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- wait(1)
- folder = Instance.new("Folder")
- folder.Name = "Remotes"
- folder.Parent = game.ReplicatedStorage
- event = Instance.new("RemoteEvent")
- event.Name = "HealthEvent"
- event.Parent = folder
- local Character = game.Players.localPlayer.Character
- local Humanoid=Character.Humanoid
- script.Parent=nil
- wait()
- if Character:FindFirstChild"Animate" then
- Character.Animate:Destroy()
- end--[[Thanks to NightOwlAce for giving me permission to do stuff to his Halcyon.]]--
- wait(1/60)
- Player = game.Players.LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- equipped = true
- local Anim = "Idle"
- local Effects = {}
- cam = workspace.CurrentCamera
- ZTarget = nil
- RocketTarget = nil
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- local m = Create("Model"){
- Parent = Character,
- Name = "WeaponModel",
- }
- mouse = Player:GetMouse()
- RSH, LSH = nil, nil
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW = Create("Motor"){
- Name = "Right Shoulder",
- Part0 = Torso ,
- C0 = cf(1.5, 0.5, 0),
- C1 = cf(0, 0.5, 0),
- Part1 = RightArm ,
- Parent = Torso ,
- }
- LW = Create("Motor"){
- Name = "Left Shoulder",
- Part0 = Torso ,
- C0 = cf(-1.5, 0.5, 0),
- C1 = cf(0, 0.5, 0) ,
- Part1 = LeftArm ,
- Parent = Torso ,
- }
- if Humanoid:findFirstChild("Animator")then
- Humanoid:findFirstChild("Animator"):Destroy()
- end
- local co1 = 14--how long it will take for skill to cooldown
- local co2 = 15
- local co3 = 22
- local co4 = 30
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local maxEnergy = 100
- local Energy = 0--Energy you start out with
- local skill1stam = 20--how much Energy is needed for a skill
- local skill2stam = 25
- local skill3stam = 30
- local skill4stam = 50
- local recovermana = 3--how much mana per second
- TorsoColor=Torso.BrickColor
- Colorpart1=Torso.BrickColor.r
- Colorpart2=Torso.BrickColor.g
- Colorpart3=Torso.BrickColor.b
- local colorscheme2 = Color3.new(Colorpart1,Colorpart2,Colorpart3)
- local skillcolorscheme = Color3.new(1,1,1)
- local scrn = Instance.new('ScreenGui', Player.PlayerGui)
- function makeframe(par, trans, pos, size, color)
- local frame = Instance.new('Frame', par)
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- return frame
- end
- function makelabel(par, text)
- local label = Instance.new('TextLabel', par)
- label.BackgroundTransparency = 1
- label.Size = UDim2.new(1, 0, 1, 0)
- label.Position = UDim2.new(0, 0, 0, 0)
- label.TextColor3 = Color3.new(255, 255, 255)
- label.TextStrokeTransparency = 0
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.SourceSansBold
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- end
- framesk1 = makeframe(scrn, .5, UDim2.new(.23, 0, .93, 0), UDim2.new(.26, 0, .06, 0), colorscheme2)
- framesk2 = makeframe(scrn, .5, UDim2.new(.5, 0, .93, 0), UDim2.new(.26, 0, .06, 0), colorscheme2)
- framesk3 = makeframe(scrn, .5, UDim2.new(.5, 0, .86, 0), UDim2.new(.26, 0, .06, 0), colorscheme2)
- framesk4 = makeframe(scrn, .5, UDim2.new(.23, 0, .86, 0), UDim2.new(.26, 0, .06, 0), colorscheme2)
- bar1 = makeframe(framesk1, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme)
- bar2 = makeframe(framesk2, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme)
- bar3 = makeframe(framesk3, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme)
- bar4 = makeframe(framesk4, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme)
- text1 = makelabel(framesk1, '[C] Energy Wave')
- text2 = makelabel(framesk2, '[V] Energy Laser')
- text3 = makelabel(framesk3, "[X] Energy Burst")
- text4 = makelabel(framesk4, '[Z] Energy Shots')
- Energybar = makeframe(scrn, .5, UDim2.new(.23, 0, .82, 0), UDim2.new(.26, 0, .03, 0), BrickColor.new("Really black").Color)
- Energycover = makeframe(Energybar, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), BrickColor.new("Cyan").Color)
- Energytext = makelabel(Energybar, 'Energy')
- healthbar = makeframe(scrn, .5, UDim2.new(.5, 0, .82, 0), UDim2.new(.26, 0, .03, 0), BrickColor.new("Really black").Color)
- healthcover = makeframe(healthbar, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), BrickColor.new("Lime green").Color)
- healthtext = makelabel(healthbar, 'Health')
- local stats=Instance.new('Folder',Character)
- stats.Name='Stats'
- local block=Instance.new('BoolValue',stats)
- block.Name='Block'
- block.Value=false
- local stun=Instance.new('BoolValue',stats)
- stun.Name='Stun'
- stun.Value=false
- local defense=Instance.new('NumberValue',stats)
- defense.Name='Defence'
- defense.Value=1
- local speed=Instance.new('NumberValue',stats)
- speed.Name='Speed'
- speed.Value=1
- local damagea=Instance.new('NumberValue',stats)
- damagea.Name='Damage'
- damagea.Value=1
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function swait(num)
- if num == 0 or num == nil then
- game:service'RunService'.RenderStepped:wait(0)
- else
- for i = 0, num do
- game:service'RunService'.RenderStepped:wait(0)
- end
- end
- end
- function nooutline(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = Create("Part"){
- formFactor = formfactor,
- Parent = parent,
- Reflectance = reflectance,
- Transparency = transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(brickcolor)),
- Name = name,
- Size = size,
- Position = Character.Torso.Position,
- Material = material,
- }
- nooutline(fp)
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local Msh = Create(Mesh){
- Parent = part,
- Offset = offset,
- Scale = scale,
- }
- if Mesh == "SpecialMesh" then
- Msh.MeshType = meshtype
- Msh.MeshId = meshid
- end
- return Msh
- end
- function weld(parent, part0, part1, c0, c1)
- local Weld = Create("Weld"){
- Parent = parent,
- Part0 = part0,
- Part1 = part1,
- C0 = c0,
- C1 = c1,
- }
- return Weld
- end
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z,
- right.x, top.x, back.x,
- right.y, top.y, back.y,
- right.z, top.z, back.z)
- end
- function Triangle(a, b, c)
- local edg1 = (c - a):Dot((b - a).unit)
- local edg2 = (a - b):Dot((c - b).unit)
- local edg3 = (b - c):Dot((a - c).unit)
- if edg1 <= (b - a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c - b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a - c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- assert(false, "unreachable")
- end
- local len1 = (c - a):Dot((b - a).unit)
- local len2 = (b - a).magnitude - len1
- local width = (a + (b - a).unit * len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, -(b - a).unit)
- local list = {}
- local Color = BrickColor.new("Dark stone grey")
- if len1 > 0.01 then
- local w1 = Create('WedgePart', m){
- Material = "SmoothPlastic",
- FormFactor = 'Custom',
- BrickColor = Color,
- Transparency = 0,
- Reflectance = 0,
- Material = "SmoothPlastic",
- CanCollide = false,
- Anchored = true,
- Parent = workspace,
- Transparency = 0.3,
- }
- game:GetService("Debris"):AddItem(w1, 5)
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Create("SpecialMesh"){
- Parent = w1,
- MeshType = "Wedge",
- Scale = Vector3.new(0, 1, 1) * sz / w1.Size,
- }
- w1:BreakJoints()
- table.insert(Effects, {
- w1,
- "Disappear",
- .03
- })
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- if len2 > 0.01 then
- local w2 = Create('WedgePart', m){
- Material = "SmoothPlastic",
- FormFactor = 'Custom',
- BrickColor = Color,
- Transparency = 0,
- Reflectance = 0,
- Material = "SmoothPlastic",
- CanCollide = false,
- Anchored = true,
- Parent = workspace,
- Transparency = 0.3,
- }
- game:GetService("Debris"):AddItem(w2, 5)
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Create("SpecialMesh"){
- Parent = w2,
- MeshType = "Wedge",
- Scale = Vector3.new(0, 1, 1) * sz / w2.Size,
- }
- w2:BreakJoints()
- table.insert(Effects, {
- w2,
- "Disappear",
- .03
- })
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- return unpack(list)
- end
- function so(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = Sounds[id].Id or id
- swait(1)
- sou:play()
- swait(6)
- sou:Remove()
- end))
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- local clerp = CFrame.new().lerp
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- Asset = "http://www.roblox.com/asset/?id="
- Sounds = {
- Hit1 = {
- Id = Asset..(199149137)
- },
- Hit2 = {
- Id = Asset..(199149186)
- },
- Hit3 = {
- Id = Asset..(199149221)
- },
- Hit4 = {
- Id = Asset..(199149235)
- },
- Slash1 = {
- Id = Asset..(161006195)
- },
- Slash2 = {
- Id = Asset..(161006212)
- },
- Fire = {
- Id = Asset..(168413145)
- },
- Beam = {
- Id = Asset..(278596476)
- },
- Appear = {
- Id = Asset..(200633077)
- },
- Disappear = {
- Id = Asset..(200633029)
- },
- }
- --[[ContentProvider = game:GetService("ContentProvider")
- for _, v in pairs(Sounds) do
- ContentProvider:Preload(v.Id)
- end]]--
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function makegui(cframe, text)
- local a = math.random(-10, 10) / 100
- local c = Instance.new("Part",workspace)
- c.Transparency = 1
- Instance.new("BodyGyro").Parent = c
- c.Parent = workspace
- c.CFrame = CFrame.new(cframe.p + Vector3.new(0, 1.5, 0))
- local f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- f.position = c.Position + Vector3.new(0, 3, 0)
- f.Parent = c
- game:GetService("Debris"):AddItem(c, .5 + 6)
- c.CanCollide = false
- c.Parent = workspace
- c.CanCollide = false
- local bg = Instance.new('BillboardGui', c)
- bg.Adornee = c
- bg.Size = UDim2.new(1, 0, 1, 0)
- bg.StudsOffset = Vector3.new(0, 0, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new('TextLabel', bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(1, 0, 1, 0)
- tl.Text = text
- tl.Font = 'SourceSansBold'
- tl.FontSize = 'Size42'
- if crit == true then
- tl.TextColor3 = Color3.new(180 / 255, 0, 0)
- else
- tl.TextColor3 = Color3.new(255, 180 / 255, 51 / 255)
- end
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- coroutine.wrap(function()
- wait(2)
- for i = 1, 10 do
- swait(1)
- c.Transparency = 1
- tl.TextTransparency = tl.TextTransparency + .1
- end
- end)()
- end
- Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
- if hit.Parent==nil then
- return
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- hs(hit,1.2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- Damage=math.random(minim,maxim)
- -- h:TakeDamage(Damage)
- blocked=false
- block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print(block.className)
- if block.className=="NumberValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock==nil then
- block.Value=block.Value-1
- end
- end
- end
- if block.className=="IntValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-1
- end
- end
- end
- end
- if blocked==false then
- local D = math.random(minim, maxim)*damagea.Value
- if h.Parent:FindFirstChild('Stats') then
- D=D/h.Parent:FindFirstChild('Stats').Defence.Value
- elseif not h.Parent:FindFirstChild('Stats') then
- D=D
- end
- h.Health=h.Health-D
- makegui(hit.Parent.Head.CFrame,tostring(math.floor(D+.5)))
- --showDamage(hit.Parent,Damage,.5,BrickColor.new("New Yeller"))
- else
- local D = math.random(minim, maxim)*damagea.Value
- if h.Parent:FindFirstChild('Stats') then
- D=D/h.Parent:FindFirstChild('Stats').Defence.Value
- elseif not h.Parent:FindFirstChild('Stats') then
- D=D
- end
- h.Health=h.Health-(D/2)
- makegui(hit.Parent.Head.CFrame,tostring(math.floor(D+.5)))
- --showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Bright blue"))
- end
- if Type=="Knockdown" then
- hum=hit.Parent.Humanoid
- hum.PlatformStand=true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand=false
- end),hum)
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- --hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Normal" then
- so("Hit1",hit,1,math.random(150,200)/100)
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.5)
- elseif Type=="Up" then
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=vt(0,60,0)
- bodyVelocity.P=5000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=hit
- game:GetService("Debris"):AddItem(bodyVelocity,1)
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Snare" then
- bp=Instance.new("BodyPosition")
- bp.P=2000
- bp.D=100
- bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- bp.position=hit.Parent.Torso.Position
- bp.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp,1)
- elseif Type=="Target" then
- if Targetting==false then
- ZTarget=hit.Parent.Torso
- coroutine.resume(coroutine.create(function(Part)
- so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
- swait(5)
- so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
- end),ZTarget)
- TargHum=ZTarget.Parent:findFirstChild("Humanoid")
- targetgui=Instance.new("BillboardGui")
- targetgui.Parent=ZTarget
- targetgui.Size=UDim2.new(10,100,10,100)
- targ=Instance.new("ImageLabel")
- targ.Parent=targetgui
- targ.BackgroundTransparency=1
- targ.Image="rbxassetid://4834067"
- targ.Size=UDim2.new(1,0,1,0)
- cam.CameraType="Scriptable"
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
- workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- Targetting=true
- RocketTarget=ZTarget
- for i=1,Property do
- --while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do
- if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then
- swait(1)
- end
- --workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100)
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-0.3,0,0)
- end
- Targetting=false
- RocketTarget=nil
- targetgui.Parent=nil
- cam.CameraType="Custom"
- end
- end
- debounce=Instance.new("BoolValue")
- debounce.Name="DebounceHit"
- debounce.Parent=hit.Parent
- debounce.Value=true
- game:GetService("Debris"):AddItem(debounce,Delay)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- function MagniDamage(Part,magni,mindam,maxdam,knock,Type)
- for _,c in pairs(workspace:children()) do
- local hum=c:findFirstChild("Humanoid")
- if hum~=nil then
- local head=c:findFirstChild("Torso")
- if head~=nil then
- local targ=head.Position-Part.Position
- local mag=targ.magnitude
- if mag<=magni and c.Name~=Player.Name then
- Damagefunc(head,mindam,maxdam,knock,Type,RootPart,.2,1,3,1)
- end
- end
- end
- end
- end
- Handle = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, TorsoColor, "Handle", Vector3.new(1.20000005, 0.200000003, 1.20000005))
- Handleweld = weld(m, Character["Torso"], Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0396080017, -4.09992504, 0.0598115921, 1, -7.6153174e-011, -2.01268858e-006, 8.22890089e-011, 1, 3.084431e-006, 2.01269063e-006, -3.084431e-006, 1))
- mesh("CylinderMesh", Handle, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.660000086, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.44000006, 0.200000003, 1.44000006))
- Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(5.14984131e-005, 1.62124634e-005, -1.04904175e-005, 1, 1.23146328e-011, 1.07286201e-006, -1.13079598e-011, 1, -1.07284109e-006, -1.07285791e-006, 1.07284109e-006, 1))
- mesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Layer2Handle = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Layer2Handle", Vector3.new(0.480000019, 0.200000003, 0.480001062))
- Layer2Handleweld = weld(m, Handle, Layer2Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000301361084, 2.28881836e-005, -0.000202178955, 1, 2.70082467e-007, -1.75730406e-006, -2.70091959e-007, 1, -8.66388018e-006, 1.7573052e-006, 8.66388655e-006, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, TorsoColor, "Part", Vector3.new(0.480000019, 0.200000003, 0.720000625))
- Partweld = weld(m, Layer2Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(5.14984131e-005, -9.53674316e-007, -2.8800478, 0.999997914, -1.93837602e-011, -1.48245363e-008, 3.90257063e-011, 1, -7.13953341e-011, 1.48336312e-008, 8.91304808e-011, 0.999997914))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, TorsoColor, "Part", Vector3.new(0.480000019, 0.200000003, 0.720000625))
- Partweld = weld(m, Layer2Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.19616699e-005, -3.24249268e-005, 2.87992668, 0.999985158, 2.87014509e-012, -1.48093022e-008, 5.66184322e-011, 1, -5.45696821e-012, 1.48470463e-008, 8.04902811e-011, 0.999985158))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.480000019, 0.200000003, 5.04000092))
- Partweld = weld(m, Layer2Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.33514404e-005, -9.53674316e-007, -0.0001039505, 0.999987781, -7.77617137e-011, -1.49125299e-008, 1.16872789e-010, 1, -1.96905603e-010, 1.493936e-008, 2.51930032e-010, 0.999987781))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- mesh("BlockMesh", Layer2Handle, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Layer3Handle = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 1, TorsoColor, "Layer3Handle", Vector3.new(0.720000029, 0.720000029, 0.200000003))
- Layer3Handleweld = weld(m, Handle, Layer3Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000802993774, -0.000151634216, 3.05175781e-005, 0.999999404, 4.16033836e-005, 1.96785777e-006, 1.96798396e-006, -2.12107511e-006, -0.999999404, -4.16014955e-005, 1, -2.12118243e-006))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(9.53674316e-007, -0.840223312, 3.5397892, 4.89614176e-005, 5.0135186e-006, 0.999999762, -0.999999046, 1.22189522e-005, 4.8959475e-005, -1.22783813e-005, -0.999998689, 5.01443719e-006))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000864028931, -6.00814819e-005, -3.59964466, -0.999999404, 9.70068322e-006, 3.31623378e-005, 3.31642768e-005, 4.86649742e-006, 1, 9.70056226e-006, 0.999999404, -4.86679755e-006))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.76565552e-005, -0.840137482, 3.54048443, -3.42451713e-005, -5.10578684e-006, -0.99999994, -0.999998927, -1.21146441e-005, 3.4243305e-005, -1.2144611e-005, 0.999998927, -5.10543578e-006))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000713348389, -2.76565552e-005, -3.6005826, -0.999993503, -9.68569748e-006, 5.00400529e-005, -5.00420938e-005, -4.89724516e-006, -0.999999881, 9.62627109e-006, -0.999993503, 4.89690592e-006))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-7.62939453e-006, -0.838525772, 3.54048347, 3.57801182e-005, 5.10578639e-006, 0.99999994, 0.999999046, 1.0341405e-005, -3.57782446e-005, -1.03266702e-005, 0.999998927, -5.10551126e-006))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-5.7220459e-006, -0.84022522, 3.53960228, -3.45465851e-005, -1.12046393e-006, -1, 5.82638359e-006, -0.999999225, 1.12023974e-006, -0.999999225, -5.82638404e-006, 3.45446933e-005))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.86102295e-006, -0.839550018, 3.53951263, 3.41143859e-005, 1.04596313e-006, 1, -6.24368704e-006, 0.999999225, -1.04572723e-006, -0.999999225, -6.24369022e-006, 3.41124942e-005))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000238418579, -9.53674316e-006, -3.59959984, 6.28840098e-006, -0.999999225, 1.09042128e-006, -3.40994848e-005, -1.09065854e-006, -1, 0.999999225, 6.2884028e-006, -3.4097593e-005))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0.19999998807907, TorsoColor, "Part", Vector3.new(0.480000019, 0.480000019, 0.200000003))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 3.81469727e-006, 0.999998808, 4.0078163e-011, 1.9098958e-009, 4.0078163e-011, 0.999998808, 2.42152964e-011, 1.9098958e-009, 2.42152964e-011, 1))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=18430887", Vector3.new(0, 0, 0), Vector3.new(3.58200026, 3.58200002, 2.9532001))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.00543213e-005, -0.838380814, 3.53930187, -4.74264707e-005, -5.02687499e-006, -0.999999762, 0.999999046, -1.03116026e-005, -4.74245317e-005, -1.0311428e-005, -0.999998808, 5.02768307e-006))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, "Really black", "Part", Vector3.new(0.480000019, 0.480000019, 0.200000003))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0, 0.999998808, 4.0078163e-011, 1.9098958e-009, 4.0078163e-011, 0.999998808, 2.42152964e-011, 1.9098958e-009, 2.42152964e-011, 1))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=18430887", Vector3.new(0, 0, 0), Vector3.new(3.60000014, 3.60000014, 3.60000014))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-006, -0.839694977, 3.53992653, -3.91442991e-005, -8.80631774e-007, -0.999993026, 2.27987925e-006, 0.999991357, -8.80696462e-007, 0.999997556, -2.29477519e-006, -3.92767397e-005))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000235557556, -2.38418579e-005, -3.60028458, 1.50501114e-006, -0.999997199, 8.35720812e-007, 3.47488422e-005, 8.35786693e-007, 1, -0.999997199, -1.50502308e-006, 3.47468304e-005))
- mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1))
- Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391))
- Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.28881836e-005, -0.840080261, 3.54010582, 3.91591857e-005, 8.0613512e-007, 0.999993026, -2.25008012e-006, -0.999991, 8.06197477e-007, 0.999997556, -2.29477519e-006, -3.92916445e-005))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- HitboxA = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "HitboxA", Vector3.new(0.200000003, 2.48000002, 0.840000391))
- HitboxAweld = weld(m, Layer3Handle, HitboxA, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-6.67572021e-006, -0.039557457, 3.53951645, 3.44422551e-005, 1.04596529e-006, 1, -5.90090622e-006, 0.999999225, -1.04573905e-006, -0.999999225, -5.90090895e-006, 3.44403634e-005))
- HitboxB = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "HitboxB", Vector3.new(0.200000003, 2.48000026, 0.840000391))
- HitboxBweld = weld(m, Layer3Handle, HitboxB, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(9.53674316e-007, -0.0402240753, 3.5397892, 4.89614176e-005, 5.0135186e-006, 0.999999762, -0.999999046, 1.22189522e-005, 4.8959475e-005, -1.22783813e-005, -0.999998689, 5.01443719e-006))
- HitboxC = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "HitboxC", Vector3.new(0.200000003, 2.28000021, 0.840000391))
- HitboxCweld = weld(m, Layer3Handle, HitboxC, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.76565552e-005, 0.0598621368, 3.54048443, -3.42451713e-005, -5.10578684e-006, -0.99999994, -0.999998927, -1.21146441e-005, 3.4243305e-005, -1.2144611e-005, 0.999998927, -5.10543578e-006))
- mesh("SpecialMesh", HitboxC, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- HitboxD = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "HitboxD", Vector3.new(0.200000003, 2.28000021, 0.840000391))
- HitboxDweld = weld(m, Layer3Handle, HitboxD, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.28881836e-005, 0.0599050522, 3.54010582, 3.91591857e-005, 8.0613512e-007, 0.999993026, -2.25008012e-006, -0.999991, 8.06197477e-007, 0.999997556, -2.29477519e-006, -3.92916445e-005))
- mesh("SpecialMesh", HitboxD, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1))
- mesh("SpecialMesh", Layer3Handle, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=18430887", Vector3.new(0, 0, 0), Vector3.new(6, 6, -1.21799994))
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA'Model' then
- for _,c in pairs(v:GetChildren()) do
- if c:IsA'Part' then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001,0.001,0.001,0.001,0.001)
- end
- end
- end
- end
- local Lite = Create("PointLight"){
- Parent = Handle,
- Color = TorsoColor.Color,
- Shadows = true,
- Range = 20,
- Brightness = 0.5,
- }
- local Spin = Create("Sound"){
- Parent = Handle,
- SoundId = "rbxassetid://143301643",
- Volume = 1,
- Pitch = 1,
- Looped = true,
- }
- local Spin2 = Create("Sound"){
- Parent = Handle,
- SoundId = "rbxassetid://149560784",
- Volume = .7,
- Pitch = .8,
- Looped = true,
- }
- local MoosicIGuess = Create("Sound"){
- Parent = Handle,
- SoundId = "rbxassetid://171856985",
- Volume = 1,
- Pitch = 1,
- Looped = true,
- }
- local Footsteps = Create("Sound"){
- Parent = Torso,
- SoundId = "rbxassetid://336401972",
- Volume = 1,
- Pitch = 1*(Humanoid.WalkSpeed/16),
- Looped = true,
- }
- Head.Running:Destroy()
- --MoosicIGuess:Play()
- Spin:Play()
- Spin2:Play()
- local particleemitter = Instance.new("ParticleEmitter", Layer3Handle)
- particleemitter.VelocitySpread = 180
- particleemitter.Lifetime = NumberRange.new(1)
- particleemitter.Speed = NumberRange.new(3)
- particleemitter.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.2), NumberSequenceKeypoint.new(1, 0.2)})
- particleemitter.Rotation = NumberRange.new(100)
- particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.1, 0.5), NumberSequenceKeypoint.new(1, 1)})
- particleemitter.LightEmission = 1
- particleemitter.Texture = "rbxassetid://263433152"
- particleemitter.Color = ColorSequence.new(Color3.new(Colorpart1, Colorpart2, Colorpart3), Color3.new(Colorpart1, Colorpart2, Colorpart3))
- function Reappear()
- for _, i in pairs(m:children()) do
- if i.Name == "Layer3Handle" then
- Part.Transparency = 1
- coroutine.resume(coroutine.create(function(Part)
- for i = 0, 1, 0.1 do
- swait(1)
- Part.Transparency = i
- end
- Part.Transparency = 0.5
- end), i)
- end
- end
- end
- function Disappear()
- for _, i in pairs(m:children()) do
- if i.Name == "Layer3Handle" then
- Part.Transparency = .5
- coroutine.resume(coroutine.create(function(Part)
- for i = 0, 1, 0.1 do
- swait(1)
- Part.Transparency = i
- end
- Part.Transparency = 1
- end), i)
- end
- end
- end
- function attackone()
- attack = true
- con1 = HitboxA.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con2 = HitboxB.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con3 = HitboxC.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con4 = HitboxD.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- Reappear()
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(50)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(5, -4, -7) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- so("Slash1", Handle, 1, 1)
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(-50)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, -.5) * angles(math.rad(90), math.rad(0), math.rad(-30)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-2, -4, -8) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- Disappear()
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- attack = false
- end
- function attacktwo()
- attack = true
- con1 = HitboxA.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con2 = HitboxB.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con3 = HitboxC.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con4 = HitboxD.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- Reappear()
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.7, -.5) * angles(math.rad(150), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, 10, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- so("Slash2", Handle, 1, 1.2)
- for i = 0, 1, 0.2 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.3, -.5) * angles(math.rad(50), math.rad(0), math.rad(-30)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-50)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, .5, -8) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.4)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- for i = 0, 1, 0.2 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.3, -.5) * angles(math.rad(50), math.rad(0), math.rad(-30)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-50)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, .5, -8) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.4)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- Disappear()
- attack = false
- end
- function attackthree()
- attack = true
- con1 = HitboxA.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con2 = HitboxB.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con3 = HitboxC.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con4 = HitboxD.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- Reappear()
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(-50)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.8, -.5) * angles(math.rad(120), math.rad(0), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-10, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- so("Slash1", Handle, 1, 1.2)
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(50)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(50), math.rad(0), math.rad(30)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -5, -10) * angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- Disappear()
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- attack = false
- end
- function attackfour()
- attack = true
- con1 = HitboxA.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con2 = HitboxB.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con3 = HitboxC.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- con4 = HitboxD.Touched:connect(function(hit) Damagefunc(hit,4,5,5,"Normal",RootPart,.2,1) end)
- Reappear()
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(50)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(165), math.rad(-15), math.rad(75)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(6, -3.5, -6) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- so("Slash1", Handle, 1, 0.8)
- for i = 0, 1, 0.15 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50+280*i)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(-50)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(-45)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(-45), math.rad(-75)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-6, -3.5, -6) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(-15), math.rad(-75)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-9, -3.5, -1.5) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- Disappear()
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- attack = false
- end
- --local hovering = false
- local Hover = false
- --local Animator = Humanoid.Animator
- function OnHover()
- so("Appear",Handle,1,1)
- attack = true
- Energy = Energy-10
- -- Animator.Parent = nil
- -- Character.Animate.Disabled = true
- Hover = true
- Humanoid.Jump=true
- --Humanoid.JumpPower = 0
- Humanoid.CameraOffset = Vector3.new(0, 3.5, 0)
- speed.Value = 1.3
- Reappear()
- attack = false
- end
- function OffHover()
- so("Disappear",Handle,1,1)
- attack = true
- -- Animator.Parent = Humanoid
- -- Character.Animate.Disabled = false
- Hover = false
- Humanoid.Jump=true
- Humanoid.JumpPower = 50
- Humanoid.CameraOffset = Vector3.new(0, 0, 0)
- speed.Value = 1
- Disappear()
- attack = false
- end
- function CylinderEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,Character,"Neon",0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- Effects[#Effects+1]={prt,"Cylinder",delay,x3,y3,z3} --part, type, delay
- end
- RocketTarget = RootPart
- function ShootCannon(asd)
- local MainPos=asd.Position
- local MainPos2=mouse.Hit.p
- local MouseLook=cf((MainPos+MainPos2)/2,MainPos2)
- num=30
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- local hit,pos = rayCast(MainPos,MouseLook.lookVector,10,RocketTarget.Parent)
- local mag=(MainPos-pos).magnitude
- CylinderEffect(TorsoColor,CFrame.new((MainPos+pos)/2,pos)*angles(1.57,0,0),3,mag*5,3,1.5,0,1.5,0.1)
- MainPos=MainPos+(MouseLook.lookVector*10)
- num=num-1
- if hit~=nil then
- num=0
- local ref=part(3,workspace,"Neon",0,1,TorsoColor,"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(pos)
- MagniDamage(ref,12,5,7,10,"Normal")
- game:GetService("Debris"):AddItem(ref,5)
- end
- until num<=0
- end))
- end
- function BlastEffect(brickcolor, cframe, x1, y1, z1, x2, y2, z2)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.05 do
- wait()
- prt.Transparency = i
- msh.Scale = msh.Scale + vt(x2, y2, z2)
- end
- prt.Parent = nil
- end))
- end
- function BlockEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Block1",delay,x3,y3,z3}) --part, type, delay
- end
- function FireProjectiles()
- attack = true
- so("Appear",Handle,1,1)
- Reappear()
- for i = 0,1,0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .25)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .25)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(-15)), 0.25)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(-30)), 0.25)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 7.5, -5) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- speed.Value = 0.5
- for i = 1,6 do
- ShootCannon(Handle)
- BlockEffect(TorsoColor,Handle.CFrame,.5,.5,.5,.9,.9,.9,0.05)
- so("Beam",Handle,1,1.5)
- for i = 0,1,0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .25)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-5), math.rad(0), math.rad(0)), .25)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(15)), 0.25)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, 0.5) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.25)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 7.5, -5-2*i) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- end
- Disappear()
- so("Disappear",Handle,1,1)
- speed.Value = 1
- attack = false
- end
- function EnergyBurst()
- attack = true
- so("Appear",Handle,1,1)
- for i = 0,1,0.1 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(50)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(10, -4, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- Reappear()
- so("Slash1", Handle, 1, 1.2)
- for i = 0,1,0.1 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame,.5,.5,.5,.9,.9,.9,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(-70)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(20), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(-50)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(15, -4, -7) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- Disappear()
- so("Disappear",Handle,1,1)
- so("Fire", Handle, 1, 1.2)
- so("Fire", Handle, 1, .8)
- MagniDamage(Handle,24,8,14,10,"Normal")
- BlastEffect(TorsoColor, Handle.CFrame, .1, .1, .1, 1, 1, 1)
- for i = 1,5 do
- BlockEffect(TorsoColor,Handle.CFrame,1,1,1,5,5,5,0.05)
- end
- for i = 0,1,0.15 do
- swait(1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(50)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(10, -4, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- attack = false
- end
- function WaveEffect(Part,cframe1,cframe2,Damage,Size)
- coroutine.resume(coroutine.create(function()
- local wave=part(1,workspace,"Neon",0,0,TorsoColor,"Effect",vt(3,3,10))
- wave.Anchored=true
- wave.CFrame=Part.CFrame*cframe1
- so("Beam",wave,1,1.3)
- MagniDamage(wave,12,6,15,10,"Normal")
- local Msh = Create("SpecialMesh"){
- Parent = wave,
- MeshType = "Sphere"
- }
- BlockEffect(TorsoColor,wave.CFrame,1,1,1,3,3,3,0.05)
- local PE1 = Create("ParticleEmitter"){
- Parent = wave,
- Color = ColorSequence.new(TorsoColor.Color),
- Transparency = NumberSequence.new(.5),
- Size = NumberSequence.new(1),
- Texture = "rbxassetid://249270319",
- Lifetime = NumberRange.new(1),
- Rate = 50,
- VelocitySpread = 180,
- Rotation = NumberRange.new(0),
- Speed = NumberRange.new(5),
- LightEmission = 1,
- }
- for i=0,1,0.2 do
- wait()
- local dir = wave.CFrame.lookVector*-1
- local pos = rayCast(wave.Position,dir,5,Character)
- wave.CFrame=wave.CFrame*cframe2
- Effects[#Effects+1]={wave,"Cylinder",0.01,.03,.03,.03}
- end
- end))
- end
- function Wave()
- attack = true
- Reappear()
- so("Appear",Handle,1,.8)
- for i = 0, 1, 0.025 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame,.1,.1,.1,1,1,1,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * angles(math.rad(150), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, 10, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.4)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3)
- end
- so("Slash2",Handle,1,.4)
- speed.Value = 0
- local inc=-10
- for i=1,8 do
- WaveEffect(Torso,CFrame.new(0,-5,inc)*CFrame.fromEulerAnglesXYZ(-2,0,1.57),CFrame.new(0,0,0.8),10,5)
- inc=inc-7
- end
- for i = 0, 1, 0.1 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame,.1,.1,.1,1,1,1,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .75)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-5), math.rad(0), math.rad(0)), .75)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.4, -.5) * angles(math.rad(50), math.rad(0), math.rad(-20)), 0.75)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-50), math.rad(0), math.rad(-50)), 0.75)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, .5, -10) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.75)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.75)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.75)
- end
- speed.Value = 1
- Disappear()
- so("Disappear",Handle,1,.8)
- attack = false
- end
- function LaserBarrage(Prt,Parent)
- attack=true
- --so("BeamLockon",Prt,1,1)
- local efprt=part(3,Parent,"Neon",0,0.5,TorsoColor,"Effect",vt(5,5,5))
- efprt.Anchored=true
- local efmsh=mesh("CylinderMesh",efprt,"","",vt(0,0,0),vt(1,1,1))
- local spread=vt(0,0,0)
- coroutine.resume(coroutine.create(function(Part,Mesh,Spreaded)
- game:GetService("Debris"):AddItem(Part,6)
- local TheHit=mouse.Hit.p
- local MouseLook=cf((Prt.Position+TheHit)/2,TheHit+Spreaded)
- local hit,pos = rayCast(Prt.Position,MouseLook.lookVector,1000,Parent)
- so("Elec",Prt,0.2,1)
- local tefprt=part(3,workspace,"Neon",0,1,BrickColor.new("Black"),"Effect",vt(0.2,0.2,0.2))
- tefprt.CFrame=cf(pos)
- MagicCircle(TorsoColor,cf(pos),5,5,5,5,5,5,0.04)
- so("Elec",tefprt,0.3,1)
- MagniDamage(tefprt,12,7,17,10,"Normal")
- game:GetService("Debris"):AddItem(tefprt,3)
- Part.CFrame=CFrame.new((Prt.Position+pos)/2,pos)*angles(1.57,0,0)
- if(hit.Parent:findFirstChild("Humanoid")~= nil)then
- if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Name ~= "Base" and hit.Parent.Name ~= Player.Name then
- end
- end
- local mag=(Prt.Position-pos).magnitude
- MagicCylinder(TorsoColor,Part.CFrame,1,mag*5,1,5,5,5,0.05)
- Part.Parent=nil
- end),efprt,efmsh,spread)
- end
- function SuperLaser()
- attack = true
- so("Appear",Handle,1,0.5)
- speed.Value = 0.25
- Reappear()
- for i = 0,1,0.15 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame,.1,.1,.1,1,1,1,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-20), math.rad(0), math.rad(0)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(50)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(-50)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- for i=1,3 do
- for i = 0,1,0.05 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame*cf(0,1,0),.1,.1,.1,1,1,1,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-20), math.rad(0), math.rad(0)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(50)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(-50)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 10, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- LaserBarrage(Handle,Character)
- so("Beam",Handle,1,0.8)
- end
- for i = 0,1,0.1 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame*cf(0,1,0),.1,.1,.1,1,1,1,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-20), math.rad(0), math.rad(0)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(50)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(-50)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 10, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- Disappear()
- so("Disappear",Handle,1,.7)
- for i = 0,1,0.1 do
- swait(1)
- BlockEffect(TorsoColor,Handle.CFrame,.1,.1,.1,1,1,1,0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-20), math.rad(0), math.rad(0)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(50)), 0.5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(-50)), 0.5)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3)
- end
- speed.Value = 1
- attack = false
- end
- function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait(1)
- Part.CFrame=Part.CFrame
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- prt.CanCollide = false
- msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait(1)
- Part.CFrame=Part.CFrame
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- mouse.Button1Down:connect(function()
- if attack == false and Hover == false and attacktype == 1 then
- attacktype = 2
- attackone()
- elseif attack == false and Hover == false and attacktype == 2 then
- attacktype = 3
- attacktwo()
- elseif attack == false and Hover == false and attacktype == 3 then
- attacktype = 4
- attackthree()
- elseif attack == false and Hover == false and attacktype == 4 then
- attacktype = 1
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i=1,50 do
- if attack==false then
- swait(1)
- end
- end
- if attack==false then
- attacktype=1
- end
- end))
- end)
- function subtractEnergy(k)
- if Energy>=k then
- Energy=Energy-k
- end
- end
- holdr=false
- mouse.KeyDown:connect(function(k)
- k = k:lower()
- if attack == false and k == 'e' and Hover == false and Energy>=25 then
- Hover = true
- OnHover()
- while Hover == true and Energy>=0 do
- swait(1)
- Energy = Energy-(2/10)
- BlockEffect(TorsoColor,cf(Handle.Position),.1,.1,.1,0.5,0.5,0.5,0.05)
- end
- elseif attack == false and k == 'e' and Hover == true then
- Hover = false
- OffHover()
- end
- if Energy<=0 then
- Hover = false
- OffHover()
- end
- if attack == false and k == 'z' and Hover == false and cooldown1 >= co1 and Energy>=skill1stam then
- subtractEnergy(skill1stam)
- cooldown1=0
- FireProjectiles()
- elseif attack == false and k == 'x' and Hover == false and cooldown2 >= co2 and Energy>=skill2stam then
- subtractEnergy(skill2stam)
- cooldown2=0
- EnergyBurst()
- elseif attack == false and k == 'c' and Hover == false and cooldown3 >= co3 and Energy>=skill3stam then
- subtractEnergy(skill3stam)
- cooldown3=0
- Wave()
- elseif attack == false and k == 'v' and Hover == false and cooldown4 >= co4 and Energy>=skill4stam then
- subtractEnergy(skill4stam)
- cooldown4=0
- SuperLaser()
- end
- end)
- mouse.KeyDown:connect(function(k)
- end)
- function updateskills()
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 1 / 30
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 1 / 30
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 1 / 30
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 1 / 30
- end
- if Energy<=skill1stam then
- bar4.BackgroundColor3=Color3.new(104/255,104/255,104/255)
- else
- bar4.BackgroundColor3=skillcolorscheme
- end
- if Energy<=skill2stam then
- bar3.BackgroundColor3=Color3.new(104/255,104/255,104/255)
- else
- bar3.BackgroundColor3=skillcolorscheme
- end
- if Energy<=skill3stam then
- bar1.BackgroundColor3=Color3.new(104/255,104/255,104/255)
- else
- bar1.BackgroundColor3=skillcolorscheme
- end
- if Energy<=skill4stam then
- bar2.BackgroundColor3=Color3.new(104/255,104/255,104/255)
- else
- bar2.BackgroundColor3=skillcolorscheme
- end
- if Energy <= maxEnergy then
- Energy = Energy + recovermana / 30
- end
- end
- local sine = 0
- local change = 1
- local val = 0
- local idle = 0
- local donum = 0
- local donum2 = 0
- while true do
- swait(1)
- Humanoid.WalkSpeed = 16*speed.Value
- updateskills()
- healthcover:TweenSize(UDim2.new(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), 'Out', 'Quad', .5)
- Energycover:TweenSize(UDim2.new(1 * (Energy / maxEnergy), 0, 1, 0), 'Out', 'Quad', .5)
- bar4:TweenSize(UDim2.new(1 * (cooldown1 / co1), 0, 1, 0), 'Out', 'Quad', .5)
- bar3:TweenSize(UDim2.new(1 * (cooldown2 / co2), 0, 1, 0), 'Out', 'Quad', .5)
- bar1:TweenSize(UDim2.new(1 * (cooldown3 / co3), 0, 1, 0), 'Out', 'Quad', .5)
- bar2:TweenSize(UDim2.new(1 * (cooldown4 / co4), 0, 1, 0), 'Out', 'Quad', .5)
- sine = sine + change
- torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- velderp = RootPart.Velocity.y
- hitfloor, posfloor = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character)
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if idle >= 500 then
- if attack == false then
- end
- end
- if donum2 >= .5 then
- handidle = true
- elseif donum2 <= 0 then
- handidle = false
- end
- if handidle == false then
- donum2 = donum2 + 0.003
- else
- donum2 = donum2 - 0.003
- end
- donum = donum + 0.003
- if RootPart.Velocity.y > 1 and hitfloor == nil then
- Anim = "Jump"
- if attack == false and Hover == false then
- Footsteps:Stop()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -.8, -.5) * angles(math.rad(0), math.rad(90), math.rad(-20)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -.3) * angles(math.rad(0), math.rad(-90), math.rad(30)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20*math.cos(sine/60))), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- elseif attack == false and Hover == true then
- Footsteps:Stop()
- Humanoid.JumpPower = 0
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(2), math.rad(0), math.rad(0)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and Hover == false then
- Footsteps:Stop()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -.7, -.5) * angles(math.rad(0), math.rad(90), math.rad(-20)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -.9, -.3) * angles(math.rad(0), math.rad(-90), math.rad(30)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20*math.cos(sine/60))), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- elseif attack == false and Hover == true then
- Footsteps:Stop()
- Humanoid.JumpPower = 0
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(2), math.rad(0), math.rad(0)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- change = 1
- if attack == false and Hover == false then
- Footsteps:Stop()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1+0.1*math.cos(sine/7)) * angles(math.rad(0), math.rad(0), math.rad(-30)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5+2.5*math.cos(sine/7))+ -math.sin(sine/7)/14, math.rad(0), math.rad(30)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(.8, 0.4-0.1*math.cos(sine/7)+ math.sin(sine/7)/14, -.7) * angles(math.rad(85), math.rad(0+2.5*math.cos(sine/7)), math.rad(-70)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-.8, 0.4-0.1*math.cos(sine/7)+ math.sin(sine/7)/14, -.3) * angles(math.rad(70), math.rad(0-2.5*math.cos(sine/7)), math.rad(70)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9-0.1*math.cos(sine/7), 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9-0.1*math.cos(sine/7), 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20*math.cos(sine/60))), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- elseif attack == true and Hover == false then
- Footsteps:Stop()
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- elseif attack == false and Hover == true then
- Footsteps:Stop()
- Humanoid.JumpPower = 0
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5+0.2*math.cos(sine/15)) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10+3.5*math.cos(sine/15))-math.sin(sine/15)/15, math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(2), math.rad(0), math.rad(0)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- end
- elseif torvel > 2 and hitfloor ~= nil then
- Anim = "Walk"
- if attack == false and Hover == false then
- change = 1
- Footsteps:Play()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0+0.1*(Humanoid.WalkSpeed/16)*math.cos(sine/1.75)) * angles(math.rad(10), math.rad(0)+RootPart.RotVelocity.Y/45, math.rad(5*(Humanoid.WalkSpeed/16)*math.cos(sine/3.5))), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(-5*(Humanoid.WalkSpeed/16)*math.cos(sine/3.5))+Head.RotVelocity.Y/15), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(45*(Humanoid.WalkSpeed/16) * math.cos(sine / 3.5)), math.rad(0), math.rad(5)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-45*(Humanoid.WalkSpeed/16) * math.cos(sine / 3.5)), math.rad(0), math.rad(-5)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-45*(Humanoid.WalkSpeed/16) * math.cos(sine / 3.5)), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(45*(Humanoid.WalkSpeed/16) * math.cos(sine / 3.5)), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20*math.cos(sine/60))), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3)
- elseif attack == true and Hover == false then
- Footsteps:Play()
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-45*(Humanoid.WalkSpeed/16) * math.cos(sine / 3.5)), math.rad(90), math.rad(0)) * angles(math.rad(-2), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(45*(Humanoid.WalkSpeed/16) * math.cos(sine / 3.5)), math.rad(-90), math.rad(0)) * angles(math.rad(-2), math.rad(0), math.rad(0)), .3)
- elseif attack == false and Hover == true then
- Footsteps:Stop()
- Humanoid.JumpPower = 0
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5+0.2*math.cos(sine/15)) * angles(math.rad(30-3.5*math.cos(sine/15)), math.rad(0)+RootPart.RotVelocity.Y/15, math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-15-3.5*math.cos(sine/15))-math.sin(sine/15)/15, math.rad(0), math.rad(0)+Head.RotVelocity.Y/15), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.45, 0) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.4, 0.45, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(5), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .008, math.rad(0)), 0.3)
- Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .009, math.rad(0)), 0.3)
- end
- end
- end
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, .5, 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
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