION
  717. PART.Transparency = i
  718. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  719. end
  720. PART.Parent = nil
  721. end), EFFECTPART, EFFECTMESH)
  722. end
  723.  
  724. function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  725. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  726. EFFECTPART.Anchored = true
  727. EFFECTPART.CFrame = CFRAME
  728. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  729. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  730. coroutine.resume(coroutine.create(function(PART, MESH)
  731. for i = 0, 1, delay do
  732. Swait()
  733. PART.CFrame = PART.CFrame * ROTATION
  734. PART.Transparency = i
  735. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  736. end
  737. PART.Parent = nil
  738. end), EFFECTPART, EFFECTMESH)
  739. end
  740.  
  741. function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  742. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  743. EFFECTPART.Anchored = true
  744. EFFECTPART.CFrame = CFRAME
  745. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  746. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  747. coroutine.resume(coroutine.create(function(PART, MESH)
  748. for i = 0, 1, delay do
  749. Swait()
  750. PART.CFrame = PART.CFrame * ROTATION
  751. PART.Transparency = i
  752. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  753. end
  754. PART.Parent = nil
  755. end), EFFECTPART, EFFECTMESH)
  756. end
  757.  
  758. function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  759. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  760. EFFECTPART.Anchored = true
  761. EFFECTPART.CFrame = CFRAME
  762. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  763. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  764. coroutine.resume(coroutine.create(function(PART, MESH)
  765. for i = 0, 1, delay do
  766. Swait()
  767. PART.CFrame = PART.CFrame * ROTATION
  768. PART.Transparency = i
  769. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  770. end
  771. PART.Parent = nil
  772. end), EFFECTPART, EFFECTMESH)
  773. end
  774.  
  775. function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  776. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  777. EFFECTPART.Anchored = true
  778. EFFECTPART.CFrame = CFRAME
  779. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  780. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  781. coroutine.resume(coroutine.create(function(PART, MESH)
  782. for i = 0, 1, delay do
  783. Swait()
  784. PART.CFrame = PART.CFrame * ROTATION
  785. PART.Transparency = i
  786. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  787. end
  788. PART.Parent = nil
  789. end), EFFECTPART, EFFECTMESH)
  790. end
  791.  
  792. function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  793. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  794. EFFECTPART.Anchored = true
  795. EFFECTPART.CFrame = CFRAME
  796. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  797. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  798. coroutine.resume(coroutine.create(function(PART, MESH)
  799. for i = 0, 1, delay do
  800. Swait()
  801. PART.CFrame = PART.CFrame * ROTATION
  802. PART.Transparency = i
  803. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  804. end
  805. PART.Parent = nil
  806. end), EFFECTPART, EFFECTMESH)
  807. end
  808.  
  809. function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
  810. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  811. EFFECTPART.Anchored = true
  812. EFFECTPART.CFrame = CFRAME
  813. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
  814. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  815. local XVALUE = MRANDOM()
  816. local YVALUE = MRANDOM()
  817. local ZVALUE = MRANDOM()
  818. coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
  819. for i = 0, 1, delay do
  820. Swait()
  821. PART.CFrame = PART.CFrame * ROTATION
  822. PART.Transparency = i
  823. THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
  824. THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
  825. THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
  826. MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
  827. end
  828. PART.Parent = nil
  829. end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
  830. end
  831.  
  832. function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
  833. local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
  834. if MAGNITUDECFRAME > (1 / 100) then
  835. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
  836. EFFECTPART.Anchored = true
  837. EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
  838. local THEMESHTYPE = "BlockMesh"
  839. if MESHTYPE == "Cylinder" then
  840. THEMESHTYPE = "CylinderMesh"
  841. end
  842. local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
  843. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  844. coroutine.resume(coroutine.create(function(PART, MESH)
  845. for i = 0, 1, delay do
  846. Swait()
  847. PART.CFrame = PART.CFrame * ROTATION
  848. PART.Transparency = i
  849. MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
  850. end
  851. PART.Parent = nil
  852. end), EFFECTPART, EFFECTMESH)
  853. end
  854. end
  855.  
  856. function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
  857. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
  858. EFFECTPART.Anchored = true
  859. EFFECTPART.CFrame = CFRAME
  860. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
  861. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  862. local THELASTPOINT = CFRAME
  863. coroutine.resume(coroutine.create(function(PART)
  864. for i = 1, DURATION do
  865. Swait()
  866. PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
  867. TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
  868. THELASTPOINT = PART.CFrame
  869. end
  870. PART.Parent = nil
  871. end), EFFECTPART)
  872. end
  873.  
  874. --local list={}
  875. function Triangle(Color, Material, a, b, c, delay)
  876. local edge1 = (c - a):Dot((b - a).unit)
  877. local edge2 = (a - b):Dot((c - b).unit)
  878. local edge3 = (b - c):Dot((a - c).unit)
  879. if edge1 <= (b - a).magnitude and edge1 >= 0 then
  880. a, b, c=a, b, c
  881. elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
  882. a, b, c=b, c, a
  883. elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
  884. a, b, c=c, a, b
  885. else
  886. assert(false, "unreachable")
  887. end
  888. local len1 = (c - a):Dot((b - a).unit)
  889. local len2 = (b - a).magnitude - len1
  890. local width = (a + (b - a).unit * len1 - c).magnitude
  891. local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
  892. if len1 > 1 / 100 then
  893. local sz = VT(0.2, width, len1)
  894. local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  895. local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
  896. w1.Anchored = true
  897. w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
  898. coroutine.resume(coroutine.create(function()
  899. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  900. Swait()
  901. w1.Transparency = i
  902. end
  903. w1.Parent = nil
  904. end))
  905. game:GetService("Debris"):AddItem(w1, 10)
  906. --table.insert(list, w1)
  907. end
  908. if len2 > 1 / 100 then
  909. local sz = VT(0.2, width, len2)
  910. local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  911. local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
  912. w2.Anchored = true
  913. w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
  914. coroutine.resume(coroutine.create(function()
  915. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  916. Swait()
  917. w2.Transparency = i
  918. end
  919. w2.Parent = nil
  920. end))
  921. game:GetService("Debris"):AddItem(w2, 10)
  922. --table.insert(list, w2)
  923. end
  924. --return unpack(list)
  925. end
  926.  
  927. --[[Usage:
  928. local Pos = Part
  929. local Offset = Part.CFrame * CF(0, 0, 0)
  930. local Color = "Institutional white"
  931. local Material = "Neon"
  932. local TheDelay = 0.01
  933. local Height = 4
  934. BLCF = Offset
  935. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  936. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  937. if a then game:GetService("Debris"):AddItem(a, 1) end
  938. if b then game:GetService("Debris"):AddItem(b, 1) end
  939. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  940. if a then game:GetService("Debris"):AddItem(a, 1) end
  941. if b then game:GetService("Debris"):AddItem(b, 1) end
  942. SCFR = BLCF
  943. elseif not SCFR then
  944. SCFR = BLCF
  945. end
  946. --
  947. BLCF = nil
  948. SCFR = nil
  949. --]]
  950.  
  951. --//=================================\\
  952. --\\=================================//
  953.  
  954.  
  955.  
  956.  
  957.  
  958. --//=================================\\
  959. --|| RESIZE PLAYER
  960. --\\=================================//
  961.  
  962. if Player_Size ~= 1 then
  963.  
  964.  
  965. RootPart.Size = RootPart.Size * Player_Size
  966. Torso.Size = Torso.Size * Player_Size
  967. Head.Size = Head.Size * Player_Size
  968. RightArm.Size = RightArm.Size * Player_Size
  969. LeftArm.Size = LeftArm.Size * Player_Size
  970. RightLeg.Size = RightLeg.Size * Player_Size
  971. LeftLeg.Size = LeftLeg.Size * Player_Size
  972. RootJoint.Parent = RootPart
  973. Neck.Parent = Torso
  974. RightShoulder.Parent = Torso
  975. LeftShoulder.Parent = Torso
  976. RightHip.Parent = Torso
  977. LeftHip.Parent = Torso
  978.  
  979. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  980. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  981. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  982. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  983. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  984. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  985. if Disable_Moving_Arms == false then
  986. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  987. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  988. else
  989. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  990. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  991. end
  992. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  993. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  994. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  995. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  996. end
  997.  
  998.  
  999. --//=================================\\
  1000. --\\=================================//
  1001.  
  1002.  
  1003.  
  1004.  
  1005.  
  1006. --//=================================\\
  1007. --|| WEAPON CREATION
  1008. --\\=================================//
  1009.  
  1010. local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0))
  1011. local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "93180631", "93180676", VT(1, 1, 1), VT(0, 3.1 * Player_Size, 0))
  1012. local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, Torso, HandlePart, CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
  1013.  
  1014. local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
  1015. local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1016.  
  1017. local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
  1018. local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1019.  
  1020. if Player_Size ~= 1 then
  1021. for _, v in pairs (Weapon:GetChildren()) do
  1022. if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
  1023. local p1 = v.Part1
  1024. v.Part1 = nil
  1025. local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
  1026. v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
  1027. v.Part1 = p1
  1028. elseif v.ClassName == "Part" then
  1029. for _, b in pairs (v:GetChildren()) do
  1030. if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
  1031. b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
  1032. end
  1033. end
  1034. end
  1035. end
  1036. end
  1037.  
  1038. for _, c in pairs(Weapon:GetChildren()) do
  1039. if c.ClassName == "Part" then
  1040. c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
  1041. end
  1042. end
  1043.  
  1044. if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
  1045. HandleWeld.Part0 = RightArm
  1046. HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1047. end
  1048.  
  1049. Weapon.Parent = Character
  1050.  
  1051. Humanoid.Died:connect(function()
  1052. ATTACK = true
  1053. end)
  1054.  
  1055. print(Class_Name.." loaded.")
  1056.  
  1057. --//=================================\\
  1058. --\\=================================//
  1059.  
  1060.  
  1061.  
  1062.  
  1063.  
  1064. --//=================================\\
  1065. --|| DAMAGE FUNCTIONS
  1066. --\\=================================//
  1067.  
  1068. function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
  1069. local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1070. STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
  1071. local BODYGYRO = IT("BodyGyro", STATPART)
  1072. local BODYPOSITION = IT("BodyPosition", STATPART)
  1073. BODYPOSITION.P = 2000
  1074. BODYPOSITION.D = 100
  1075. BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
  1076. if LABELTYPE == "Normal" then
  1077. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
  1078. elseif LABELTYPE == "Debuff" then
  1079. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
  1080. elseif LABELTYPE == "Interruption" then
  1081. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
  1082. end
  1083. game:GetService("Debris"):AddItem(STATPART ,5)
  1084. local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
  1085. BILLBOARDGUI.Adornee = STATPART
  1086. BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
  1087. BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
  1088. BILLBOARDGUI.AlwaysOnTop = false
  1089. local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
  1090. TEXTLABEL.BackgroundTransparency = 1
  1091. TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
  1092. TEXTLABEL.Text = TEXT
  1093. TEXTLABEL.Font = "SourceSans"
  1094. TEXTLABEL.FontSize="Size42"
  1095. TEXTLABEL.TextColor3 = COLOR
  1096. TEXTLABEL.TextStrokeTransparency = 0
  1097. TEXTLABEL.TextScaled = true
  1098. TEXTLABEL.TextWrapped = true
  1099. coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
  1100. wait(0.2)
  1101. for i=1, 5 do
  1102. wait()
  1103. THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
  1104. end
  1105. wait(1.2)
  1106. for i=1, 5 do
  1107. wait()
  1108. THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
  1109. THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
  1110. THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
  1111. end
  1112. THEPART.Parent = nil
  1113. end),STATPART, BODYPOSITION, TEXTLABEL)
  1114. end
  1115.  
  1116. function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
  1117. if LOCATION:FindFirstChild("Stats") ~= nil then
  1118. if LOCATION.Stats:FindFirstChild("Block") ~= nil then
  1119. if LOCATION.Stats:FindFirstChild("Block").Value == true then
  1120. return
  1121. end
  1122. end
  1123. if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
  1124. local NewStatChange = IT("NumberValue")
  1125. NewStatChange.Value = AMOUNT
  1126. if STAT == "Defense" then
  1127. NewStatChange.Name = "ChangeDefense"
  1128. elseif STAT == "Damage" then
  1129. NewStatChange.Name = "ChangeDamage"
  1130. elseif STAT == "Movement" then
  1131. NewStatChange.Name = "ChangeMovement"
  1132. end
  1133. if SHOWTHESTAT == true then
  1134. if AMOUNT < 0 then
  1135. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
  1136. elseif AMOUNT > 0 then
  1137. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
  1138. end
  1139. end
  1140. if DURATION ~= nil and DURATION ~= 0 then
  1141. local StatDuration = IT("NumberValue")
  1142. StatDuration.Name = "Duration"
  1143. StatDuration.Value = DURATION
  1144. StatDuration.Parent = NewStatChange
  1145. end
  1146. NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
  1147. end
  1148. end
  1149. end
  1150.  
  1151. --Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1152. function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1153. if HIT.Parent == nil then
  1154. return
  1155. end
  1156. local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
  1157. for _, v in pairs(HIT.Parent:GetChildren()) do
  1158. if v:IsA("Humanoid") then
  1159. HITHUMANOID = v
  1160. end
  1161. end
  1162. if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
  1163. StaggerHit.Value = true
  1164. if Play_Hitbox_Hit_Sound == true then
  1165. if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
  1166. CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
  1167. end
  1168. end
  1169. return
  1170. end
  1171. if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
  1172. HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
  1173. end
  1174. if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
  1175. HIT = HIT.Parent.Parent:FindFirstChild("Head")
  1176. end
  1177. if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
  1178. if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
  1179. if HIT.Parent.DebounceHit.Value == true then
  1180. return
  1181. end
  1182. end
  1183. if AntiTeamKill.Value == true then
  1184. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
  1185. if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
  1186. return
  1187. end
  1188. end
  1189. end
  1190. if HITEVENWHENDEAD == false then
  1191. if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
  1192. if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
  1193. return
  1194. end
  1195. end
  1196. end
  1197. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1198. if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
  1199. HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
  1200. end
  1201. end
  1202. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1203. if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
  1204. if STAGGER == true and Enable_Stagger == true then
  1205. HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
  1206. end
  1207. end
  1208. end
  1209. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1210. if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
  1211. if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
  1212. HASBEENBLOCKED = true
  1213. if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
  1214. StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
  1215. if RANGED ~= true then
  1216. if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
  1217. CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
  1218. end
  1219. end
  1220. local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
  1221. BlockDebounce.Name = "BlockDebounce"
  1222. BlockDebounce.Value = true
  1223. if RANGED ~= true then
  1224. game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
  1225. else
  1226. game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
  1227. end
  1228. end
  1229. if RANGED ~= true and Enable_Stagger == true then
  1230. HIT.Parent.Stats:FindFirstChild("Block").Value = false
  1231. Stagger.Value = true
  1232. end
  1233. return
  1234. end
  1235. end
  1236. end
  1237. if DECREASETHESTAT ~= nil then
  1238. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1239. IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1240. end
  1241. end
  1242. local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
  1243. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1244. if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
  1245. if CanPenetrateArmor.Value == true then
  1246. DAMAGE = DAMAGE
  1247. else
  1248. DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
  1249. end
  1250. elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
  1251. DAMAGE = DAMAGE
  1252. end
  1253. end
  1254. if CanCrit.Value == true then
  1255. CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
  1256. if CRITCHANCENUMBER == 1 then
  1257. DAMAGE = DAMAGE * 2
  1258. end
  1259. end
  1260. DAMAGE = math.floor(DAMAGE)
  1261. if HASBEENBLOCKED == false then
  1262. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1263. end
  1264. if DAMAGE <= 3 and HASBEENBLOCKED == false then
  1265. if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
  1266. StaggerHit.Value = true
  1267. end
  1268. if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
  1269. CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH)
  1270. end
  1271. elseif DAMAGE > 3 and HASBEENBLOCKED == false then
  1272. if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
  1273. CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH)
  1274. end
  1275. end
  1276. if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
  1277. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1278. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1279. CreateSound("296102734", HIT, 1, 1)
  1280. else
  1281. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0))
  1282. end
  1283. elseif DAMAGE >= 20 and HASBEENBLOCKED == false then
  1284. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1285. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1286. CreateSound("296102734", HIT, 1, 1)
  1287. else
  1288. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0))
  1289. end
  1290. elseif DAMAGE <= 3 and HASBEENBLOCKED == false then
  1291. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1292. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1293. CreateSound("296102734", HIT, 1, 1)
  1294. else
  1295. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(225/255, 225/255, 225/255))
  1296. end
  1297. end
  1298. if TYPE == "Normal" then
  1299. local vp = IT("BodyVelocity")
  1300. vp.P=500
  1301. vp.maxForce = VT(math.huge, 0, math.huge)
  1302. if KNOCKBACKTYPE == 1 then
  1303. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
  1304. elseif KNOCKBACKTYPE == 2 then
  1305. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
  1306. end
  1307. if KNOCKBACK > 0 and HASBEENBLOCKED == false then
  1308. vp.Parent = HIT--.Parent.Torso
  1309. end
  1310. game:GetService("Debris"):AddItem(vp, 0.5)
  1311. end
  1312. HASBEENBLOCKED = false
  1313. RecentEnemy.Value = HIT.Parent
  1314. local DebounceHit = IT("BoolValue", HIT.Parent)
  1315. DebounceHit.Name = "DebounceHit"
  1316. DebounceHit.Value = true
  1317. game:GetService("Debris"):AddItem(DebounceHit, DELAY)
  1318. end
  1319. end
  1320.  
  1321. --Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1322. function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1323. for _, c in pairs(workspace:GetChildren()) do
  1324. local HUMANOID = c:FindFirstChild("Humanoid")
  1325. local HEAD = nil
  1326. if HUMANOID ~= nil then
  1327. for _, d in pairs(c:GetChildren()) do
  1328. if d.ClassName == "Model" and RANGED ~= true then
  1329. HEAD = d:FindFirstChild("Hitbox")
  1330. if HEAD ~= nil then
  1331. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1332. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1333. if Play_Hitbox_Hit_Sound == true then
  1334. local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1335. HitRefpart.Anchored = true
  1336. HitRefpart.CFrame = CF(HEAD.Position)
  1337. CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
  1338. end
  1339. if Enable_Stagger_Hit == true then
  1340. StaggerHit.Value = true
  1341. end
  1342. end
  1343. end
  1344. elseif d:IsA"BasePart" then
  1345. HEAD = d
  1346. if HEAD ~= nil then
  1347. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1348. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1349. DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1350. end
  1351. end
  1352. end
  1353. end
  1354. end
  1355. end
  1356. end
  1357.  
  1358. --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
  1359. function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
  1360. if Player.Neutral == true then
  1361. IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1362. end
  1363. for _, c in pairs(workspace:GetChildren()) do
  1364. local HUMANOID = c:FindFirstChild("Humanoid")
  1365. local THEHEAD = nil
  1366. if HUMANOID ~= nil then
  1367. if c:FindFirstChild("Torso") ~= nil then
  1368. THEHEAD = c:FindFirstChild("Torso")
  1369. elseif c:FindFirstChild("UpperTorso") ~= nil then
  1370. THEHEAD = c:FindFirstChild("UpperTorso")
  1371. end
  1372. if THEHEAD ~= nil then
  1373. local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
  1374. print("yes 1")
  1375. if APPLYTOOTHERSINSTEAD == true then
  1376. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1377. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1378. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1379. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1380. end
  1381. end
  1382. end
  1383. elseif APPLYTOOTHERSINSTEAD == false then
  1384. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
  1385. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1386. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1387. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1388. end
  1389. end
  1390. end
  1391. end
  1392. end
  1393. end
  1394. end
  1395. end
  1396.  
  1397. --//=================================\\
  1398. --\\=================================//
  1399.  
  1400.  
  1401.  
  1402.  
  1403.  
  1404. --//=================================\\
  1405. --|| WEAPON GUI
  1406. --\\=================================//
  1407.  
  1408. local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar")
  1409. local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover")
  1410. local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
  1411.  
  1412. local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar")
  1413. local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover")
  1414. local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
  1415.  
  1416. local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame")
  1417. local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar")
  1418. local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
  1419.  
  1420. local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar")
  1421. local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover")
  1422. local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
  1423.  
  1424. local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame")
  1425. local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
  1426.  
  1427. local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame")
  1428. local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
  1429.  
  1430. local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame")
  1431. local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
  1432.  
  1433. local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame")
  1434. local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame")
  1435. local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame")
  1436. local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame")
  1437.  
  1438. local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar")
  1439. local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar")
  1440. local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar")
  1441. local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar")
  1442.  
  1443. local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
  1444. local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
  1445. local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
  1446. local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
  1447.  
  1448. if Enable_Gui == true then
  1449. WEAPONGUI.Parent = PlayerGui
  1450. end
  1451.  
  1452. if Enable_Stats == true and Show_Stats == true then
  1453. DEFENSEFRAME.Parent = WEAPONGUI
  1454. DAMAGEFRAME.Parent = WEAPONGUI
  1455. MOVEMENTFRAME.Parent = WEAPONGUI
  1456. end
  1457.  
  1458. if Enable_Secondary_Bar == true then
  1459. SECONDARYMANABAR.Parent = WEAPONGUI
  1460. end
  1461.  
  1462. if Enable_Abilities == true then
  1463. SKILL1FRAME.Parent = WEAPONGUI
  1464. SKILL2FRAME.Parent = WEAPONGUI
  1465. SKILL3FRAME.Parent = WEAPONGUI
  1466. SKILL4FRAME.Parent = WEAPONGUI
  1467. end
  1468.  
  1469. if Enable_Stun == true then
  1470. STUNFRAME.Parent = WEAPONGUI
  1471. end
  1472.  
  1473. function UpdateGUI()
  1474. MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1475. MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1476. MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
  1477. HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1478. HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1479. HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
  1480. if Enable_Abilities == true then
  1481. SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1482. SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1483. SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1484. SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1485. SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1486. SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1487. SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1488. SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1489. end
  1490. if Enable_Stats == true and Show_Stats == true then
  1491. DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1492. DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
  1493. DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1494. DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
  1495. MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1496. MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
  1497. end
  1498. if Enable_Stun == true then
  1499. STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1500. STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1501. STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
  1502. end
  1503. if Enable_Secondary_Bar == true then
  1504. SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1505. SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1506. SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
  1507. end
  1508. end
  1509.  
  1510. if Enable_Gui == true then
  1511. UpdateGUI()
  1512. for _, v in pairs (WEAPONGUI:GetChildren()) do
  1513. if v.ClassName == "Frame" then
  1514. for _, b in pairs (v:GetChildren()) do
  1515. if b.ClassName == "TextLabel" then
  1516. coroutine.resume(coroutine.create(function(THETEXTLABEL)
  1517. wait(Menu_Update_Speed)
  1518. for i = 1, 0, -0.1 do
  1519. Swait()
  1520. THETEXTLABEL.TextTransparency = i
  1521. THETEXTLABEL.TextStrokeTransparency = i
  1522. end
  1523. THETEXTLABEL.TextTransparency = 0
  1524. THETEXTLABEL.TextStrokeTransparency = 0
  1525. end), b)
  1526. end
  1527. end
  1528. end
  1529. end
  1530. end
  1531.  
  1532. --//=================================\\
  1533. --\\=================================//
  1534.  
  1535.  
  1536.  
  1537.  
  1538.  
  1539. --//=================================\\
  1540. --|| SKILL FUNCTIONS
  1541. --\\=================================//
  1542.  
  1543. function UpdateSkillsAndStuff()
  1544. if Mana_Regen_Mode == "1" then
  1545. if Mana.Value >= Max_Mana then
  1546. Mana.Value = Max_Mana
  1547. elseif Mana.Value < 0 then
  1548. Mana.Value = 0
  1549. else
  1550. if MANADELAYNUMBER <= Mana_Wait then
  1551. MANADELAYNUMBER = MANADELAYNUMBER + 1
  1552. else
  1553. MANADELAYNUMBER = 0
  1554. Mana.Value = Mana.Value + Recover_Mana
  1555. end
  1556. end
  1557. elseif Mana_Regen_Mode == "2" then
  1558. if Mana.Value <= Max_Mana then
  1559. Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
  1560. elseif Mana.Value >= Max_Mana then
  1561. Mana.Value = Max_Mana
  1562. elseif Mana.Value < 0 then
  1563. Mana.Value = 0
  1564. end
  1565. end
  1566. if Enable_Secondary_Bar == true then
  1567. if Secondary_Mana_Regen_Mode == "1" then
  1568. if SecondaryMana.Value >= Max_Secondary_Mana then
  1569. SecondaryMana.Value = Max_Secondary_Mana
  1570. elseif SecondaryMana.Value < 0 then
  1571. SecondaryMana.Value = 0
  1572. else
  1573. if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
  1574. SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
  1575. else
  1576. SECONDARYMANADELAYNUMBER = 0
  1577. SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
  1578. end
  1579. end
  1580. elseif Secondary_Mana_Regen_Mode == "2" then
  1581. if SecondaryMana.Value <= Max_Secondary_Mana then
  1582. SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
  1583. elseif SecondaryMana.Value >= Max_Secondary_Mana then
  1584. SecondaryMana.Value = Max_Secondary_Mana
  1585. elseif SecondaryMana.Value < 0 then
  1586. SecondaryMana.Value = 0
  1587. end
  1588. end
  1589. else
  1590. SecondaryMana.Value = 0
  1591. end
  1592. if Enable_Stun == true then
  1593. if Stun_Lose_Mode == "1" then
  1594. if StunValue.Value > Max_Stun then
  1595. StunValue.Value = Max_Stun
  1596. elseif StunValue.Value <= 0 then
  1597. StunValue.Value = 0
  1598. else
  1599. if STUNDELAYNUMBER <= Stun_Wait then
  1600. STUNDELAYNUMBER = STUNDELAYNUMBER + 1
  1601. else
  1602. STUNDELAYNUMBER = 0
  1603. StunValue.Value = StunValue.Value - Lose_Stun
  1604. end
  1605. end
  1606. elseif Stun_Lose_Mode == "2" then
  1607. if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
  1608. StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
  1609. elseif StunValue.Value > Max_Stun then
  1610. StunValue.Value = Max_Stun
  1611. elseif StunValue.Value <= 0 then
  1612. StunValue.Value = 0
  1613. end
  1614. end
  1615. else
  1616. StunValue.Value = 0
  1617. end
  1618. if Enable_Abilities == true then
  1619. if CO1 <= Cooldown_1 then
  1620. CO1 = CO1 + (1 / 30) / Animation_Speed
  1621. elseif CO1 >= Cooldown_1 then
  1622. CO1 = Cooldown_1
  1623. end
  1624. if CO2 <= Cooldown_2 then
  1625. CO2 = CO2 + (1 / 30) / Animation_Speed
  1626. elseif CO2 >= Cooldown_2 then
  1627. CO2 = Cooldown_2
  1628. end
  1629. if CO3 <= Cooldown_3 then
  1630. CO3 = CO3 + (1 / 30) / Animation_Speed
  1631. elseif CO3 >= Cooldown_3 then
  1632. CO3 = Cooldown_3
  1633. end
  1634. if CO4 <= Cooldown_4 then
  1635. CO4 = CO4 + (1 / 30) / Animation_Speed
  1636. elseif CO4 >= Cooldown_4 then
  1637. CO4 = Cooldown_4
  1638. end
  1639. end
  1640. end
  1641.  
  1642. --//=================================\\
  1643. --\\=================================//
  1644.  
  1645.  
  1646.  
  1647. --//=================================\\
  1648. --|| ATTACK FUNCTIONS AND STUFF
  1649. --\\=================================//
  1650.  
  1651. function EquipWeapon()
  1652. --ATTACK = true
  1653. DEFENSECHANGE1.Parent = nil
  1654. MOVEMENTCHANGE1.Parent = ChangeStat
  1655. for i=0, 1, 0.5 / Animation_Speed do
  1656. Swait()
  1657. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1658. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1659. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1660. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1661. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1662. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1663. end
  1664. for i=0, 1, 0.08 / Animation_Speed do
  1665. Swait()
  1666. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1667. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1668. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1669. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1670. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1671. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1672. end
  1673. HandleWeld.Part0 = RightArm
  1674. HandleWeld.C0 = CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0))
  1675. CreateSound("174884033", HitboxPart, 1, 1.5)
  1676. for i=0, 1, 0.5 / Animation_Speed do
  1677. Swait()
  1678. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1679. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1680. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1681. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1682. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1683. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1684. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-70), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1685. end
  1686. LASTPOINT = EffectPart.CFrame
  1687. for i=0, 1, 0.08 / Animation_Speed do
  1688. Swait()
  1689. TrailEffect("Institutional white", "Neon", EffectPart.CFrame, LASTPOINT, "Block", 0, 0.2, ANGLES(0, 0, 0), -0.01, 0, -0.01, 0.1)
  1690. LASTPOINT = EffectPart.CFrame
  1691. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1692. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  1693. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(-60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1694. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1695. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  1696. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1697. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-140), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1698. end
  1699. LASTPOINT = nil
  1700. --ATTACK = false
  1701. end
  1702.  
  1703. function UnequipWeapon()
  1704. --ATTACK = true
  1705. for i=0, 1, 0.5 / Animation_Speed do
  1706. Swait()
  1707. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1708. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1709. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1710. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1711. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1712. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1713. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  1714. end
  1715. CreateSound("245542809", HitboxPart, 1, 1.2)
  1716. for i=0, 1, 0.08 / Animation_Speed do
  1717. Swait()
  1718. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1719. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1720. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1721. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1722. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1723. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1724. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  1725. end
  1726. HandleWeld.Part0 = Torso
  1727. HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135))
  1728. for i=0, 1, 0.5 / Animation_Speed do
  1729. Swait()
  1730. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1731. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1732. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1733. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1734. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1735. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1736. end
  1737. for i=0, 1, 0.08 / Animation_Speed do
  1738. Swait()
  1739. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1740. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1741. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1742. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)), 0.3 / Animation_Speed)
  1743. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1744. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1745. if Disable_Moving_Arms == false then
  1746. RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1747. LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1748. else
  1749. RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1750. LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1751. end
  1752. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1753. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1754. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1755. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1756. end
  1757. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1758. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1759. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1760. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1761. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  1762. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  1763. if Disable_Moving_Arms == false then
  1764. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1765. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1766. else
  1767. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1768. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1769. end
  1770. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1771. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1772. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1773. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1774. --ATTACK = false
  1775. DEFENSECHANGE1.Parent = ChangeStat
  1776. MOVEMENTCHANGE1.Parent = nil
  1777. end
  1778.  
  1779. function StaggerHitAnimation()
  1780. ATTACK = true
  1781. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1782. for i = 1, MRANDOM(2, 4) do
  1783. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1784. end
  1785. end
  1786. for i = 0, 1, 0.1 / Animation_Speed do
  1787. Swait()
  1788. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1789. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1790. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1791. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1792. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1793. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed)
  1794. if Stagger.Value == true or Stun.Value == true then
  1795. break
  1796. end
  1797. end
  1798. ATTACK = false
  1799. end
  1800.  
  1801. function StaggerAnimation()
  1802. ATTACK = true
  1803. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1804. for i = 1, MRANDOM(2, 4) do
  1805. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1806. end
  1807. end
  1808. DISABLEJUMPING = true
  1809. COMBO = 1
  1810. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
  1811. local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
  1812. STAGGERVELOCITY.P = 500
  1813. STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
  1814. if Rooted.Value == false then
  1815. STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
  1816. end
  1817. for i = 0, 1, 0.35 / Animation_Speed do
  1818. Swait()
  1819. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1820. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  1821. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1822. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1823. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1824. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed)
  1825. end
  1826. for i = 0, 1, 0.2 / Animation_Speed do
  1827. Swait()
  1828. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  1829. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  1830. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1831. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1832. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  1833. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed)
  1834. end
  1835. STAGGERVELOCITY.Parent = nil
  1836. for i = 1, 50 * Animation_Speed do
  1837. Swait()
  1838. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed)
  1839. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed)
  1840. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1841. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1842. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed)
  1843. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed)
  1844. end
  1845. DISABLEJUMPING = false
  1846. ATTACK = false
  1847. end
  1848.  
  1849. function StunAnimation()
  1850. ATTACK = true
  1851. DISABLEJUMPING = true
  1852. COMBO = 1
  1853. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
  1854. for i = 0, 1, 0.3 / Animation_Speed do
  1855. Swait()
  1856. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed)
  1857. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1858. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1859. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1860. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1861. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  1862. end
  1863. for i = 0, 1, 0.3 / Animation_Speed do
  1864. Swait()
  1865. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  1866. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1867. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1868. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1869. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  1870. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  1871. end
  1872. for i = 0, 1, 0.3 / Animation_Speed do
  1873. Swait()
  1874. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  1875. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  1876. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1877. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1878. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  1879. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed)
  1880. end
  1881. for i = 1, 70 * Animation_Speed do
  1882. Swait()
  1883. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed)
  1884. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed)
  1885. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1886. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1887. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1888. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1889. end
  1890. for i = 0, 1, 0.2 / Animation_Speed do
  1891. Swait()
  1892. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed)
  1893. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1894. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1895. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1896. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed)
  1897. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  1898. end
  1899. DISABLEJUMPING = false
  1900. ATTACK = false
  1901. end
  1902.  
  1903. function EAbility()
  1904. ATTACK = true
  1905. if Bombs < MaxBombs then
  1906. Bombs = Bombs + 1
  1907. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  1908. for i=0, 1, 0.1 do
  1909. Swait()
  1910.  
  1911. for i = 1, 2 do
  1912. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  1913. end
  1914. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  1915. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  1916. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1917. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1918. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1919. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  1920. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1921. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1922. break
  1923. end
  1924. end
  1925. CreateSound("154324879", LeftArm, 1.4, 1.5)
  1926. CreateBomb((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, MasterPositionTarget, 0, 10, 2.1, 5, 10)
  1927. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  1928. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  1929. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  1930. for i=0, 1, 0.1 do
  1931. Swait()
  1932. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  1933. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  1934. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1935. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1936. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1937. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1938. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1939. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1940. break
  1941. end
  1942. end
  1943. else
  1944. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  1945. for i=0, 1, 0.1 / Animation_Speed do
  1946. Swait()
  1947. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  1948. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  1949. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  1950. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  1951. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1952. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1953. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1954. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  1955. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1956. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1957. break
  1958. end
  1959. end
  1960. ExplodeBombs = true
  1961.  
  1962. Bombs = 0
  1963. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  1964. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  1965. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  1966. for i=0, 1, 0.1 / Animation_Speed do
  1967. Swait()
  1968. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1969. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  1970. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1971. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1972. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  1973. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  1974. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1975. --[[
  1976. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  1977. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  1978. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1979. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1980. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  1981. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  1982. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1983. --]]
  1984. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1985. break
  1986. end
  1987. end
  1988. ExplodeBombs = false
  1989.  
  1990. end
  1991. ATTACK = false
  1992. end
  1993.  
  1994. function Attack1()
  1995. ATTACK = true
  1996. for i=0, 1, 0.1 / Animation_Speed do
  1997. Swait()
  1998. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  1999. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2000. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2001. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.25 * Player_Size, 0.5 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2002. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2003. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2004. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2005. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2006. break
  2007. end
  2008. end
  2009. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2010. local HASHITFLOOR = false
  2011. for i=0, 1, 0.1 / Animation_Speed do
  2012. Swait()
  2013. local Pos = HitboxPart
  2014. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2015. local Color = "Institutional white"
  2016. local Material = "Neon"
  2017. local TheDelay = 0.01
  2018. local Height = 6.2 * Player_Size
  2019. BLCF = Offset
  2020. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2021. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2022. if a then game:GetService("Debris"):AddItem(a, 1) end
  2023. if b then game:GetService("Debris"):AddItem(b, 1) end
  2024. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2025. if a then game:GetService("Debris"):AddItem(a, 1) end
  2026. if b then game:GetService("Debris"):AddItem(b, 1) end
  2027. SCFR = BLCF
  2028. elseif not SCFR then
  2029. SCFR = BLCF
  2030. end
  2031. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2032. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2033. HASHITFLOOR = true
  2034. --print(SWORDHIT.Material)
  2035. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  2036. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2037. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  2038. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2039. for i = 1, MRANDOM(2, 4) do
  2040. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2041. end
  2042. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2043. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2044. end
  2045. end
  2046. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2047. if HASHITFLOOR == true then
  2048. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2049. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2050. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2051. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2052. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2053. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2054. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2055. else
  2056. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2057. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2058. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2059. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2060. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2061. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2062. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2063. end
  2064. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2065. break
  2066. end
  2067. end
  2068. BLCF = nil
  2069. SCFR = nil
  2070. ATTACK = false
  2071. end
  2072.  
  2073. function Attack2()
  2074. ATTACK = true
  2075. for i=0, 1, 0.1 / Animation_Speed do
  2076. Swait()
  2077. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2078. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2079. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2080. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2081. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2082. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2083. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2084. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2085. break
  2086. end
  2087. end
  2088. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2089. for i=0, 1, 0.1 / Animation_Speed do
  2090. Swait()
  2091. local Pos = HitboxPart
  2092. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2093. local Color = "Institutional white"
  2094. local Material = "Neon"
  2095. local TheDelay = 0.01
  2096. local Height = 6.2 * Player_Size
  2097. BLCF = Offset
  2098. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2099. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2100. if a then game:GetService("Debris"):AddItem(a, 1) end
  2101. if b then game:GetService("Debris"):AddItem(b, 1) end
  2102. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2103. if a then game:GetService("Debris"):AddItem(a, 1) end
  2104. if b then game:GetService("Debris"):AddItem(b, 1) end
  2105. SCFR = BLCF
  2106. elseif not SCFR then
  2107. SCFR = BLCF
  2108. end
  2109. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2110. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2111. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2112. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2113. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2114. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2115. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2116. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2117. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2118. break
  2119. end
  2120. end
  2121. BLCF = nil
  2122. SCFR = nil
  2123. ATTACK = false
  2124. end
  2125.  
  2126. function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2127. local POS1 = POSITION1
  2128. local POS2 = POSITION2
  2129. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2130. local FIREBALLSPEED = SPEED * Player_Size
  2131. local FIREBALLDURATION = DURATION
  2132. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2133. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2134. coroutine.resume(coroutine.create(function()
  2135. repeat
  2136. Swait()
  2137. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2138. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2139. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2140. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2141. FIREBALLDURATION = 0
  2142. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2143. FireballHitRefpart.Anchored = true
  2144. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2145. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2146. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2147. for i = 1, MRANDOM(4, 8) do
  2148. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
  2149. end
  2150. MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
  2151. MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
  2152. MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
  2153. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2154.  
  2155. else
  2156. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2157. end
  2158. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2159. end))
  2160. end
  2161.  
  2162. function FireBeam(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2163. local POS1 = POSITION1
  2164. local POS2 = POSITION2
  2165. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2166. local FIREBALLSPEED = SPEED * Player_Size
  2167. local FIREBALLDURATION = DURATION
  2168. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2169. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2170. coroutine.resume(coroutine.create(function()
  2171. repeat
  2172. Swait()
  2173. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2174. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2175. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2176. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2177. FIREBALLDURATION = 0
  2178. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2179. FireballHitRefpart.Anchored = true
  2180. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2181. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2182. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2183.  
  2184.  
  2185. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2186.  
  2187. else
  2188. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2189. end
  2190. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2191. end))
  2192. end
  2193.  
  2194.  
  2195. function CreateBomb(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2196. local POS1 = POSITION1
  2197. SPEED = 0
  2198. local POS2 = POSITION2
  2199. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2200. local FIREBALLSPEED = SPEED * Player_Size
  2201. local FIREBALLDURATION = DURATION
  2202. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2203. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2204. coroutine.resume(coroutine.create(function()
  2205. repeat
  2206. Swait()
  2207. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2208. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2209. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2210. if ExplodeBombs then
  2211. FIREBALLDURATION = 0
  2212. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2213. FireballHitRefpart.Anchored = true
  2214. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2215. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2216. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2217. for i = 1, MRANDOM(4, 8) do
  2218. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
  2219. end
  2220. MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
  2221. MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
  2222. MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
  2223. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2224. else
  2225. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2226. end
  2227. until ExplodeBombs
  2228. end))
  2229. end
  2230.  
  2231. function FirePillar(POSITION1, POSITION2, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2232. local POS1 = POSITION1
  2233. local POS2 = POSITION2
  2234. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2235. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2236. local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2237. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, MOUSELOOK.lookVector, RANGE * Player_Size, Character)
  2238. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2239. FirePillarRefpart1.Anchored = true
  2240. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2241. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2242. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2243. if FIREPILLAR2HIT ~= nil then
  2244. FirePillarRefpart1.Parent = nil
  2245. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2246. FirePillarRefpart2.Anchored = true
  2247. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2248. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2249. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2250. for i = 1, MRANDOM(5, 10) do
  2251. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 3, 3, 3, 0, 0, 0, MRANDOM(3, 5) / 100)
  2252. end
  2253. for i = 1, MRANDOM(15, 20) do
  2254. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2255. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100)
  2256. end
  2257. MagicCylinder("Bright red", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2258. MagicSphere("Bright red", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2259. MagicSphere("Bright orange", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME)
  2260. MagicSphere("Bright yellow", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME)
  2261. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true)
  2262. end
  2263. end
  2264. function FirePillar2(CFRAME, POSITION, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2265. local POS1 = POSITION
  2266. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2267. local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2268. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, CFRAME.lookVector, RANGE * Player_Size, Character)
  2269. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2270. FirePillarRefpart1.Anchored = true
  2271. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2272. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2273. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2274. if FIREPILLAR2HIT ~= nil then
  2275. FirePillarRefpart1.Parent = nil
  2276. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2277. FirePillarRefpart2.Anchored = true
  2278. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2279. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2280. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2281. for i = 1, MRANDOM(5, 10) do
  2282. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 3, 3, 3, 0, 0, 0, MRANDOM(3, 5) / 100)
  2283. end
  2284. for i = 1, MRANDOM(15, 20) do
  2285. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2286. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100)
  2287. end
  2288. MagicCylinder("Bright red", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2289. MagicSphere("Bright red", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2290. MagicSphere("Bright orange", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME)
  2291. MagicSphere("Bright yellow", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME)
  2292. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true)
  2293. end
  2294. end
  2295.  
  2296. function Attack3()
  2297. ATTACK = true
  2298. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2299. for i=0, 1, 0.1 / Animation_Speed do
  2300. Swait()
  2301. for i = 1, 2 do
  2302. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2303. end
  2304. if CurrentTargetObject then
  2305. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2306. else
  2307. break
  2308. end
  2309. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2310. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2311. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2312. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2313. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2314. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2315. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2316. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2317. break
  2318. end
  2319. end
  2320. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2321. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, MasterPositionTarget, 1, 10, 2.1, 5, 10)
  2322. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2323. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2324. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2325. for i=0, 1, 0.1 / Animation_Speed do
  2326. Swait()
  2327. if CurrentTargetObject then
  2328. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2329. else
  2330. break
  2331. end
  2332. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  2333. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2334. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2335. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2336. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2337. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2338. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2339. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2340. break
  2341. end
  2342. end
  2343. ATTACK = false
  2344. end
  2345.  
  2346. function Attack4()
  2347. ATTACK = true
  2348. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2349. for i=0, 1, 0.1 / Animation_Speed do
  2350. Swait()
  2351. if CurrentTargetObject then
  2352. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2353. else
  2354. break
  2355. end
  2356. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2357. --MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2358. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2359. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2360. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2361. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2362. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2363. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2364. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2365. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2366. break
  2367. end
  2368. end
  2369. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2370. FirePillar(RootPart.Position, MasterPositionTarget, 25, 7.5, 20, 5, 10, 0.025)
  2371. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2372. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2373. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2374. for i=0, 1, 0.1 / Animation_Speed do
  2375. Swait()
  2376. if CurrentTargetObject then
  2377. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2378. else
  2379. break
  2380. end
  2381. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2382. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2383. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2384. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2385. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2386. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2387. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2388. --[[
  2389. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  2390. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2391. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2392. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2393. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2394. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2395. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2396. --]]
  2397. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2398. break
  2399. end
  2400. end
  2401. ATTACK = false
  2402. end
  2403. local tauntin = false
  2404. function Taunt()
  2405. repeat Swait() until not ATTACK
  2406. ATTACK = true
  2407. tauntin = true
  2408.  
  2409. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2410. for i= 1,400 do
  2411. Swait()
  2412. if CurrentTargetObject then
  2413. break
  2414. end
  2415. Humanoid.WalkSpeed = 0
  2416. print('rek')
  2417. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Torso.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 10, 0), 10, 10, 10, -0.1, -0.1, -0.1, 0.05)
  2418. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2419. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2420. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2421. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2422. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2423. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2424. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2425. end
  2426. Humanoid.WalkSpeed = 10
  2427. ATTACK = false
  2428. end
  2429.  
  2430. function Move1()
  2431. ATTACK = true
  2432.  
  2433. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2434. while HOLD do
  2435. Swait()
  2436. AddSize = AddSize + 0.05
  2437. for i = 1, 2 do
  2438. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2439. end
  2440. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2441. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2442. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2443. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2444. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2445. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2446. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2447. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2448. break
  2449. end
  2450. end
  2451. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2452. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size* AddSize, -1 * Player_Size* AddSize, 0 * Player_Size* AddSize)).p, MasterPositionTarget, 1 , 10* AddSize, 2.1 + AddSize, 5+ AddSize, 10+ AddSize)
  2453.  
  2454. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2455. Swait()
  2456. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  2457. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2458. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2459. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2460. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2461. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2462. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2463. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2464. break
  2465. end
  2466. end
  2467. AddSize = 0
  2468. ATTACK = false
  2469. end
  2470.  
  2471. function Move2()
  2472. ATTACK = true
  2473. for i = 1, 3 do
  2474. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2475. Swait()
  2476. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2477. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2478. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2479. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2480. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2481. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2482. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2483. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2484. break
  2485. end
  2486. end
  2487. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2488. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2489. Swait()
  2490. RootPart.Velocity = RootPart.CFrame.lookVector * 50
  2491. local Pos = HitboxPart
  2492. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2493. local Color = "Institutional white"
  2494. local Material = "Neon"
  2495. local TheDelay = 0.01
  2496. local Height = 6.2 * Player_Size
  2497. BLCF = Offset
  2498. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2499. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2500. if a then game:GetService("Debris"):AddItem(a, 1) end
  2501. if b then game:GetService("Debris"):AddItem(b, 1) end
  2502. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2503. if a then game:GetService("Debris"):AddItem(a, 1) end
  2504. if b then game:GetService("Debris"):AddItem(b, 1) end
  2505. SCFR = BLCF
  2506. elseif not SCFR then
  2507. SCFR = BLCF
  2508. end
  2509. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2510. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2511. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2512. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2513. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2514. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2515. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2516. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2517. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2518. break
  2519. end
  2520. end
  2521.  
  2522. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2523. Swait()
  2524.  
  2525.  
  2526. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2527. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2528. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2529. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2530. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2531. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2532. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2533. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2534. break
  2535. end
  2536. end
  2537. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2538. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2539. Swait()
  2540. local Pos = HitboxPart
  2541. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2542. local Color = "Institutional white"
  2543. local Material = "Neon"
  2544. local TheDelay = 0.01
  2545. local Height = 6.2 * Player_Size
  2546. BLCF = Offset
  2547. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2548. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2549. if a then game:GetService("Debris"):AddItem(a, 1) end
  2550. if b then game:GetService("Debris"):AddItem(b, 1) end
  2551. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2552. if a then game:GetService("Debris"):AddItem(a, 1) end
  2553. if b then game:GetService("Debris"):AddItem(b, 1) end
  2554. SCFR = BLCF
  2555. elseif not SCFR then
  2556. SCFR = BLCF
  2557. end
  2558.  
  2559. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2560. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2561. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2562. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2563. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2564. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2565. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2566. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2567. RootPart.Velocity = RootPart.CFrame.lookVector * 50
  2568. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2569. break
  2570. end
  2571. end
  2572.  
  2573. end
  2574. BLCF = nil
  2575. SCFR = nil
  2576. ATTACK = false
  2577. end
  2578.  
  2579. function Move4()
  2580. ATTACK = true
  2581. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2582.  
  2583.  
  2584. for i = 1,20 / Animation_Speed * 2 do
  2585. Swait()
  2586. for i = 1, 2 do
  2587. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2588. end
  2589. if CurrentTargetObject then
  2590. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2591. else
  2592. break
  2593. end
  2594. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2595. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2596. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2597. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2598. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2599. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2600. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2601. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2602. break
  2603. end
  2604. end
  2605. for i = 1, 10 do
  2606. if CurrentTargetObject then
  2607. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2608. else
  2609. break
  2610. end
  2611. for i = 1, 20 do
  2612. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2613. end
  2614. Swait(10)
  2615. for i = 1, 20 do
  2616. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2617. end
  2618. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2619. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 0)).p, MasterPositionTarget, 1 , 10 , 20 , 1, 1)
  2620. Swait(10)
  2621. for i = 1, 20 do
  2622. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2623. end
  2624. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2625. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 10 * Player_Size)).p, MasterPositionTarget, 1 , 10 , 20 , 1, 1)
  2626. Swait(10)
  2627. for i = 1, 20 do
  2628. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2629. end
  2630. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2631. ShootFireball((Torso.CFrame * CF(10 * Player_Size , 10 * Player_Size, 0)).p, MasterPositionTarget, 1 , 10 , 20 , 1, 1)
  2632. end
  2633. Swait(50)
  2634.  
  2635. for i = 1, 3 do
  2636. Swait(30)
  2637. if CurrentTargetObject then
  2638. MasterPositionTarget = CurrentTargetObject.Torso.Position
  2639. else
  2640. break
  2641. end
  2642.  
  2643.  
  2644. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2645. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2646. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2647.  
  2648. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 0)).p, MasterPositionTarget, 10 , 10 , 20 , 3, 5)
  2649. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 10 * Player_Size)).p, MasterPositionTarget, 10 , 10 , 20 , 3, 5)
  2650. ShootFireball((Torso.CFrame * CF(10 * Player_Size , 10 * Player_Size, 0)).p, MasterPositionTarget, 10 , 10 , 20 , 3, 5)
  2651.  
  2652. end
  2653. AddSize = 0
  2654. ATTACK = false
  2655. end
  2656.  
  2657. function Move3()
  2658. ATTACK = true
  2659. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2660. for i=0, 1, 0.1 / Animation_Speed do
  2661. Swait()
  2662. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2663. --MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2664. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2665. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2666. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2667. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2668. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2669. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2670. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2671. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2672. break
  2673. end
  2674. end
  2675. for i = 1, 10 do
  2676. Swait(3)
  2677.  
  2678. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2679. FirePillar2(RootPart.CFrame * CF(0,0,-10 * -i * -10),RootPart.Position, 25, 7.5, 10*i, 3, 5, 0.025)
  2680. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2681. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2682. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2683. end
  2684. for i=0, 1, 0.1 / Animation_Speed do
  2685. Swait()
  2686. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2687. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2688. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2689. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2690. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2691. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2692. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2693. --[[
  2694. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  2695. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2696. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2697. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2698. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2699. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2700. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2701. --]]
  2702. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2703. break
  2704. end
  2705. end
  2706. ATTACK = false
  2707. end
  2708.  
  2709. --//=================================\\
  2710. --\\=================================//
  2711.  
  2712.  
  2713.  
  2714.  
  2715.  
  2716. --//=================================\\
  2717. --|| SET THINGS UP
  2718. --\\=================================//
  2719.  
  2720. if Start_Equipped == true then
  2721. ATTACK = true
  2722. EQUIPPED = true
  2723. if Disable_Animate == true then
  2724. ANIMATE.Parent = nil
  2725. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  2726. IDLEANIMATION:Play()
  2727. end
  2728. if Disable_Animator == true then
  2729. ANIMATOR.Parent = nil
  2730. end
  2731. if Disable_Moving_Arms == true then
  2732. RSH = Torso["Right Shoulder"]
  2733. LSH = Torso["Left Shoulder"]
  2734. RSH.Parent = nil
  2735. LSH.Parent = nil
  2736. if Use_Motors_Instead_Of_Welds == true then
  2737. RightShoulder = IT("Motor")
  2738. LeftShoulder = IT("Motor")
  2739. else
  2740. RightShoulder = IT("Weld")
  2741. LeftShoulder = IT("Weld")
  2742. end
  2743. RightShoulder.Name = "Right Shoulder"
  2744. RightShoulder.Part0 = Torso
  2745. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2746. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2747. RightShoulder.Part1 = Character["Right Arm"]
  2748. RightShoulder.Parent = Torso
  2749. LeftShoulder.Name = "Left Shoulder"
  2750. LeftShoulder.Part0 = Torso
  2751. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2752. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2753. LeftShoulder.Part1 = Character["Left Arm"]
  2754. LeftShoulder.Parent = Torso
  2755. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2756. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2757. end
  2758. if Start_Equipped_With_Equipped_Animation == true then
  2759. Swait()
  2760. EQUIPPED = true
  2761. EquipWeapon()
  2762. end
  2763. ATTACK = false
  2764. end
  2765.  
  2766. --//=================================\\
  2767. --\\=================================//
  2768. CurrentTarget = ""
  2769. CurrentTargetObject = nil
  2770.  
  2771. local CanMove1 = true
  2772. local CanMove2 = true
  2773. local CanMove3 = true
  2774. local CanMove4 = true
  2775. local CanMoves = true
  2776. local CanCombo = true
  2777.  
  2778. function DoTarget()
  2779.  
  2780. for i,v in pairs(workspace:children()) do
  2781. if v:FindFirstChild("Torso") and v:FindFirstChild("Humanoid") and v.Humanoid.Health ~= 0 and v ~= Character then
  2782.  
  2783. ComputeMagnitude = (v.Torso.Position - Torso.Position).magnitude
  2784. if CurrentTarget == "" and not tauntin then
  2785.  
  2786. end
  2787. CurrentTarget = v.Name
  2788. CurrentTargetObject = v
  2789. if ComputeMagnitude > 40 * Player_Size then
  2790.  
  2791. CurrentTarget = ""
  2792. CurrentTargetObject = nil
  2793. if not tauntin then
  2794. Character.Move.TextLabel.Text = "[ Seeking for Players ]"
  2795.  
  2796. end
  2797.  
  2798. end
  2799.  
  2800. end
  2801. end
  2802. end
  2803.  
  2804. function ChooseRandomMove()
  2805.  
  2806. repeat Swait() until CanMoves
  2807.  
  2808.  
  2809. if CurrentTarget == "" then
  2810. repeat Swait(30) until not ATTACK
  2811. MasterPositionTarget = LeftArm.Position
  2812. if Bombs ~= 3 then
  2813. EAbility()
  2814. end
  2815.  
  2816. end
  2817. if Bombs ~= 0 and CurrentTarget ~= "" then
  2818. repeat Swait() until not ATTACK
  2819. ExplodeBombs = true
  2820. EAbility()
  2821.  
  2822. end
  2823.  
  2824. if CurrentTarget ~= "" and CurrentTargetObject then
  2825.  
  2826. if Bombs == 0 then
  2827.  
  2828. local Attacks = 5
  2829. local RandomMove = math.random(1, Attacks)
  2830.  
  2831. if RandomMove == 1 then
  2832. if not CanMove1 then
  2833. ChooseRandomMove()
  2834. else
  2835. repeat Swait() until not ATTACK
  2836. CanMove1 = false
  2837. HOLD = true
  2838.  
  2839.  
  2840. coroutine.resume(coroutine.create(function()
  2841. wait(3)
  2842.  
  2843. HOLD = false
  2844.  
  2845. end))
  2846.  
  2847. coroutine.resume(coroutine.create(function()
  2848. repeat Swait() if CurrentTargetObject then MasterPositionTarget = CurrentTargetObject.Torso.Position end until not HOLD
  2849.  
  2850. end))
  2851. coroutine.resume(coroutine.create(function()
  2852. repeat Swait() if not CurrentTargetObject then HOLD = false end until not HOLD
  2853.  
  2854. end))
  2855. ----Character.Move.TextLabel.Text = "Charging Fireball..."
  2856. Move1()
  2857.  
  2858. ---Character.Move.TextLabel.Text = "Fireball!"
  2859. coroutine.resume(coroutine.create(function()
  2860. Swait(200)
  2861. CanMove1 = true
  2862.  
  2863. end))
  2864. end
  2865. end
  2866. if RandomMove == 2 and CanMove2 then
  2867. repeat Swait() until not ATTACK
  2868. CanMove2 = false
  2869. --- Character.Move.TextLabel.Text = "Constant Slashes!"
  2870. Move2()
  2871. coroutine.resume(coroutine.create(function()
  2872. Swait(100)
  2873. CanMove2 = true
  2874.  
  2875. end))
  2876.  
  2877. elseif RandomMove == 2 and not CanMove2 then
  2878. ChooseRandomMove()
  2879. end
  2880.  
  2881. if RandomMove == 3 and CanMove3 then
  2882. repeat Swait() until not ATTACK
  2883. CanMove3 = false
  2884. MasterPositionTarget = RootPart
  2885.  
  2886. Move3()
  2887. coroutine.resume(coroutine.create(function()
  2888. Swait(50)
  2889. CanMove3 = true
  2890.  
  2891. end))
  2892. elseif RandomMove == 3 and not CanMove3 then
  2893. ChooseRandomMove()
  2894. end
  2895. if RandomMove == 4 and CanMove4 then
  2896. repeat Swait() until not ATTACK
  2897. CanMove4 = false
  2898.  
  2899. ---Character.Move.TextLabel.Text = "Fiery ambush!"
  2900. Move4()
  2901.  
  2902. coroutine.resume(coroutine.create(function()
  2903. Swait(100)
  2904. CanMove4 = true
  2905.  
  2906. end))
  2907.  
  2908. elseif RandomMove == 4 and not CanMove4 then
  2909. ChooseRandomMove()
  2910. end
  2911. if RandomMove == 5 then
  2912. repeat Swait() until not ATTACK
  2913. DoCombo()
  2914. end
  2915. end
  2916.  
  2917. end
  2918.  
  2919. end
  2920.  
  2921. function DoCombo()
  2922. if CurrentTarget ~= "" then
  2923. CanCombo = false
  2924.  
  2925. repeat Swait() until ComputeMagnitude < 10
  2926. repeat Swait() until not ATTACK
  2927.  
  2928. Attack1()
  2929. Attack2()
  2930. Attack3()
  2931. Attack4()
  2932.  
  2933. coroutine.resume(coroutine.create(function()
  2934. wait(3)
  2935. CanCombo = true
  2936.  
  2937. end))
  2938.  
  2939. end
  2940. end
  2941.  
  2942. coroutine.resume(coroutine.create(function()
  2943. for i = 1,math.huge do
  2944. Swait()
  2945. DoTarget()
  2946. end
  2947. end))
  2948.  
  2949. coroutine.resume(coroutine.create(function()
  2950. for i = 1,math.huge do
  2951. Swait(50)
  2952. if not ATTACK and CanMoves then
  2953. ChooseRandomMove()
  2954. end
  2955. end
  2956. end))
  2957.  
  2958. coroutine.resume(coroutine.create(function()
  2959. for i = 1, math.huge do
  2960. Swait()
  2961.  
  2962. if CurrentTargetObject then
  2963. if CurrentTargetObject.Humanoid.Health == 0 then
  2964. --- script.Parent.Move.TextLabel.Text = "Looks like we got a toasted " .. CurrentTarget .. " today..."
  2965. CurrentTarget = ""
  2966. CurrentTargetObject = nil
  2967.  
  2968. Taunt()
  2969.  
  2970. end
  2971.  
  2972.  
  2973. end
  2974.  
  2975. end
  2976. end))
  2977.  
  2978.  
  2979. --//=================================\\
  2980. --|| WRAP THE WHOLE SCRIPT UP
  2981. --\\=================================//
  2982.  
  2983. while true do
  2984. Swait()
  2985.  
  2986. if Humanoid.Health == 0 then
  2987. script.Disabled = true
  2988. end
  2989.  
  2990.  
  2991. if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
  2992. HitboxPart.Name = "NilHitbox"
  2993. else
  2994. HitboxPart.Name = "Hitbox"
  2995. end
  2996. if Enable_Gui == true then
  2997. UpdateGUI()
  2998. end
  2999. UpdateSkillsAndStuff()
  3000. if Walkspeed_Depends_On_Movement_Value == true then
  3001. if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
  3002. Humanoid.WalkSpeed = 0
  3003. else
  3004. Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
  3005. end
  3006. end
  3007. if Enable_Stun == true and StunValue.Value >= Max_Stun then
  3008. StunValue.Value = 0
  3009. Stun.Value = true
  3010. end
  3011. if Enable_Stagger_Hit == true then
  3012. if StaggerHit.Value == true and STAGGERHITANIM == false then
  3013. coroutine.resume(coroutine.create(function()
  3014. STAGGERHITANIM = true
  3015. while ATTACK == true do
  3016. Swait()
  3017. end
  3018. StaggerHitAnimation()
  3019. StaggerHit.Value = false
  3020. STAGGERHITANIM = false
  3021. end))
  3022. end
  3023. else
  3024. StaggerHit.Value = false
  3025. end
  3026. if Enable_Stagger == true then
  3027. if Stagger.Value == true and STAGGERANIM == false then
  3028. coroutine.resume(coroutine.create(function()
  3029. STAGGERANIM = true
  3030. while ATTACK == true do
  3031. Swait()
  3032. end
  3033. StaggerAnimation()
  3034. Stagger.Value = false
  3035. STAGGERANIM = false
  3036. end))
  3037. end
  3038. else
  3039. Stagger.Value = false
  3040. end
  3041. if Enable_Stun == true then
  3042. if Stun.Value == true and STUNANIM == false then
  3043. coroutine.resume(coroutine.create(function()
  3044. StunValue.Value = 0
  3045. STUNANIM = true
  3046. while ATTACK == true do
  3047. Swait()
  3048. end
  3049. StunAnimation()
  3050. Stun.Value = false
  3051. STUNANIM = false
  3052. end))
  3053. end
  3054. else
  3055. StunValue.Value = 0
  3056. Stun.Value = false
  3057. end
  3058. if DONUMBER >= .5 then
  3059. HANDIDLE = true
  3060. elseif DONUMBER <= 0 then
  3061. HANDIDLE = false
  3062. end
  3063. if HANDIDLE == false then
  3064. DONUMBER = DONUMBER + 0.003 / Animation_Speed
  3065. else
  3066. DONUMBER = DONUMBER - 0.003 / Animation_Speed
  3067. end
  3068. if ATTACK == false then
  3069. IDLENUMBER = IDLENUMBER + 1
  3070. else
  3071. IDLENUMBER = 0
  3072. end
  3073. if Enable_Stats == true then
  3074. for _, v in pairs (ChangeStat:GetChildren()) do
  3075. if v:FindFirstChild("Duration") ~= nil then
  3076. v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
  3077. if v:FindFirstChild("Duration").Value <= 0 then
  3078. v.Parent = nil
  3079. end
  3080. end
  3081. if v.Name == "ChangeDefense" then
  3082. CHANGEDEFENSE = CHANGEDEFENSE + v.Value
  3083. elseif v.Name == "ChangeDamage" then
  3084. CHANGEDAMAGE = CHANGEDAMAGE + v.Value
  3085. elseif v.Name == "ChangeMovement" then
  3086. CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
  3087. end
  3088. end
  3089. Defense.Value = 1 + (CHANGEDEFENSE)
  3090. if Defense.Value <= 0.01 then
  3091. Defense.Value = 0.01
  3092. end
  3093. Damage.Value = 1 + (CHANGEDAMAGE)
  3094. if Damage.Value <= 0 then
  3095. Damage.Value = 0
  3096. end
  3097. Movement.Value = 1 + (CHANGEMOVEMENT)
  3098. if Movement.Value <= 0 then
  3099. Movement.Value = 0
  3100. end
  3101. CHANGEDEFENSE = 0
  3102. CHANGEDAMAGE = 0
  3103. CHANGEMOVEMENT = 0
  3104. end
  3105. SINE = SINE + CHANGE
  3106. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  3107. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  3108. local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
  3109. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
  3110. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  3111. if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then
  3112. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3113. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3114. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3115. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3116. if Player_Size > 3 then
  3117. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, RightLeg, 1, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3118. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, LeftLeg, 1, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3119. end
  3120. elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then
  3121. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3122. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3123. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3124. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3125.  
  3126. end
  3127. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  3128. ANIM = "Jump"
  3129. if EQUIPPED == true and ATTACK == false then
  3130. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3131. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3132. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3133. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3134. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3135. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3136. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3137. end
  3138. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  3139. ANIM = "Fall"
  3140. if EQUIPPED == true and ATTACK == false then
  3141. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3142. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3143. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3144. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3145. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3146. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3147. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3148. end
  3149. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  3150. ANIM = "Idle"
  3151. if EQUIPPED == true and ATTACK == false then
  3152. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
  3153. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
  3154. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3155. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3156. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
  3157. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
  3158. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
  3159. end
  3160. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  3161. ANIM = "Walk"
  3162. WALK = WALK + 1 / Animation_Speed
  3163. if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
  3164. WALK = 0
  3165. if WALKINGANIM == true then
  3166. WALKINGANIM = false
  3167. elseif WALKINGANIM == false then
  3168. WALKINGANIM = true
  3169. end
  3170. end
  3171. if EQUIPPED == true and ATTACK == false then
  3172. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3173. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3174. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * RIGHTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3175. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(-2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3176. RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3177. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3178. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3179. end
  3180. end
  3181.  
  3182. end
  3183. while true do
  3184. wait(5)
  3185. ChooseRandomMove()
  3186. end
  3187.  
  3188. --//=================================\\
  3189. --\\=================================//
  3190.  
  3191.  
  3192.  
  3193.  
  3194.  
  3195. --//====================================================\\--
  3196. --|| END OF SCRIPT
  3197. --\\====================================================//--
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