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Inferno Axe Script

Apr 5th, 2018
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  1. --//====================================================\\--
  2. --||
  3. --\\====================================================//--
  4.  
  5.  
  6.  
  7. wait(1 / 60)
  8.  
  9.  
  10.  
  11. Player = game:GetService("Players").LocalPlayer
  12. PlayerGui = Player.PlayerGui
  13. Cam = workspace.CurrentCamera
  14. Backpack = Player.Backpack
  15. Character = Player.Character
  16. Humanoid = Character.Humanoid
  17. Mouse = Player:GetMouse()
  18. RootPart = Character["HumanoidRootPart"]
  19. Torso = Character["Torso"]
  20. Head = Character["Head"]
  21. RightArm = Character["Right Arm"]
  22. LeftArm = Character["Left Arm"]
  23. RightLeg = Character["Right Leg"]
  24. LeftLeg = Character["Left Leg"]
  25. RootJoint = RootPart["RootJoint"]
  26. Neck = Torso["Neck"]
  27. RightShoulder = Torso["Right Shoulder"]
  28. LeftShoulder = Torso["Left Shoulder"]
  29. RightHip = Torso["Right Hip"]
  30. LeftHip = Torso["Left Hip"]
  31.  
  32. IT = Instance.new
  33. CF = CFrame.new
  34. VT = Vector3.new
  35. RAD = math.rad
  36. C3 = Color3.new
  37. UD2 = UDim2.new
  38. BRICKC = BrickColor.new
  39. ANGLES = CFrame.Angles
  40. EULER = CFrame.fromEulerAnglesXYZ
  41. COS = math.cos
  42. ACOS = math.acos
  43. SIN = math.sin
  44. ASIN = math.asin
  45. ABS = math.abs
  46. MRANDOM = math.random
  47. FLOOR = math.floor
  48.  
  49. local ExplodeBombs = false
  50. local MaxBombs = 3
  51. local Bombs = 0
  52. local AddSize = 0
  53. local MasterPositionTarget = nil
  54.  
  55.  
  56.  
  57.  
  58.  
  59. --//=================================\\
  60. --|| CUSTOMIZATION
  61. --\\=================================//
  62.  
  63. Class_Name = "Firebreather"
  64. Weapon_Name = "Redemption"
  65.  
  66. Custom_Colors = {
  67. Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
  68. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
  69.  
  70. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
  71. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
  72. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
  73. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
  74. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
  75.  
  76. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
  77. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
  78. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
  79. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
  80. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
  81. }
  82.  
  83. Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
  84. Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
  85. Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
  86. Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
  87. Ability_Background_Transparency = 0 --Transparency for the background of the abilities.
  88. Stat_Background_Transparency = 0 --Transparency for the background of the stats.
  89.  
  90. Player_Size = 1 --Size of the player.
  91. Animation_Speed = 2
  92. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  93.  
  94. Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
  95. Enable_Stats = false --Enables or disables stats.
  96. Put_Stats_In_Character = false --Places stats in Character.
  97. Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
  98. Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
  99. Enable_Stagger = false --Enables or disables staggering.
  100. Enable_Stun = false --Enables or disables the stun mechanic.
  101. Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
  102. Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
  103.  
  104. Start_Equipped = false --Starts the player equipped with their weapon.
  105. Start_Equipped_With_Equipped_Animation = false --Used in conjunction with the above option. Starts your equip animation.
  106. Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
  107. Disable_Animator = true --Disables the Animator in the humanoid.
  108. Disable_Animate = true --Disables the Animate script in the character.
  109. Disable_Moving_Arms = false --Keeps the arms from moving around.
  110. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
  111. Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
  112. Disable_Jump = false --Disables jumping.
  113. Use_HopperBin = true --Uses a hopperbin to do things.
  114.  
  115. Cooldown_1 = 0 --Cooldowns for abilites.
  116. Cooldown_2 = 0
  117. Cooldown_3 = 0
  118. Cooldown_4 = 0
  119. Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
  120. Skill_2_Mana_Cost = 0
  121. Skill_3_Mana_Cost = 0
  122. Skill_4_Mana_Cost = 0
  123. Max_Mana = 0 --Maximum amount of mana you can have.
  124. Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
  125. Mana_Name = "Mana" --Name for the mana bar.
  126. Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
  127. Max_Stun = 1 --Maximum amount of stun you can have.
  128. Recover_Mana = 0 --How much mana you gain.
  129. Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
  130. Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
  131. Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
  132. Recover_Secondary_Mana = 0 --How much secondary mana you gain.
  133. Lose_Stun = 0 --How much stun you lose.
  134. Stun_Wait = 0 --Delay between losing stun.
  135. Mana_Wait = 0 --Delay between gaining mana.
  136. Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
  137. Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
  138. Constant_Update = false --Removes the delay between updating the Weapon GUI.
  139. Show_Stats = false --Hides or shows stats.
  140. Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
  141.  
  142. --//=================================\\
  143. --|| END OF CUSTOMIZATION
  144. --\\=================================//
  145.  
  146.  
  147.  
  148.  
  149.  
  150.  
  151. --//=================================\\
  152. --|| USEFUL VALUES
  153. --\\=================================//
  154.  
  155. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  156. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  157. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  158. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  159. local CO1 = 0
  160. local CO2 = 0
  161. local CO3 = 0
  162. local CO4 = 0
  163. local CHANGEDEFENSE = 0
  164. local CHANGEDAMAGE = 0
  165. local CHANGEMOVEMENT = 0
  166. local ANIM = "Idle"
  167. local ATTACK = false
  168. local EQUIPPED = false
  169. local HOLD = false
  170. local COMBO = 1
  171. local LASTPOINT = nil
  172. local BLCF = nil
  173. local SCFR = nil
  174. local STAGGERHITANIM = false
  175. local STAGGERANIM = false
  176. local STUNANIM = false
  177. local CRITCHANCENUMBER = 0
  178. local IDLENUMBER = 0
  179. local DONUMBER = 0
  180. local HANDIDLE = false
  181. local SINE = 0
  182. local CHANGE = 2 / Animation_Speed
  183. local WALKINGANIM = false
  184. local WALK = 0
  185. local DISABLEJUMPING = false
  186. local HASBEENBLOCKED = false
  187. local STUNDELAYNUMBER = 0
  188. local MANADELAYNUMBER = 0
  189. local SECONDARYMANADELAYNUMBER = 0
  190. local ROBLOXIDLEANIMATION = IT("Animation")
  191. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  192. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  193. --ROBLOXIDLEANIMATION.Parent = Humanoid
  194. local WEAPONGUI = IT("ScreenGui", nil)
  195. WEAPONGUI.Name = "Weapon GUI"
  196. local WEAPONTOOL = IT("HopperBin", nil)
  197. WEAPONTOOL.Name = Weapon_Name
  198. local Weapon = IT("Model")
  199. Weapon.Name = Weapon_Name
  200. local Effects = IT("Folder", Weapon)
  201. Effects.Name = "Effects"
  202. local ANIMATOR = Humanoid.Animator
  203. local ANIMATE = Character.Animate
  204. local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
  205. local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
  206. local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
  207. local HITBLOCKSOUNDS = {"199148933", "199148947"}
  208.  
  209. --//=================================\\
  210. --\\=================================//
  211.  
  212.  
  213.  
  214.  
  215.  
  216. --//=================================\\
  217. --|| STATS
  218. --\\=================================//
  219.  
  220. if Character:FindFirstChild("Stats") ~= nil then
  221. Character:FindFirstChild("Stats").Parent = nil
  222. end
  223.  
  224. local Stats = IT("Folder", nil)
  225. Stats.Name = "Stats"
  226. local ChangeStat = IT("Folder", Stats)
  227. ChangeStat.Name = "ChangeStat"
  228. local Defense = IT("NumberValue", Stats)
  229. Defense.Name = "Defense"
  230. Defense.Value = 1
  231. local Movement = IT("NumberValue", Stats)
  232. Movement.Name = "Movement"
  233. Movement.Value = 1
  234. local Damage = IT("NumberValue", Stats)
  235. Damage.Name = "Damage"
  236. Damage.Value = 1
  237. local Mana = IT("NumberValue", Stats)
  238. Mana.Name = "Mana"
  239. Mana.Value = 0
  240. local SecondaryMana = IT("NumberValue", Stats)
  241. SecondaryMana.Name = "SecondaryMana"
  242. SecondaryMana.Value = 0
  243. local CanCrit = IT("BoolValue", Stats)
  244. CanCrit.Name = "CanCrit"
  245. CanCrit.Value = false
  246. local CritChance = IT("NumberValue", Stats)
  247. CritChance.Name = "CritChance"
  248. CritChance.Value = 20
  249. local CanPenetrateArmor = IT("BoolValue", Stats)
  250. CanPenetrateArmor.Name = "CanPenetrateArmor"
  251. CanPenetrateArmor.Value = false
  252. local AntiTeamKill = IT("BoolValue", Stats)
  253. AntiTeamKill.Name = "AntiTeamKill"
  254. AntiTeamKill.Value = false
  255. local Rooted = IT("BoolValue", Stats)
  256. Rooted.Name = "Rooted"
  257. Rooted.Value = false
  258. local Block = IT("BoolValue", Stats)
  259. Block.Name = "Block"
  260. Block.Value = false
  261. local RecentEnemy = IT("ObjectValue", Stats)
  262. RecentEnemy.Name = "RecentEnemy"
  263. RecentEnemy.Value = nil
  264. local StaggerHit = IT("BoolValue", Stats)
  265. StaggerHit.Name = "StaggerHit"
  266. StaggerHit.Value = false
  267. local Stagger = IT("BoolValue", Stats)
  268. Stagger.Name = "Stagger"
  269. Stagger.Value = false
  270. local Stun = IT("BoolValue", Stats)
  271. Stun.Name = "Stun"
  272. Stun.Value = false
  273. local StunValue = IT("NumberValue", Stats)
  274. StunValue.Name = "StunValue"
  275. StunValue.Value = 0
  276.  
  277. if Enable_Stats == true and Put_Stats_In_Character == true then
  278. Stats.Parent = Character
  279. end
  280.  
  281. --//=================================\\
  282. --\\=================================//
  283.  
  284.  
  285.  
  286.  
  287.  
  288. --//=================================\\
  289. --|| DEBUFFS / BUFFS
  290. --\\=================================//
  291.  
  292. local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
  293. DEFENSECHANGE1.Name = "ChangeDefense"
  294. DEFENSECHANGE1.Value = 0
  295.  
  296. local MOVEMENTCHANGE1 = IT("NumberValue", nil)
  297. MOVEMENTCHANGE1.Name = "ChangeMovement"
  298. MOVEMENTCHANGE1.Value = 0
  299.  
  300. --//=================================\\
  301. --\\=================================//
  302.  
  303.  
  304.  
  305.  
  306.  
  307. --//=================================\\
  308. --|| SAZERENOS' ARTIFICIAL HEARTBEAT
  309. --\\=================================//
  310.  
  311. ArtificialHB = Instance.new("BindableEvent", script)
  312. ArtificialHB.Name = "ArtificialHB"
  313.  
  314. script:WaitForChild("ArtificialHB")
  315.  
  316. frame = Frame_Speed
  317. tf = 0
  318. allowframeloss = false
  319. tossremainder = false
  320. lastframe = tick()
  321. script.ArtificialHB:Fire()
  322.  
  323. game:GetService("RunService").Heartbeat:connect(function(s, p)
  324. tf = tf + s
  325. if tf >= frame then
  326. if allowframeloss then
  327. script.ArtificialHB:Fire()
  328. lastframe = tick()
  329. else
  330. for i = 1, math.floor(tf / frame) do
  331. script.ArtificialHB:Fire()
  332. end
  333. lastframe = tick()
  334. end
  335. if tossremainder then
  336. tf = 0
  337. else
  338. tf = tf - frame * math.floor(tf / frame)
  339. end
  340. end
  341. end)
  342.  
  343. --//=================================\\
  344. --\\=================================//
  345.  
  346.  
  347.  
  348.  
  349.  
  350. --//=================================\\
  351. --|| SOME FUNCTIONS
  352. --\\=================================//
  353.  
  354. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  355. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  356. end
  357.  
  358. function PositiveAngle(NUMBER)
  359. if NUMBER >= 0 then
  360. NUMBER = 0
  361. end
  362. return NUMBER
  363. end
  364.  
  365. function NegativeAngle(NUMBER)
  366. if NUMBER <= 0 then
  367. NUMBER = 0
  368. end
  369. return NUMBER
  370. end
  371.  
  372. function Swait(NUMBER)
  373. if NUMBER == 0 or NUMBER == nil then
  374. ArtificialHB.Event:wait()
  375. else
  376. for i = 1, NUMBER do
  377. ArtificialHB.Event:wait()
  378. end
  379. end
  380. end
  381.  
  382. function QuaternionFromCFrame(cf)
  383. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  384. local trace = m00 + m11 + m22
  385. if trace > 0 then
  386. local s = math.sqrt(1 + trace)
  387. local recip = 0.5 / s
  388. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  389. else
  390. local i = 0
  391. if m11 > m00 then
  392. i = 1
  393. end
  394. if m22 > (i == 0 and m00 or m11) then
  395. i = 2
  396. end
  397. if i == 0 then
  398. local s = math.sqrt(m00 - m11 - m22 + 1)
  399. local recip = 0.5 / s
  400. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  401. elseif i == 1 then
  402. local s = math.sqrt(m11 - m22 - m00 + 1)
  403. local recip = 0.5 / s
  404. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  405. elseif i == 2 then
  406. local s = math.sqrt(m22 - m00 - m11 + 1)
  407. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  408. end
  409. end
  410. end
  411.  
  412. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  413. local xs, ys, zs = x + x, y + y, z + z
  414. local wx, wy, wz = w * xs, w * ys, w * zs
  415. local xx = x * xs
  416. local xy = x * ys
  417. local xz = x * zs
  418. local yy = y * ys
  419. local yz = y * zs
  420. local zz = z * zs
  421. 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))
  422. end
  423.  
  424. function QuaternionSlerp(a, b, t)
  425. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  426. local startInterp, finishInterp;
  427. if cosTheta >= 0.0001 then
  428. if (1 - cosTheta) > 0.0001 then
  429. local theta = ACOS(cosTheta)
  430. local invSinTheta = 1 / SIN(theta)
  431. startInterp = SIN((1 - t) * theta) * invSinTheta
  432. finishInterp = SIN(t * theta) * invSinTheta
  433. else
  434. startInterp = 1 - t
  435. finishInterp = t
  436. end
  437. else
  438. if (1 + cosTheta) > 0.0001 then
  439. local theta = ACOS(-cosTheta)
  440. local invSinTheta = 1 / SIN(theta)
  441. startInterp = SIN((t - 1) * theta) * invSinTheta
  442. finishInterp = SIN(t * theta) * invSinTheta
  443. else
  444. startInterp = t - 1
  445. finishInterp = t
  446. end
  447. end
  448. 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
  449. end
  450.  
  451. function Clerp(a, b, t)
  452. local qa = {QuaternionFromCFrame(a)}
  453. local qb = {QuaternionFromCFrame(b)}
  454. local ax, ay, az = a.x, a.y, a.z
  455. local bx, by, bz = b.x, b.y, b.z
  456. local _t = 1 - t
  457. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  458. end
  459.  
  460. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  461. local frame = IT("Frame")
  462. frame.BackgroundTransparency = TRANSPARENCY
  463. frame.BorderSizePixel = BORDERSIZEPIXEL
  464. frame.Position = POSITION
  465. frame.Size = SIZE
  466. frame.BackgroundColor3 = COLOR
  467. frame.BorderColor3 = BORDERCOLOR
  468. frame.Name = NAME
  469. frame.Parent = PARENT
  470. return frame
  471. end
  472.  
  473. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  474. local label = IT("TextLabel")
  475. label.BackgroundTransparency = 1
  476. label.Size = UD2(1, 0, 1, 0)
  477. label.Position = UD2(0, 0, 0, 0)
  478. label.TextColor3 = C3(255, 255, 255)
  479. label.TextStrokeTransparency = STROKETRANSPARENCY
  480. label.TextTransparency = TRANSPARENCY
  481. label.FontSize = TEXTFONTSIZE
  482. label.Font = TEXTFONT
  483. label.BorderSizePixel = BORDERSIZEPIXEL
  484. label.TextScaled = true
  485. label.Text = TEXT
  486. label.Name = NAME
  487. label.Parent = PARENT
  488. return label
  489. end
  490.  
  491. function NoOutlines(PART)
  492. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  493. end
  494.  
  495. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
  496. local NEWPART = IT("Part")
  497. NEWPART.formFactor = FORMFACTOR
  498. NEWPART.Reflectance = REFLECTANCE
  499. NEWPART.Transparency = TRANSPARENCY
  500. NEWPART.CanCollide = false
  501. NEWPART.Locked = true
  502. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  503. NEWPART.Name = NAME
  504. NEWPART.Size = SIZE
  505. NEWPART.Position = Torso.Position
  506. NoOutlines(NEWPART)
  507. NEWPART.Material = MATERIAL
  508. NEWPART:BreakJoints()
  509. NEWPART.Parent = PARENT
  510. return NEWPART
  511. end
  512.  
  513. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  514. local NEWMESH = IT(MESH)
  515. if MESH == "SpecialMesh" then
  516. NEWMESH.MeshType = MESHTYPE
  517. if MESHID ~= "nil" and MESHID ~= "" then
  518. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  519. end
  520. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  521. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  522. end
  523. end
  524. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  525. NEWMESH.Scale = SCALE
  526. NEWMESH.Parent = PARENT
  527. return NEWMESH
  528. end
  529.  
  530. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  531. local NEWWELD = IT(TYPE)
  532. NEWWELD.Part0 = PART0
  533. NEWWELD.Part1 = PART1
  534. NEWWELD.C0 = C0
  535. NEWWELD.C1 = C1
  536. NEWWELD.Parent = PARENT
  537. return NEWWELD
  538. end
  539.  
  540. function CreateSound(ID, PARENT, VOLUME, PITCH)
  541. coroutine.resume(coroutine.create(function()
  542. local NEWSOUND = IT("Sound", PARENT)
  543. NEWSOUND.Volume = VOLUME
  544. NEWSOUND.Pitch = PITCH
  545. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  546. Swait()
  547. NEWSOUND:play()
  548. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  549. end))
  550. end
  551.  
  552. function CFrameFromTopBack(at, top, back)
  553. local right = top:Cross(back)
  554. 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)
  555. end
  556.  
  557. function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
  558. local MAGNITUDE = (POSITION1 - POSITION2).magnitude
  559. local CURRENTPOSITION = POSITION1
  560. local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
  561. coroutine.resume(coroutine.create(function()
  562. for i = 1, MULTIPLIERTIME do
  563. local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
  564. LIGHTNINGPART.Anchored = true
  565. local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
  566. local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
  567. if MULTIPLIERTIME == i then
  568. local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
  569. LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
  570. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
  571. else
  572. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
  573. end
  574. CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
  575. game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
  576. coroutine.resume(coroutine.create(function()
  577. while LIGHTNINGPART.Transparency ~= 1 do
  578. --local StartTransparency = tra
  579. for i=0, 1, LASTINGTIME do
  580. Swait()
  581. LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
  582. end
  583. end
  584. end))
  585. Swait(LIGHTNINGDELAY / Animation_Speed)
  586. end
  587. end))
  588. end
  589.  
  590. function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  591. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  592. EFFECTPART.Anchored = true
  593. EFFECTPART.CFrame = CFRAME
  594. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  595. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  596. coroutine.resume(coroutine.create(function(PART, MESH)
  597. for i = 0, 1, delay do
  598. Swait()
  599. PART.CFrame = PART.CFrame * ROTATION
  600. PART.Transparency = i
  601. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  602. end
  603. PART.Parent = nil
  604. end), EFFECTPART, EFFECTMESH)
  605. end
  606.  
  607. function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  608. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  609. EFFECTPART.Anchored = true
  610. EFFECTPART.CFrame = CFRAME
  611. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  612. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  613. coroutine.resume(coroutine.create(function(PART, MESH)
  614. for i = 0, 1, delay do
  615. Swait()
  616. PART.CFrame = PART.CFrame * ROTATION
  617. PART.Transparency = i
  618. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  619. end
  620. PART.Parent = nil
  621. end), EFFECTPART, EFFECTMESH)
  622. end
  623.  
  624. function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  625. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  626. EFFECTPART.Anchored = true
  627. EFFECTPART.CFrame = CFRAME
  628. local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  629. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  630. coroutine.resume(coroutine.create(function(PART, MESH)
  631. for i = 0, 1, delay do
  632. Swait()
  633. PART.CFrame = PART.CFrame * ROTATION
  634. PART.Transparency = i
  635. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  636. end
  637. PART.Parent = nil
  638. end), EFFECTPART, EFFECTMESH)
  639. end
  640.  
  641. function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  642. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  643. EFFECTPART.Anchored = true
  644. EFFECTPART.CFrame = CFRAME
  645. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  646. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  647. coroutine.resume(coroutine.create(function(PART, MESH)
  648. for i = 0, 1, delay do
  649. Swait()
  650. PART.CFrame = PART.CFrame * ROTATION
  651. PART.Transparency = i
  652. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  653. end
  654. PART.Parent = nil
  655. end), EFFECTPART, EFFECTMESH)
  656. end
  657.  
  658. function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  659. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  660. EFFECTPART.Anchored = true
  661. EFFECTPART.CFrame = CFRAME
  662. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  663. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  664. coroutine.resume(coroutine.create(function(PART, MESH)
  665. for i = 0, 1, delay do
  666. Swait()
  667. PART.CFrame = PART.CFrame * ROTATION
  668. PART.Transparency = i
  669. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  670. end
  671. PART.Parent = nil
  672. end), EFFECTPART, EFFECTMESH)
  673. end
  674.  
  675. function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  676. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  677. EFFECTPART.Anchored = true
  678. EFFECTPART.CFrame = CFRAME
  679. 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))
  680. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  681. coroutine.resume(coroutine.create(function(PART, MESH)
  682. for i = 0, 1, delay do
  683. Swait()
  684. PART.CFrame = PART.CFrame * ROTATION
  685. PART.Transparency = i
  686. MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
  687. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  688. end
  689. PART.Parent = nil
  690. end), EFFECTPART, EFFECTMESH)
  691. end
  692.  
  693. function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  694. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  695. EFFECTPART.Anchored = true
  696. EFFECTPART.CFrame = CFRAME
  697. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  698. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  699. coroutine.resume(coroutine.create(function(PART, MESH)
  700. for i = 0, 1, delay do
  701. Swait()
  702. PART.CFrame = PART.CFrame * ROTATION
  703. PART.Transparency = i
  704. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  705. end
  706. PART.Parent = nil
  707. end), EFFECTPART, EFFECTMESH)
  708. end
  709.  
  710. function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  711. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  712. EFFECTPART.Anchored = true
  713. EFFECTPART.CFrame = CFRAME
  714. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  715. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  716. coroutine.resume(coroutine.create(function(PART, MESH)
  717. for i = 0, 1, delay do
  718. Swait()
  719. PART.CFrame = PART.CFrame * ROTATION
  720. PART.Transparency = i
  721. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  722. end
  723. PART.Parent = nil
  724. end), EFFECTPART, EFFECTMESH)
  725. end
  726.  
  727. function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  728. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  729. EFFECTPART.Anchored = true
  730. EFFECTPART.CFrame = CFRAME
  731. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  732. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  733. coroutine.resume(coroutine.create(function(PART, MESH)
  734. for i = 0, 1, delay do
  735. Swait()
  736. PART.CFrame = PART.CFrame * ROTATION
  737. PART.Transparency = i
  738. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  739. end
  740. PART.Parent = nil
  741. end), EFFECTPART, EFFECTMESH)
  742. end
  743.  
  744. function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  745. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  746. EFFECTPART.Anchored = true
  747. EFFECTPART.CFrame = CFRAME
  748. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  749. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  750. coroutine.resume(coroutine.create(function(PART, MESH)
  751. for i = 0, 1, delay do
  752. Swait()
  753. PART.CFrame = PART.CFrame * ROTATION
  754. PART.Transparency = i
  755. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  756. end
  757. PART.Parent = nil
  758. end), EFFECTPART, EFFECTMESH)
  759. end
  760.  
  761. function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  762. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  763. EFFECTPART.Anchored = true
  764. EFFECTPART.CFrame = CFRAME
  765. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  766. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  767. coroutine.resume(coroutine.create(function(PART, MESH)
  768. for i = 0, 1, delay do
  769. Swait()
  770. PART.CFrame = PART.CFrame * ROTATION
  771. PART.Transparency = i
  772. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  773. end
  774. PART.Parent = nil
  775. end), EFFECTPART, EFFECTMESH)
  776. end
  777.  
  778. function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  779. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  780. EFFECTPART.Anchored = true
  781. EFFECTPART.CFrame = CFRAME
  782. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  783. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  784. coroutine.resume(coroutine.create(function(PART, MESH)
  785. for i = 0, 1, delay do
  786. Swait()
  787. PART.CFrame = PART.CFrame * ROTATION
  788. PART.Transparency = i
  789. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  790. end
  791. PART.Parent = nil
  792. end), EFFECTPART, EFFECTMESH)
  793. end
  794.  
  795. function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  796. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  797. EFFECTPART.Anchored = true
  798. EFFECTPART.CFrame = CFRAME
  799. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  800. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  801. coroutine.resume(coroutine.create(function(PART, MESH)
  802. for i = 0, 1, delay do
  803. Swait()
  804. PART.CFrame = PART.CFrame * ROTATION
  805. PART.Transparency = i
  806. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  807. end
  808. PART.Parent = nil
  809. end), EFFECTPART, EFFECTMESH)
  810. end
  811.  
  812. function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
  813. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  814. EFFECTPART.Anchored = true
  815. EFFECTPART.CFrame = CFRAME
  816. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
  817. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  818. local XVALUE = MRANDOM()
  819. local YVALUE = MRANDOM()
  820. local ZVALUE = MRANDOM()
  821. coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
  822. for i = 0, 1, delay do
  823. Swait()
  824. PART.CFrame = PART.CFrame * ROTATION
  825. PART.Transparency = i
  826. THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
  827. THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
  828. THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
  829. MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
  830. end
  831. PART.Parent = nil
  832. end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
  833. end
  834.  
  835. function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
  836. local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
  837. if MAGNITUDECFRAME > (1 / 100) then
  838. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
  839. EFFECTPART.Anchored = true
  840. EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
  841. local THEMESHTYPE = "BlockMesh"
  842. if MESHTYPE == "Cylinder" then
  843. THEMESHTYPE = "CylinderMesh"
  844. end
  845. local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
  846. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  847. coroutine.resume(coroutine.create(function(PART, MESH)
  848. for i = 0, 1, delay do
  849. Swait()
  850. PART.CFrame = PART.CFrame * ROTATION
  851. PART.Transparency = i
  852. MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
  853. end
  854. PART.Parent = nil
  855. end), EFFECTPART, EFFECTMESH)
  856. end
  857. end
  858.  
  859. function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
  860. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT(0.2,0.2,0.2))
  861. EFFECTPART.Anchored = true
  862. EFFECTPART.CFrame = CFRAME
  863. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
  864. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  865. local THELASTPOINT = CFRAME
  866. coroutine.resume(coroutine.create(function(PART)
  867. for i = 1, DURATION do
  868. Swait()
  869. PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
  870. 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)
  871. THELASTPOINT = PART.CFrame
  872. end
  873. PART.Parent = nil
  874. end), EFFECTPART)
  875. end
  876.  
  877. --local list={}
  878. function Triangle(Color, Material, a, b, c, delay)
  879. local edge1 = (c - a):Dot((b - a).unit)
  880. local edge2 = (a - b):Dot((c - b).unit)
  881. local edge3 = (b - c):Dot((a - c).unit)
  882. if edge1 <= (b - a).magnitude and edge1 >= 0 then
  883. a, b, c=a, b, c
  884. elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
  885. a, b, c=b, c, a
  886. elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
  887. a, b, c=c, a, b
  888. else
  889. assert(false, "unreachable")
  890. end
  891. local len1 = (c - a):Dot((b - a).unit)
  892. local len2 = (b - a).magnitude - len1
  893. local width = (a + (b - a).unit * len1 - c).magnitude
  894. local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
  895. if len1 > 1 / 100 then
  896. local sz = VT(0.2, width, len1)
  897. local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  898. local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
  899. w1.Anchored = true
  900. w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
  901. coroutine.resume(coroutine.create(function()
  902. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  903. Swait()
  904. w1.Transparency = i
  905. end
  906. w1.Parent = nil
  907. end))
  908. game:GetService("Debris"):AddItem(w1, 10)
  909. --table.insert(list, w1)
  910. end
  911. if len2 > 1 / 100 then
  912. local sz = VT(0.2, width, len2)
  913. local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  914. local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
  915. w2.Anchored = true
  916. w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
  917. coroutine.resume(coroutine.create(function()
  918. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  919. Swait()
  920. w2.Transparency = i
  921. end
  922. w2.Parent = nil
  923. end))
  924. game:GetService("Debris"):AddItem(w2, 10)
  925. --table.insert(list, w2)
  926. end
  927. --return unpack(list)
  928. end
  929.  
  930. --[[Usage:
  931. local Pos = Part
  932. local Offset = Part.CFrame * CF(0, 0, 0)
  933. local Color = "Institutional white"
  934. local Material = "Neon"
  935. local TheDelay = 0.01
  936. local Height = 4
  937. BLCF = Offset
  938. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  939. 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)
  940. if a then game:GetService("Debris"):AddItem(a, 1) end
  941. if b then game:GetService("Debris"):AddItem(b, 1) end
  942. 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)
  943. if a then game:GetService("Debris"):AddItem(a, 1) end
  944. if b then game:GetService("Debris"):AddItem(b, 1) end
  945. SCFR = BLCF
  946. elseif not SCFR then
  947. SCFR = BLCF
  948. end
  949. --
  950. BLCF = nil
  951. SCFR = nil
  952. --]]
  953.  
  954. --//=================================\\
  955. --\\=================================//
  956.  
  957.  
  958.  
  959.  
  960.  
  961. --//=================================\\
  962. --|| RESIZE PLAYER
  963. --\\=================================//
  964.  
  965. if Player_Size ~= 1 then
  966. RootPart.Size = RootPart.Size * Player_Size
  967. Torso.Size = Torso.Size * Player_Size
  968. Head.Size = Head.Size * Player_Size
  969. RightArm.Size = RightArm.Size * Player_Size
  970. LeftArm.Size = LeftArm.Size * Player_Size
  971. RightLeg.Size = RightLeg.Size * Player_Size
  972. LeftLeg.Size = LeftLeg.Size * Player_Size
  973. RootJoint.Parent = RootPart
  974. Neck.Parent = Torso
  975. RightShoulder.Parent = Torso
  976. LeftShoulder.Parent = Torso
  977. RightHip.Parent = Torso
  978. LeftHip.Parent = Torso
  979.  
  980. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  981. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  982. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  983. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  984. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  985. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  986. if Disable_Moving_Arms == false then
  987. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  988. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  989. else
  990. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  991. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  992. end
  993. 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))
  994. 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))
  995. 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))
  996. 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))
  997. end
  998.  
  999.  
  1000. --//=================================\\
  1001. --\\=================================//
  1002.  
  1003.  
  1004.  
  1005.  
  1006.  
  1007. --//=================================\\
  1008. --|| WEAPON CREATION
  1009. --\\=================================//
  1010.  
  1011. local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0))
  1012. local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "582117241", "582117428", VT(1,1,1), VT(0, 3.1 * Player_Size, 0))
  1013. 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))
  1014.  
  1015. local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
  1016. local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1017.  
  1018. local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
  1019. local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1020.  
  1021. if Player_Size ~= 1 then
  1022. for _, v in pairs (Weapon:GetChildren()) do
  1023. if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
  1024. local p1 = v.Part1
  1025. v.Part1 = nil
  1026. local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
  1027. v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
  1028. v.Part1 = p1
  1029. elseif v.ClassName == "Part" then
  1030. for _, b in pairs (v:GetChildren()) do
  1031. if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
  1032. b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
  1033. end
  1034. end
  1035. end
  1036. end
  1037. end
  1038.  
  1039. for _, c in pairs(Weapon:GetChildren()) do
  1040. if c.ClassName == "Part" then
  1041. c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
  1042. end
  1043. end
  1044.  
  1045. if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
  1046. HandleWeld.Part0 = RightArm
  1047. HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1048. end
  1049.  
  1050. Weapon.Parent = Character
  1051.  
  1052. Humanoid.Died:connect(function()
  1053. ATTACK = true
  1054. end)
  1055.  
  1056. print(Class_Name.." loaded.")
  1057.  
  1058. --//=================================\\
  1059. --\\=================================//
  1060.  
  1061.  
  1062.  
  1063.  
  1064.  
  1065. --//=================================\\
  1066. --|| DAMAGE FUNCTIONS
  1067. --\\=================================//
  1068.  
  1069. function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
  1070. local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  1071. STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
  1072. local BODYGYRO = IT("BodyGyro", STATPART)
  1073. local BODYPOSITION = IT("BodyPosition", STATPART)
  1074. BODYPOSITION.P = 2000
  1075. BODYPOSITION.D = 100
  1076. BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
  1077. if LABELTYPE == "Normal" then
  1078. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
  1079. elseif LABELTYPE == "Debuff" then
  1080. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
  1081. elseif LABELTYPE == "Interruption" then
  1082. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
  1083. end
  1084. game:GetService("Debris"):AddItem(STATPART ,5)
  1085. local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
  1086. BILLBOARDGUI.Adornee = STATPART
  1087. BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
  1088. BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
  1089. BILLBOARDGUI.AlwaysOnTop = false
  1090. local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
  1091. TEXTLABEL.BackgroundTransparency = 1
  1092. TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
  1093. TEXTLABEL.Text = TEXT
  1094. TEXTLABEL.Font = "SourceSans"
  1095. TEXTLABEL.FontSize="Size42"
  1096. TEXTLABEL.TextColor3 = COLOR
  1097. TEXTLABEL.TextStrokeTransparency = 0
  1098. TEXTLABEL.TextScaled = true
  1099. TEXTLABEL.TextWrapped = true
  1100. coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
  1101. wait(0.2)
  1102. for i=1, 5 do
  1103. wait()
  1104. THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
  1105. end
  1106. wait(1.2)
  1107. for i=1, 5 do
  1108. wait()
  1109. THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
  1110. THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
  1111. THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
  1112. end
  1113. THEPART.Parent = nil
  1114. end),STATPART, BODYPOSITION, TEXTLABEL)
  1115. end
  1116.  
  1117. function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
  1118. if LOCATION:FindFirstChild("Stats") ~= nil then
  1119. if LOCATION.Stats:FindFirstChild("Block") ~= nil then
  1120. if LOCATION.Stats:FindFirstChild("Block").Value == true then
  1121. return
  1122. end
  1123. end
  1124. if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
  1125. local NewStatChange = IT("NumberValue")
  1126. NewStatChange.Value = AMOUNT
  1127. if STAT == "Defense" then
  1128. NewStatChange.Name = "ChangeDefense"
  1129. elseif STAT == "Damage" then
  1130. NewStatChange.Name = "ChangeDamage"
  1131. elseif STAT == "Movement" then
  1132. NewStatChange.Name = "ChangeMovement"
  1133. end
  1134. if SHOWTHESTAT == true then
  1135. if AMOUNT < 0 then
  1136. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
  1137. elseif AMOUNT > 0 then
  1138. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
  1139. end
  1140. end
  1141. if DURATION ~= nil and DURATION ~= 0 then
  1142. local StatDuration = IT("NumberValue")
  1143. StatDuration.Name = "Duration"
  1144. StatDuration.Value = DURATION
  1145. StatDuration.Parent = NewStatChange
  1146. end
  1147. NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
  1148. end
  1149. end
  1150. end
  1151.  
  1152. --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)
  1153. 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)
  1154. if HIT.Parent == nil then
  1155. return
  1156. end
  1157. local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
  1158. for _, v in pairs(HIT.Parent:GetChildren()) do
  1159. if v:IsA("Humanoid") then
  1160. HITHUMANOID = v
  1161. end
  1162. end
  1163. if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
  1164. StaggerHit.Value = true
  1165. if Play_Hitbox_Hit_Sound == true then
  1166. if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
  1167. CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
  1168. end
  1169. end
  1170. return
  1171. end
  1172. if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
  1173. HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
  1174. end
  1175. if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
  1176. HIT = HIT.Parent.Parent:FindFirstChild("Head")
  1177. end
  1178. if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
  1179. if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
  1180. if HIT.Parent.DebounceHit.Value == true then
  1181. return
  1182. end
  1183. end
  1184. if AntiTeamKill.Value == true then
  1185. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
  1186. if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
  1187. return
  1188. end
  1189. end
  1190. end
  1191. if HITEVENWHENDEAD == false then
  1192. if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
  1193. if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
  1194. return
  1195. end
  1196. end
  1197. end
  1198. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1199. if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
  1200. HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
  1201. end
  1202. end
  1203. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1204. if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
  1205. if STAGGER == true and Enable_Stagger == true then
  1206. HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
  1207. end
  1208. end
  1209. end
  1210. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1211. if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
  1212. if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
  1213. HASBEENBLOCKED = true
  1214. if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
  1215. StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
  1216. if RANGED ~= true then
  1217. if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
  1218. CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
  1219. end
  1220. end
  1221. local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
  1222. BlockDebounce.Name = "BlockDebounce"
  1223. BlockDebounce.Value = true
  1224. if RANGED ~= true then
  1225. game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
  1226. else
  1227. game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
  1228. end
  1229. end
  1230. if RANGED ~= true and Enable_Stagger == true then
  1231. HIT.Parent.Stats:FindFirstChild("Block").Value = false
  1232. Stagger.Value = true
  1233. end
  1234. return
  1235. end
  1236. end
  1237. end
  1238. if DECREASETHESTAT ~= nil then
  1239. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1240. IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1241. end
  1242. end
  1243. local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
  1244. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1245. if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
  1246. if CanPenetrateArmor.Value == true then
  1247. DAMAGE = DAMAGE
  1248. else
  1249. DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
  1250. end
  1251. elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
  1252. DAMAGE = DAMAGE
  1253. end
  1254. end
  1255. if CanCrit.Value == true then
  1256. CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
  1257. if CRITCHANCENUMBER == 1 then
  1258. DAMAGE = DAMAGE * 2
  1259. end
  1260. end
  1261. DAMAGE = math.floor(DAMAGE)
  1262. if HASBEENBLOCKED == false then
  1263. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1264. end
  1265. if DAMAGE <= 3 and HASBEENBLOCKED == false then
  1266. if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
  1267. StaggerHit.Value = true
  1268. end
  1269. if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
  1270. CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH)
  1271. end
  1272. elseif DAMAGE > 3 and HASBEENBLOCKED == false then
  1273. if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
  1274. CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH)
  1275. end
  1276. end
  1277. if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
  1278. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1279. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1280. CreateSound("296102734", HIT, 1, 1)
  1281. else
  1282. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0))
  1283. end
  1284. elseif DAMAGE >= 20 and HASBEENBLOCKED == false then
  1285. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1286. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1287. CreateSound("296102734", HIT, 1, 1)
  1288. else
  1289. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0))
  1290. end
  1291. elseif DAMAGE <= 3 and HASBEENBLOCKED == false then
  1292. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1293. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1294. CreateSound("296102734", HIT, 1, 1)
  1295. else
  1296. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(225/255, 225/255, 225/255))
  1297. end
  1298. end
  1299. if TYPE == "Normal" then
  1300. local vp = IT("BodyVelocity")
  1301. vp.P=500
  1302. vp.maxForce = VT(math.huge, 0, math.huge)
  1303. if KNOCKBACKTYPE == 1 then
  1304. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
  1305. elseif KNOCKBACKTYPE == 2 then
  1306. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
  1307. end
  1308. if KNOCKBACK > 0 and HASBEENBLOCKED == false then
  1309. vp.Parent = HIT--.Parent.Torso
  1310. end
  1311. game:GetService("Debris"):AddItem(vp, 0.5)
  1312. end
  1313. HASBEENBLOCKED = false
  1314. RecentEnemy.Value = HIT.Parent
  1315. local DebounceHit = IT("BoolValue", HIT.Parent)
  1316. DebounceHit.Name = "DebounceHit"
  1317. DebounceHit.Value = true
  1318. game:GetService("Debris"):AddItem(DebounceHit, DELAY)
  1319. end
  1320. end
  1321.  
  1322. --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)
  1323. 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)
  1324. for _, c in pairs(workspace:GetChildren()) do
  1325. local HUMANOID = c:FindFirstChild("Humanoid")
  1326. local HEAD = nil
  1327. if HUMANOID ~= nil then
  1328. for _, d in pairs(c:GetChildren()) do
  1329. if d.ClassName == "Model" and RANGED ~= true then
  1330. HEAD = d:FindFirstChild("Hitbox")
  1331. if HEAD ~= nil then
  1332. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1333. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1334. if Play_Hitbox_Hit_Sound == true then
  1335. local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  1336. HitRefpart.Anchored = true
  1337. HitRefpart.CFrame = CF(HEAD.Position)
  1338. CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
  1339. end
  1340. if Enable_Stagger_Hit == true then
  1341. StaggerHit.Value = true
  1342. end
  1343. end
  1344. end
  1345. elseif d:IsA"BasePart" then
  1346. HEAD = d
  1347. if HEAD ~= nil then
  1348. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1349. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1350. 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)
  1351. end
  1352. end
  1353. end
  1354. end
  1355. end
  1356. end
  1357. end
  1358.  
  1359. --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
  1360. function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
  1361. if Player.Neutral == true then
  1362. IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1363. end
  1364. for _, c in pairs(workspace:GetChildren()) do
  1365. local HUMANOID = c:FindFirstChild("Humanoid")
  1366. local THEHEAD = nil
  1367. if HUMANOID ~= nil then
  1368. if c:FindFirstChild("Torso") ~= nil then
  1369. THEHEAD = c:FindFirstChild("Torso")
  1370. elseif c:FindFirstChild("UpperTorso") ~= nil then
  1371. THEHEAD = c:FindFirstChild("UpperTorso")
  1372. end
  1373. if THEHEAD ~= nil then
  1374. local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
  1375. print("yes 1")
  1376. if APPLYTOOTHERSINSTEAD == true then
  1377. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1378. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1379. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1380. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1381. end
  1382. end
  1383. end
  1384. elseif APPLYTOOTHERSINSTEAD == false then
  1385. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
  1386. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1387. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1388. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1389. end
  1390. end
  1391. end
  1392. end
  1393. end
  1394. end
  1395. end
  1396. end
  1397.  
  1398. --//=================================\\
  1399. --\\=================================//
  1400.  
  1401.  
  1402.  
  1403.  
  1404.  
  1405. --//=================================\\
  1406. --|| WEAPON GUI
  1407. --\\=================================//
  1408.  
  1409. 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")
  1410. 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")
  1411. local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
  1412.  
  1413. 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")
  1414. 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")
  1415. local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
  1416.  
  1417. 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")
  1418. 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")
  1419. local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
  1420.  
  1421. 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")
  1422. 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")
  1423. local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
  1424.  
  1425. 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")
  1426. local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
  1427.  
  1428. 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")
  1429. local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
  1430.  
  1431. 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")
  1432. local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
  1433.  
  1434. 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")
  1435. 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")
  1436. 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")
  1437. 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")
  1438.  
  1439. 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")
  1440. 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")
  1441. 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")
  1442. 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")
  1443.  
  1444. local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
  1445. local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
  1446. local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
  1447. local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
  1448.  
  1449. if Enable_Gui == true then
  1450. WEAPONGUI.Parent = PlayerGui
  1451. end
  1452.  
  1453. if Enable_Stats == true and Show_Stats == true then
  1454. DEFENSEFRAME.Parent = WEAPONGUI
  1455. DAMAGEFRAME.Parent = WEAPONGUI
  1456. MOVEMENTFRAME.Parent = WEAPONGUI
  1457. end
  1458.  
  1459. if Enable_Secondary_Bar == true then
  1460. SECONDARYMANABAR.Parent = WEAPONGUI
  1461. end
  1462.  
  1463. if Enable_Abilities == true then
  1464. SKILL1FRAME.Parent = WEAPONGUI
  1465. SKILL2FRAME.Parent = WEAPONGUI
  1466. SKILL3FRAME.Parent = WEAPONGUI
  1467. SKILL4FRAME.Parent = WEAPONGUI
  1468. end
  1469.  
  1470. if Enable_Stun == true then
  1471. STUNFRAME.Parent = WEAPONGUI
  1472. end
  1473.  
  1474. function UpdateGUI()
  1475. MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1476. MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1477. MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
  1478. HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1479. HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1480. HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
  1481. if Enable_Abilities == true then
  1482. SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1483. SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1484. SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1485. SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1486. SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1487. SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1488. SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1489. SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1490. end
  1491. if Enable_Stats == true and Show_Stats == true then
  1492. DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1493. DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
  1494. DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1495. DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
  1496. MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1497. MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
  1498. end
  1499. if Enable_Stun == true then
  1500. STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1501. STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1502. STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
  1503. end
  1504. if Enable_Secondary_Bar == true then
  1505. SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1506. SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1507. SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
  1508. end
  1509. end
  1510.  
  1511. if Enable_Gui == true then
  1512. UpdateGUI()
  1513. for _, v in pairs (WEAPONGUI:GetChildren()) do
  1514. if v.ClassName == "Frame" then
  1515. for _, b in pairs (v:GetChildren()) do
  1516. if b.ClassName == "TextLabel" then
  1517. coroutine.resume(coroutine.create(function(THETEXTLABEL)
  1518. wait(Menu_Update_Speed)
  1519. for i = 1, 0, -0.1 do
  1520. Swait()
  1521. THETEXTLABEL.TextTransparency = i
  1522. THETEXTLABEL.TextStrokeTransparency = i
  1523. end
  1524. THETEXTLABEL.TextTransparency = 0
  1525. THETEXTLABEL.TextStrokeTransparency = 0
  1526. end), b)
  1527. end
  1528. end
  1529. end
  1530. end
  1531. end
  1532.  
  1533. --//=================================\\
  1534. --\\=================================//
  1535.  
  1536.  
  1537.  
  1538.  
  1539.  
  1540. --//=================================\\
  1541. --|| SKILL FUNCTIONS
  1542. --\\=================================//
  1543.  
  1544. function UpdateSkillsAndStuff()
  1545. if Mana_Regen_Mode == "1" then
  1546. if Mana.Value >= Max_Mana then
  1547. Mana.Value = Max_Mana
  1548. elseif Mana.Value < 0 then
  1549. Mana.Value = 0
  1550. else
  1551. if MANADELAYNUMBER <= Mana_Wait then
  1552. MANADELAYNUMBER = MANADELAYNUMBER + 1
  1553. else
  1554. MANADELAYNUMBER = 0
  1555. Mana.Value = Mana.Value + Recover_Mana
  1556. end
  1557. end
  1558. elseif Mana_Regen_Mode == "2" then
  1559. if Mana.Value <= Max_Mana then
  1560. Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
  1561. elseif Mana.Value >= Max_Mana then
  1562. Mana.Value = Max_Mana
  1563. elseif Mana.Value < 0 then
  1564. Mana.Value = 0
  1565. end
  1566. end
  1567. if Enable_Secondary_Bar == true then
  1568. if Secondary_Mana_Regen_Mode == "1" then
  1569. if SecondaryMana.Value >= Max_Secondary_Mana then
  1570. SecondaryMana.Value = Max_Secondary_Mana
  1571. elseif SecondaryMana.Value < 0 then
  1572. SecondaryMana.Value = 0
  1573. else
  1574. if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
  1575. SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
  1576. else
  1577. SECONDARYMANADELAYNUMBER = 0
  1578. SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
  1579. end
  1580. end
  1581. elseif Secondary_Mana_Regen_Mode == "2" then
  1582. if SecondaryMana.Value <= Max_Secondary_Mana then
  1583. SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
  1584. elseif SecondaryMana.Value >= Max_Secondary_Mana then
  1585. SecondaryMana.Value = Max_Secondary_Mana
  1586. elseif SecondaryMana.Value < 0 then
  1587. SecondaryMana.Value = 0
  1588. end
  1589. end
  1590. else
  1591. SecondaryMana.Value = 0
  1592. end
  1593. if Enable_Stun == true then
  1594. if Stun_Lose_Mode == "1" then
  1595. if StunValue.Value > Max_Stun then
  1596. StunValue.Value = Max_Stun
  1597. elseif StunValue.Value <= 0 then
  1598. StunValue.Value = 0
  1599. else
  1600. if STUNDELAYNUMBER <= Stun_Wait then
  1601. STUNDELAYNUMBER = STUNDELAYNUMBER + 1
  1602. else
  1603. STUNDELAYNUMBER = 0
  1604. StunValue.Value = StunValue.Value - Lose_Stun
  1605. end
  1606. end
  1607. elseif Stun_Lose_Mode == "2" then
  1608. if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
  1609. StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
  1610. elseif StunValue.Value > Max_Stun then
  1611. StunValue.Value = Max_Stun
  1612. elseif StunValue.Value <= 0 then
  1613. StunValue.Value = 0
  1614. end
  1615. end
  1616. else
  1617. StunValue.Value = 0
  1618. end
  1619. if Enable_Abilities == true then
  1620. if CO1 <= Cooldown_1 then
  1621. CO1 = CO1 + (1 / 30) / Animation_Speed
  1622. elseif CO1 >= Cooldown_1 then
  1623. CO1 = Cooldown_1
  1624. end
  1625. if CO2 <= Cooldown_2 then
  1626. CO2 = CO2 + (1 / 30) / Animation_Speed
  1627. elseif CO2 >= Cooldown_2 then
  1628. CO2 = Cooldown_2
  1629. end
  1630. if CO3 <= Cooldown_3 then
  1631. CO3 = CO3 + (1 / 30) / Animation_Speed
  1632. elseif CO3 >= Cooldown_3 then
  1633. CO3 = Cooldown_3
  1634. end
  1635. if CO4 <= Cooldown_4 then
  1636. CO4 = CO4 + (1 / 30) / Animation_Speed
  1637. elseif CO4 >= Cooldown_4 then
  1638. CO4 = Cooldown_4
  1639. end
  1640. end
  1641. end
  1642.  
  1643. --//=================================\\
  1644. --\\=================================//
  1645.  
  1646.  
  1647.  
  1648.  
  1649.  
  1650. --//=================================\\
  1651. --|| ATTACK FUNCTIONS AND STUFF
  1652. --\\=================================//
  1653.  
  1654. function EquipWeapon()
  1655. --ATTACK = true
  1656. DEFENSECHANGE1.Parent = nil
  1657. MOVEMENTCHANGE1.Parent = ChangeStat
  1658. for i=0, 1, 0.5 / Animation_Speed do
  1659. Swait()
  1660. 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)
  1661. 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)
  1662. 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)
  1663. 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)
  1664. 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)
  1665. 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)
  1666. end
  1667. for i=0, 1, 0.08 / Animation_Speed do
  1668. Swait()
  1669. 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)
  1670. 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)
  1671. 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)
  1672. 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)
  1673. 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)
  1674. 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)
  1675. end
  1676. HandleWeld.Part0 = RightArm
  1677. 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))
  1678. CreateSound("174884033", HitboxPart, 1, 1.5)
  1679. for i=0, 1, 0.5 / Animation_Speed do
  1680. Swait()
  1681. 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)
  1682. 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)
  1683. 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)
  1684. 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)
  1685. 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)
  1686. 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)
  1687. 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)
  1688. end
  1689. LASTPOINT = EffectPart.CFrame
  1690. for i=0, 1, 0.08 / Animation_Speed do
  1691. Swait()
  1692. TrailEffect("Institutional white", "Neon", EffectPart.CFrame, LASTPOINT, "Block", 0, 0.2, ANGLES(0, 0, 0), -0.01, 0, -0.01, 0.1)
  1693. LASTPOINT = EffectPart.CFrame
  1694. 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)
  1695. 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)
  1696. 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)
  1697. 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)
  1698. 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)
  1699. 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)
  1700. 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)
  1701. end
  1702. LASTPOINT = nil
  1703. --ATTACK = false
  1704. end
  1705.  
  1706. function UnequipWeapon()
  1707. --ATTACK = true
  1708. for i=0, 1, 0.5 / Animation_Speed do
  1709. Swait()
  1710. 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)
  1711. 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)
  1712. 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)
  1713. 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)
  1714. 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)
  1715. 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)
  1716. 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)
  1717. end
  1718. CreateSound("245542809", HitboxPart, 1, 1.2)
  1719. for i=0, 1, 0.08 / Animation_Speed do
  1720. Swait()
  1721. 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)
  1722. 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)
  1723. 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)
  1724. 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)
  1725. 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)
  1726. 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)
  1727. 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)
  1728. end
  1729. HandleWeld.Part0 = Torso
  1730. HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135))
  1731. for i=0, 1, 0.5 / Animation_Speed do
  1732. Swait()
  1733. 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)
  1734. 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)
  1735. 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)
  1736. 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)
  1737. 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)
  1738. 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)
  1739. end
  1740. for i=0, 1, 0.08 / Animation_Speed do
  1741. Swait()
  1742. 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)
  1743. 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)
  1744. 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)
  1745. 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)
  1746. 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)
  1747. 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)
  1748. if Disable_Moving_Arms == false then
  1749. RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1750. LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1751. else
  1752. RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1753. LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1754. end
  1755. 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)
  1756. 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)
  1757. 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)
  1758. 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)
  1759. end
  1760. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1761. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1762. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1763. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1764. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  1765. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  1766. if Disable_Moving_Arms == false then
  1767. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1768. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1769. else
  1770. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1771. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1772. end
  1773. 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))
  1774. 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))
  1775. 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))
  1776. 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))
  1777. --ATTACK = false
  1778. DEFENSECHANGE1.Parent = ChangeStat
  1779. MOVEMENTCHANGE1.Parent = nil
  1780. end
  1781.  
  1782. function StaggerHitAnimation()
  1783. ATTACK = true
  1784. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1785. for i = 1, MRANDOM(2, 4) do
  1786. 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)
  1787. end
  1788. end
  1789. for i = 0, 1, 0.1 / Animation_Speed do
  1790. Swait()
  1791. 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)
  1792. 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)
  1793. 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)
  1794. 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)
  1795. 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)
  1796. 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)
  1797. if Stagger.Value == true or Stun.Value == true then
  1798. break
  1799. end
  1800. end
  1801. ATTACK = false
  1802. end
  1803.  
  1804. function StaggerAnimation()
  1805. ATTACK = true
  1806. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1807. for i = 1, MRANDOM(2, 4) do
  1808. 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)
  1809. end
  1810. end
  1811. DISABLEJUMPING = true
  1812. COMBO = 1
  1813. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
  1814. local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
  1815. STAGGERVELOCITY.P = 500
  1816. STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
  1817. if Rooted.Value == false then
  1818. STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
  1819. end
  1820. for i = 0, 1, 0.35 / Animation_Speed do
  1821. Swait()
  1822. 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)
  1823. 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)
  1824. 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)
  1825. 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)
  1826. 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)
  1827. 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)
  1828. end
  1829. for i = 0, 1, 0.2 / Animation_Speed do
  1830. Swait()
  1831. 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)
  1832. 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)
  1833. 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)
  1834. 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)
  1835. 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)
  1836. 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)
  1837. end
  1838. STAGGERVELOCITY.Parent = nil
  1839. for i = 1, 50 * Animation_Speed do
  1840. Swait()
  1841. 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)
  1842. 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)
  1843. 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)
  1844. 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)
  1845. 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)
  1846. 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)
  1847. end
  1848. DISABLEJUMPING = false
  1849. ATTACK = false
  1850. end
  1851.  
  1852. function StunAnimation()
  1853. ATTACK = true
  1854. DISABLEJUMPING = true
  1855. COMBO = 1
  1856. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
  1857. for i = 0, 1, 0.3 / Animation_Speed do
  1858. Swait()
  1859. 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)
  1860. 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)
  1861. 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)
  1862. 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)
  1863. 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)
  1864. 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)
  1865. end
  1866. for i = 0, 1, 0.3 / Animation_Speed do
  1867. Swait()
  1868. 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)
  1869. 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)
  1870. 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)
  1871. 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)
  1872. 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)
  1873. 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)
  1874. end
  1875. for i = 0, 1, 0.3 / Animation_Speed do
  1876. Swait()
  1877. 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)
  1878. 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)
  1879. 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)
  1880. 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)
  1881. 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)
  1882. 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)
  1883. end
  1884. for i = 1, 70 * Animation_Speed do
  1885. Swait()
  1886. 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)
  1887. 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)
  1888. 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)
  1889. 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)
  1890. 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)
  1891. 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)
  1892. end
  1893. for i = 0, 1, 0.2 / Animation_Speed do
  1894. Swait()
  1895. 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)
  1896. 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)
  1897. 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)
  1898. 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)
  1899. 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)
  1900. 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)
  1901. end
  1902. DISABLEJUMPING = false
  1903. ATTACK = false
  1904. end
  1905.  
  1906. function EAbility()
  1907. ATTACK = true
  1908. if Bombs < MaxBombs then
  1909. Bombs = Bombs + 1
  1910. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  1911. for i=0, 1, 0.1 do
  1912. Swait()
  1913.  
  1914. for i = 1, 2 do
  1915. 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)
  1916. end
  1917. 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)
  1918. 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)
  1919. 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)
  1920. 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)
  1921. 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)
  1922. 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)
  1923. 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)
  1924. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1925. break
  1926. end
  1927. end
  1928. CreateSound("154324879", LeftArm, 1.4, 1.5)
  1929. CreateBomb((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 0, 10, 2.1, 5, 10)
  1930. MagicBlock("Really blue", "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)
  1931. MagicBlock("Electric blue", "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)
  1932. MagicBlock("Cyan", "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)
  1933. for i=0, 1, 0.1 do
  1934. Swait()
  1935. 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)
  1936. 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)
  1937. 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)
  1938. 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)
  1939. 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)
  1940. 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)
  1941. 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)
  1942. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1943. break
  1944. end
  1945. end
  1946. else
  1947. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  1948. for i=0, 1, 0.1 / Animation_Speed do
  1949. Swait()
  1950. 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)
  1951. 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)
  1952. 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)
  1953. 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)
  1954. 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)
  1955. 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)
  1956. 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)
  1957. 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)
  1958. 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)
  1959. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1960. break
  1961. end
  1962. end
  1963. ExplodeBombs = true
  1964.  
  1965. Bombs = 0
  1966. MagicBlock("Really blue", "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)
  1967. MagicBlock("Electric blue", "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)
  1968. MagicBlock("Cyan", "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)
  1969. for i=0, 1, 0.1 / Animation_Speed do
  1970. Swait()
  1971. 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)
  1972. 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)
  1973. 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)
  1974. 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)
  1975. 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)
  1976. 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)
  1977. 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)
  1978. --[[
  1979. 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)
  1980. 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)
  1981. 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)
  1982. 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)
  1983. 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)
  1984. 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)
  1985. 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)
  1986. --]]
  1987. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1988. break
  1989. end
  1990. end
  1991. ExplodeBombs = false
  1992.  
  1993. end
  1994. ATTACK = false
  1995. end
  1996.  
  1997. function Attack1()
  1998. ATTACK = true
  1999. for i=0, 1, 0.1 / Animation_Speed do
  2000. Swait()
  2001. 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)
  2002. 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)
  2003. 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)
  2004. 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)
  2005. 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)
  2006. 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)
  2007. 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)
  2008. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2009. break
  2010. end
  2011. end
  2012. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2013. local HASHITFLOOR = false
  2014. for i=0, 1, 0.1 / Animation_Speed do
  2015. Swait()
  2016. local Pos = HitboxPart
  2017. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2018. local Color = "Institutional white"
  2019. local Material = "Neon"
  2020. local TheDelay = 0.01
  2021. local Height = 6.2 * Player_Size
  2022. BLCF = Offset
  2023. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2024. 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)
  2025. if a then game:GetService("Debris"):AddItem(a, 1) end
  2026. if b then game:GetService("Debris"):AddItem(b, 1) end
  2027. 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)
  2028. if a then game:GetService("Debris"):AddItem(a, 1) end
  2029. if b then game:GetService("Debris"):AddItem(b, 1) end
  2030. SCFR = BLCF
  2031. elseif not SCFR then
  2032. SCFR = BLCF
  2033. end
  2034. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2035. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2036. HASHITFLOOR = true
  2037. --print(SWORDHIT.Material)
  2038. 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
  2039. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2040. 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
  2041. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2042. for i = 1, MRANDOM(2, 4) do
  2043. 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)
  2044. end
  2045. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2046. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2047. end
  2048. end
  2049. 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)
  2050. if HASHITFLOOR == true then
  2051. 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)
  2052. 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)
  2053. 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)
  2054. 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)
  2055. 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)
  2056. 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)
  2057. 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)
  2058. else
  2059. 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)
  2060. 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)
  2061. 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)
  2062. 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)
  2063. 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)
  2064. 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)
  2065. 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)
  2066. end
  2067. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2068. break
  2069. end
  2070. end
  2071. BLCF = nil
  2072. SCFR = nil
  2073. ATTACK = false
  2074. end
  2075.  
  2076. function Attack2()
  2077. ATTACK = true
  2078. for i=0, 1, 0.1 / Animation_Speed do
  2079. Swait()
  2080. 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)
  2081. 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)
  2082. 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)
  2083. 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)
  2084. 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)
  2085. 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)
  2086. 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)
  2087. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2088. break
  2089. end
  2090. end
  2091. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2092. for i=0, 1, 0.1 / Animation_Speed do
  2093. Swait()
  2094. local Pos = HitboxPart
  2095. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2096. local Color = "Institutional white"
  2097. local Material = "Neon"
  2098. local TheDelay = 0.01
  2099. local Height = 6.2 * Player_Size
  2100. BLCF = Offset
  2101. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2102. 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)
  2103. if a then game:GetService("Debris"):AddItem(a, 1) end
  2104. if b then game:GetService("Debris"):AddItem(b, 1) end
  2105. 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)
  2106. if a then game:GetService("Debris"):AddItem(a, 1) end
  2107. if b then game:GetService("Debris"):AddItem(b, 1) end
  2108. SCFR = BLCF
  2109. elseif not SCFR then
  2110. SCFR = BLCF
  2111. end
  2112. 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)
  2113. 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)
  2114. 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)
  2115. 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)
  2116. 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)
  2117. 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)
  2118. 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)
  2119. 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)
  2120. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2121. break
  2122. end
  2123. end
  2124. BLCF = nil
  2125. SCFR = nil
  2126. ATTACK = false
  2127. end
  2128.  
  2129. function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2130. local POS1 = POSITION1
  2131. local POS2 = POSITION2
  2132. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2133. local FIREBALLSPEED = SPEED * Player_Size
  2134. local FIREBALLDURATION = DURATION
  2135. local FIREBALLCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2136. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2137. coroutine.resume(coroutine.create(function()
  2138. repeat
  2139. Swait()
  2140. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2141. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2142. 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)
  2143. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2144. FIREBALLDURATION = 0
  2145. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2146. FireballHitRefpart.Anchored = true
  2147. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2148. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2149. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2150. for i = 1, MRANDOM(4, 8) do
  2151. 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)
  2152. end
  2153. MagicBlock("Really blue", "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)
  2154. MagicBlock("Electric blue", "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)
  2155. MagicBlock("Cyan", "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)
  2156. 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)
  2157.  
  2158. else
  2159. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2160. end
  2161. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2162. end))
  2163. end
  2164.  
  2165. function FireBeam(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2166. local POS1 = POSITION1
  2167. local POS2 = POSITION2
  2168. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2169. local FIREBALLSPEED = SPEED * Player_Size
  2170. local FIREBALLDURATION = DURATION
  2171. local FIREBALLCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2172. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2173. coroutine.resume(coroutine.create(function()
  2174. repeat
  2175. Swait()
  2176. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2177. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2178. 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)
  2179. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2180. FIREBALLDURATION = 0
  2181. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2182. FireballHitRefpart.Anchored = true
  2183. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2184. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2185. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2186.  
  2187.  
  2188. 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)
  2189.  
  2190. else
  2191. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2192. end
  2193. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2194. end))
  2195. end
  2196.  
  2197.  
  2198. function CreateBomb(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2199. local POS1 = POSITION1
  2200. SPEED = 0
  2201. local POS2 = POSITION2
  2202. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2203. local FIREBALLSPEED = SPEED * Player_Size
  2204. local FIREBALLDURATION = DURATION
  2205. local FIREBALLCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2206. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2207. coroutine.resume(coroutine.create(function()
  2208. repeat
  2209. Swait()
  2210. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2211. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2212. 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)
  2213. if ExplodeBombs then
  2214. FIREBALLDURATION = 0
  2215. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2216. FireballHitRefpart.Anchored = true
  2217. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2218. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2219. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2220. for i = 1, MRANDOM(4, 8) do
  2221. 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)
  2222. end
  2223. MagicBlock("Really blue", "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)
  2224. MagicBlock("Electric blue", "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)
  2225. MagicBlock("Cyan", "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)
  2226. 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)
  2227. else
  2228. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2229. end
  2230. until ExplodeBombs
  2231. end))
  2232. end
  2233.  
  2234. function FirePillar(POSITION1, POSITION2, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2235. local POS1 = POSITION1
  2236. local POS2 = POSITION2
  2237. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2238. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2239. local FIREPILLARCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2240. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, MOUSELOOK.lookVector, RANGE * Player_Size, Character)
  2241. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2242. FirePillarRefpart1.Anchored = true
  2243. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2244. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2245. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2246. if FIREPILLAR2HIT ~= nil then
  2247. FirePillarRefpart1.Parent = nil
  2248. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2249. FirePillarRefpart2.Anchored = true
  2250. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2251. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2252. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2253. for i = 1, MRANDOM(5, 10) do
  2254. 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)
  2255. end
  2256. for i = 1, MRANDOM(15, 20) do
  2257. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2258. 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)
  2259. end
  2260. MagicCylinder("Really blue", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2261. MagicSphere("Really blue", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2262. MagicSphere("Electric blue", "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)
  2263. MagicSphere("Cyan", "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)
  2264. 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)
  2265. end
  2266. end
  2267. function FirePillar2(CFRAME, POSITION, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2268. local POS1 = POSITION
  2269. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2270. local FIREPILLARCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2271. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, CFRAME.lookVector, RANGE * Player_Size, Character)
  2272. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2273. FirePillarRefpart1.Anchored = true
  2274. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2275. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2276. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2277. if FIREPILLAR2HIT ~= nil then
  2278. FirePillarRefpart1.Parent = nil
  2279. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT(0.2,0.2,0.2))
  2280. FirePillarRefpart2.Anchored = true
  2281. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2282. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2283. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2284. for i = 1, MRANDOM(5, 10) do
  2285. 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)
  2286. end
  2287. for i = 1, MRANDOM(15, 20) do
  2288. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2289. 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)
  2290. end
  2291. MagicCylinder("Really blue", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2292. MagicSphere("Really blue", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2293. MagicSphere("Electric blue", "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)
  2294. MagicSphere("Cyan", "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)
  2295. 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)
  2296. end
  2297. end
  2298.  
  2299. function Attack3()
  2300. ATTACK = true
  2301. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2302. for i=0, 1, 0.1 / Animation_Speed do
  2303. Swait()
  2304. for i = 1, 2 do
  2305. 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)
  2306. end
  2307. 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)
  2308. 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)
  2309. 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)
  2310. 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)
  2311. 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)
  2312. 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)
  2313. 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)
  2314. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2315. break
  2316. end
  2317. end
  2318. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2319. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 1, 10, 2.1, 5, 10)
  2320. MagicBlock("Really blue", "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)
  2321. MagicBlock("Electric blue", "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)
  2322. MagicBlock("Cyan", "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)
  2323. for i=0, 1, 0.1 / Animation_Speed do
  2324. Swait()
  2325. 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)
  2326. 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)
  2327. 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)
  2328. 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)
  2329. 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)
  2330. 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)
  2331. 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)
  2332. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2333. break
  2334. end
  2335. end
  2336. ATTACK = false
  2337. end
  2338.  
  2339. function Attack4()
  2340. ATTACK = true
  2341. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2342. for i=0, 1, 0.1 / Animation_Speed do
  2343. Swait()
  2344. 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)
  2345. --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)
  2346. 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)
  2347. 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)
  2348. 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)
  2349. 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)
  2350. 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)
  2351. 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)
  2352. 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)
  2353. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2354. break
  2355. end
  2356. end
  2357. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2358. FirePillar(RootPart.Position, Mouse.hit.p, 25, 7.5, 20, 5, 10, 0.025)
  2359. MagicBlock("Really blue", "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)
  2360. MagicBlock("Electric blue", "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)
  2361. MagicBlock("Cyan", "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)
  2362. for i=0, 1, 0.1 / Animation_Speed do
  2363. Swait()
  2364. 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)
  2365. 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)
  2366. 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)
  2367. 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)
  2368. 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)
  2369. 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)
  2370. 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)
  2371.  
  2372.  
  2373.  
  2374. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2375. break
  2376. end
  2377. end
  2378. ATTACK = false
  2379. end
  2380. local tauntin = false
  2381. function Taunt()
  2382. repeat Swait() until not ATTACK
  2383. ATTACK = true
  2384. tauntin = true
  2385.  
  2386. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2387. for i= 1,400 do
  2388. Swait()
  2389. Humanoid.WalkSpeed = 0
  2390. print('rek')
  2391. 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)
  2392. 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)
  2393. 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)
  2394. 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)
  2395. 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)
  2396. 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)
  2397. 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)
  2398. 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)
  2399. end
  2400. Humanoid.WalkSpeed = 10
  2401. ATTACK = false
  2402. end
  2403. ---Anti Lag Just Ignore And Dont Remove
  2404. function NoLagz(mx, mx2, c)
  2405. mx = game.Debris
  2406. mx2 = mx.MaxItems
  2407. c=workspace:children()
  2408. for i = 1, #c do
  2409. if c[i].className == "Part" then
  2410. c[i].BottomSurface=4
  2411. c[i].TopSurface=4
  2412. if (mx2 == nil) then
  2413. mx2 = mx2+.9999999999
  2414. end end end end
  2415. workspace.ChildAdded:connect(NoLagz)
  2416. -----------------------------------
  2417. function Move1()
  2418. ATTACK = true
  2419. while HOLD do
  2420. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2421.  
  2422. Swait()
  2423. AddSize = AddSize + 0.05
  2424. for i = 1, 2 do
  2425. 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)
  2426. end
  2427. 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)
  2428. 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)
  2429. 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)
  2430. 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)
  2431. 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)
  2432. 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)
  2433. 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)
  2434. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2435. break
  2436. end
  2437. end
  2438. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2439. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size* 3, -1 * Player_Size* 3, 0 * Player_Size* 3)).p, Mouse.hit.p, 1 , 10* 3, 2.1 + 3, 5+ 6, 10+ 3)
  2440.  
  2441. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2442. Swait()
  2443. 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)
  2444. 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)
  2445. 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)
  2446. 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)
  2447. 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)
  2448. 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)
  2449. 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)
  2450. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2451. break
  2452. end
  2453. end
  2454. AddSize = 0
  2455. ATTACK = false
  2456. end
  2457.  
  2458.  
  2459. function Move2()
  2460. ATTACK = true
  2461. for i = 1, 3 do
  2462. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2463. Swait()
  2464. 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)
  2465. 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)
  2466. 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)
  2467. 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)
  2468. 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)
  2469. 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)
  2470. 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)
  2471. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2472. break
  2473. end
  2474. end
  2475. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2476. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2477. Swait()
  2478. RootPart.Velocity = RootPart.CFrame.lookVector * 50
  2479. local Pos = HitboxPart
  2480. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2481. local Color = "Institutional white"
  2482. local Material = "Neon"
  2483. local TheDelay = 0.01
  2484. local Height = 6.2 * Player_Size
  2485. BLCF = Offset
  2486. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2487. 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)
  2488. if a then game:GetService("Debris"):AddItem(a, 1) end
  2489. if b then game:GetService("Debris"):AddItem(b, 1) end
  2490. 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)
  2491. if a then game:GetService("Debris"):AddItem(a, 1) end
  2492. if b then game:GetService("Debris"):AddItem(b, 1) end
  2493. SCFR = BLCF
  2494. elseif not SCFR then
  2495. SCFR = BLCF
  2496. end
  2497. 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)
  2498. 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)
  2499. 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)
  2500. 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)
  2501. 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)
  2502. 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)
  2503. 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)
  2504. 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)
  2505. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2506. break
  2507. end
  2508. end
  2509.  
  2510. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2511. Swait()
  2512.  
  2513.  
  2514. 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)
  2515. 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)
  2516. 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)
  2517. 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)
  2518. 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)
  2519. 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)
  2520. 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)
  2521. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2522. break
  2523. end
  2524. end
  2525. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2526. for i=0, 1, 0.1 / Animation_Speed * 2 do
  2527. Swait()
  2528. local Pos = HitboxPart
  2529. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2530. local Color = "Institutional white"
  2531. local Material = "Neon"
  2532. local TheDelay = 0.01
  2533. local Height = 6.2 * Player_Size
  2534. BLCF = Offset
  2535. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2536. 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)
  2537. if a then game:GetService("Debris"):AddItem(a, 1) end
  2538. if b then game:GetService("Debris"):AddItem(b, 1) end
  2539. 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)
  2540. if a then game:GetService("Debris"):AddItem(a, 1) end
  2541. if b then game:GetService("Debris"):AddItem(b, 1) end
  2542. SCFR = BLCF
  2543. elseif not SCFR then
  2544. SCFR = BLCF
  2545. end
  2546.  
  2547. 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)
  2548. 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)
  2549. 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)
  2550. 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)
  2551. 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)
  2552. 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)
  2553. 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)
  2554. 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)
  2555. RootPart.Velocity = RootPart.CFrame.lookVector * 50
  2556. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2557. break
  2558. end
  2559. end
  2560.  
  2561. end
  2562. BLCF = nil
  2563. SCFR = nil
  2564. ATTACK = false
  2565. end
  2566.  
  2567. function Move4()
  2568. ATTACK = true
  2569. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2570.  
  2571.  
  2572. for i = 1,20 / Animation_Speed * 2 do
  2573. Swait()
  2574. for i = 1, 2 do
  2575. 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)
  2576. end
  2577. 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)
  2578. 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)
  2579. 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)
  2580. 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)
  2581. 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)
  2582. 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)
  2583. 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)
  2584. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2585. break
  2586. end
  2587. end
  2588. for i = 1, 10 do
  2589. for i = 1, 20 do
  2590. 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)
  2591. end
  2592. Swait(10)
  2593. for i = 1, 20 do
  2594. 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)
  2595. end
  2596. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2597. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 0)).p, Mouse.hit.p, 1 , 10 , 20 , 3, 3)
  2598. Swait(10)
  2599. for i = 1, 20 do
  2600. 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)
  2601. end
  2602. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2603. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 10 * Player_Size)).p, Mouse.hit.p, 1 , 10 , 20 , 3, 3)
  2604. Swait(10)
  2605. for i = 1, 20 do
  2606. 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)
  2607. end
  2608. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2609. ShootFireball((Torso.CFrame * CF(10 * Player_Size , 10 * Player_Size, 0)).p, Mouse.hit.p, 1 , 10 , 20 , 3, 3)
  2610. end
  2611. Swait(50)
  2612.  
  2613. for i = 1, 3 do
  2614. Swait(30)
  2615.  
  2616.  
  2617. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2618. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2619. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2620.  
  2621. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 0)).p, Mouse.hit.p, 10 , 10 , 20 , 10, 10)
  2622. ShootFireball((Torso.CFrame * CF(0 , 10 * Player_Size, 10 * Player_Size)).p, Mouse.hit.p, 10 , 10 , 20 , 10, 10)
  2623. ShootFireball((Torso.CFrame * CF(10 * Player_Size , 10 * Player_Size, 0)).p, Mouse.hit.p, 10 , 10 , 20 , 10, 10)
  2624.  
  2625. end
  2626. AddSize = 0
  2627. ATTACK = false
  2628. end
  2629.  
  2630. function Move3()
  2631. ATTACK = true
  2632. local FIREEFFECTCOLORS = {"Really blue", "Electric blue", "Cyan"}
  2633. for i=0, 1, 0.1 / Animation_Speed do
  2634. Swait()
  2635. 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)
  2636. --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)
  2637. 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)
  2638. 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)
  2639. 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)
  2640. 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)
  2641. 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)
  2642. 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)
  2643. 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)
  2644. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2645. break
  2646. end
  2647. end
  2648. for i = 1, 10 do
  2649. Swait(3)
  2650.  
  2651. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2652. FirePillar2(RootPart.CFrame * CF(0,0,-10 * -i * -10),RootPart.Position, 25, 7.5, 10*i, 3, 5, 0.025)
  2653. MagicBlock("Really blue", "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)
  2654. MagicBlock("Electric blue", "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)
  2655. MagicBlock("Cyan", "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)
  2656. end
  2657. for i=0, 1, 0.1 / Animation_Speed do
  2658. Swait()
  2659. 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)
  2660. 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)
  2661. 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)
  2662. 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)
  2663. 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)
  2664. 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)
  2665. 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)
  2666. --[[
  2667. 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)
  2668. 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)
  2669. 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)
  2670. 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)
  2671. 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)
  2672. 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)
  2673. 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)
  2674. --]]
  2675. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2676. break
  2677. end
  2678. end
  2679. ATTACK = false
  2680. end
  2681.  
  2682. --//=================================\\
  2683. --\\=================================//
  2684.  
  2685.  
  2686.  
  2687.  
  2688.  
  2689. --//=================================\\
  2690. --|| SET THINGS UP
  2691. --\\=================================//
  2692.  
  2693. if Start_Equipped == true then
  2694. ATTACK = true
  2695. EQUIPPED = true
  2696. if Disable_Animate == true then
  2697. ANIMATE.Parent = nil
  2698. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  2699. IDLEANIMATION:Play()
  2700. end
  2701. if Disable_Animator == true then
  2702. ANIMATOR.Parent = nil
  2703. end
  2704. if Disable_Moving_Arms == true then
  2705. RSH = Torso["Right Shoulder"]
  2706. LSH = Torso["Left Shoulder"]
  2707. RSH.Parent = nil
  2708. LSH.Parent = nil
  2709. if Use_Motors_Instead_Of_Welds == true then
  2710. RightShoulder = IT("Motor")
  2711. LeftShoulder = IT("Motor")
  2712. else
  2713. RightShoulder = IT("Weld")
  2714. LeftShoulder = IT("Weld")
  2715. end
  2716. RightShoulder.Name = "Right Shoulder"
  2717. RightShoulder.Part0 = Torso
  2718. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2719. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2720. RightShoulder.Part1 = Character["Right Arm"]
  2721. RightShoulder.Parent = Torso
  2722. LeftShoulder.Name = "Left Shoulder"
  2723. LeftShoulder.Part0 = Torso
  2724. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2725. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2726. LeftShoulder.Part1 = Character["Left Arm"]
  2727. LeftShoulder.Parent = Torso
  2728. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2729. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2730. end
  2731. if Start_Equipped_With_Equipped_Animation == true then
  2732. Swait()
  2733. EquipWeapon()
  2734. end
  2735. ATTACK = false
  2736. end
  2737.  
  2738. --//=================================\\
  2739. --\\=================================//
  2740.  
  2741.  
  2742.  
  2743.  
  2744.  
  2745. --//=================================\\
  2746. --|| ASSIGN THINGS TO KEYS
  2747. --\\=================================//
  2748.  
  2749. Humanoid.Changed:connect(function(Jump)
  2750. if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
  2751. Humanoid.Jump = false
  2752. end
  2753. end)
  2754.  
  2755. function MouseDown(Mouse)
  2756. if ATTACK == true or EQUIPPED == false then
  2757. return
  2758. end
  2759. HOLD = true
  2760. if COMBO == 1 then
  2761. COMBO = 2
  2762. Attack1()
  2763. elseif COMBO == 2 then
  2764. COMBO = 3
  2765. Attack2()
  2766. elseif COMBO == 3 then
  2767. COMBO = 4
  2768. Attack3()
  2769. elseif COMBO == 4 then
  2770. COMBO = 1
  2771. Attack4()
  2772. end
  2773. coroutine.resume(coroutine.create(function()
  2774. for i=1, 50 do
  2775. if ATTACK == false then
  2776. Swait()
  2777. end
  2778. end
  2779. if ATTACK == false then
  2780. COMBO = 1
  2781. end
  2782. end))
  2783. end
  2784.  
  2785. function MouseUp(Mouse)
  2786. HOLD = false
  2787. end
  2788.  
  2789. function KeyDown(Key)
  2790. if Key == "f" and Can_Equip_Or_Unequip == true and ATTACK == false then
  2791. ATTACK = true
  2792. COMBO = 1
  2793. if EQUIPPED == false then
  2794. EQUIPPED = true
  2795. if Disable_Animate == true then
  2796. ANIMATE.Parent = nil
  2797. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  2798. IDLEANIMATION:Play()
  2799. end
  2800. if Disable_Animator == true then
  2801. ANIMATOR.Parent = nil
  2802. end
  2803. if Disable_Moving_Arms == true then
  2804. RSH = Torso["Right Shoulder"]
  2805. LSH = Torso["Left Shoulder"]
  2806. RSH.Parent = nil
  2807. LSH.Parent = nil
  2808. if Use_Motors_Instead_Of_Welds == true then
  2809. RightShoulder = IT("Motor")
  2810. LeftShoulder = IT("Motor")
  2811. else
  2812. RightShoulder = IT("Weld")
  2813. LeftShoulder = IT("Weld")
  2814. end
  2815. RightShoulder.Name = "Right Shoulder"
  2816. RightShoulder.Part0 = Torso
  2817. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2818. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2819. RightShoulder.Part1 = Character["Right Arm"]
  2820. RightShoulder.Parent = Torso
  2821. LeftShoulder.Name = "Left Shoulder"
  2822. LeftShoulder.Part0 = Torso
  2823. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2824. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2825. LeftShoulder.Part1 = Character["Left Arm"]
  2826. LeftShoulder.Parent = Torso
  2827. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2828. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2829. end
  2830. Swait()
  2831. EquipWeapon()
  2832. elseif EQUIPPED == true then
  2833. EQUIPPED = false
  2834. UnequipWeapon()
  2835. if Disable_Animator == true then
  2836. ANIMATOR.Parent = Humanoid
  2837. end
  2838. if Disable_Animate == true then
  2839. ANIMATE.Parent = Character
  2840. end
  2841. Swait()
  2842. if Disable_Moving_Arms == true then
  2843. RightShoulder.Parent = nil
  2844. LeftShoulder.Parent = nil
  2845. RSH.Parent = Torso
  2846. LSH.Parent = Torso
  2847. end
  2848. end
  2849. ATTACK = false
  2850. end
  2851. if Key == "e" and EQUIPPED == true and ATTACK == false then
  2852. EAbility()
  2853. end
  2854. if Key == "z" and EQUIPPED == true and ATTACK == false and CO1 >= Cooldown_1 and Mana.Value >= Skill_1_Mana_Cost then
  2855. Mana.Value = Mana.Value - Skill_1_Mana_Cost
  2856. CO1 = 0
  2857. Move1()
  2858. end
  2859. if Key == "x" and EQUIPPED == true and ATTACK == false and CO2 >= Cooldown_2 and Mana.Value >= Skill_2_Mana_Cost then
  2860. Mana.Value = Mana.Value - Skill_2_Mana_Cost
  2861. CO2 = 0
  2862. Move2()
  2863. end
  2864. if Key == "c" and EQUIPPED == true and ATTACK == false and CO3 >= Cooldown_3 and Mana.Value >= Skill_3_Mana_Cost then
  2865. Mana.Value = Mana.Value - Skill_3_Mana_Cost
  2866. CO3 = 0
  2867. Move3()
  2868. end
  2869. if Key == "v" and EQUIPPED == true and ATTACK == false and CO4 >= Cooldown_4 and Mana.Value >= Skill_4_Mana_Cost then
  2870. Mana.Value = Mana.Value - Skill_4_Mana_Cost
  2871. CO4 = 0
  2872. Move4()
  2873. end
  2874. if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "methaphone" then
  2875. if Key == "q" then
  2876. Mana.Value = Max_Mana
  2877. SecondaryMana.Value = Max_Secondary_Mana
  2878. CO1 = Cooldown_1
  2879. CO2 = Cooldown_2
  2880. CO3 = Cooldown_3
  2881. CO4 = Cooldown_4
  2882. end
  2883. if Key == "t" then
  2884. Taunt()
  2885. end
  2886. if Key == "p" then
  2887. StaggerHit.Value = true
  2888. end
  2889. if Key == "[" then
  2890. Stagger.Value = true
  2891. end
  2892. if Key == "]" then
  2893. Stun.Value = true
  2894. end
  2895. end
  2896. end
  2897.  
  2898. function KeyUp(Key)
  2899. end
  2900.  
  2901. if Use_HopperBin == false then
  2902.  
  2903. Mouse.Button1Down:connect(function(NEWKEY)
  2904. MouseDown(NEWKEY)
  2905. end)
  2906. Mouse.Button1Up:connect(function(NEWKEY)
  2907. MouseUp(NEWKEY)
  2908. end)
  2909. Mouse.KeyDown:connect(function(NEWKEY)
  2910. KeyDown(NEWKEY)
  2911. end)
  2912. Mouse.KeyUp:connect(function(NEWKEY)
  2913. KeyUp(NEWKEY)
  2914. end)
  2915.  
  2916. elseif Use_HopperBin == true then
  2917. WEAPONTOOL.Parent = Backpack
  2918. script.Parent = WEAPONTOOL
  2919. function SelectTool(Mouse)
  2920. Mouse.Button1Down:connect(function()
  2921. MouseDown(Mouse)
  2922. end)
  2923. Mouse.Button1Up:connect(function()
  2924. MouseUp(Mouse)
  2925. end)
  2926. Mouse.KeyDown:connect(KeyDown)
  2927. Mouse.KeyUp:connect(KeyUp)
  2928. end
  2929. function DeselectTool(Mouse)
  2930. end
  2931. WEAPONTOOL.Selected:connect(SelectTool)
  2932. WEAPONTOOL.Deselected:connect(DeselectTool)
  2933. end
  2934.  
  2935. --//=================================\\
  2936. --\\=================================//
  2937.  
  2938.  
  2939.  
  2940.  
  2941.  
  2942. --//=================================\\
  2943. --|| WRAP THE WHOLE SCRIPT UP
  2944. --\\=================================//
  2945.  
  2946. while true do
  2947. Swait()
  2948. if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
  2949. HitboxPart.Name = "NilHitbox"
  2950. else
  2951. HitboxPart.Name = "Hitbox"
  2952. end
  2953. if Enable_Gui == true then
  2954. UpdateGUI()
  2955. end
  2956. UpdateSkillsAndStuff()
  2957. if Walkspeed_Depends_On_Movement_Value == true then
  2958. if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
  2959. Humanoid.WalkSpeed = 0
  2960. else
  2961. Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
  2962. end
  2963. end
  2964. if Enable_Stun == true and StunValue.Value >= Max_Stun then
  2965. StunValue.Value = 0
  2966. Stun.Value = true
  2967. end
  2968. if Enable_Stagger_Hit == true then
  2969. if StaggerHit.Value == true and STAGGERHITANIM == false then
  2970. coroutine.resume(coroutine.create(function()
  2971. STAGGERHITANIM = true
  2972. while ATTACK == true do
  2973. Swait()
  2974. end
  2975. StaggerHitAnimation()
  2976. StaggerHit.Value = false
  2977. STAGGERHITANIM = false
  2978. end))
  2979. end
  2980. else
  2981. StaggerHit.Value = false
  2982. end
  2983. if Enable_Stagger == true then
  2984. if Stagger.Value == true and STAGGERANIM == false then
  2985. coroutine.resume(coroutine.create(function()
  2986. STAGGERANIM = true
  2987. while ATTACK == true do
  2988. Swait()
  2989. end
  2990. StaggerAnimation()
  2991. Stagger.Value = false
  2992. STAGGERANIM = false
  2993. end))
  2994. end
  2995. else
  2996. Stagger.Value = false
  2997. end
  2998. if Enable_Stun == true then
  2999. if Stun.Value == true and STUNANIM == false then
  3000. coroutine.resume(coroutine.create(function()
  3001. StunValue.Value = 0
  3002. STUNANIM = true
  3003. while ATTACK == true do
  3004. Swait()
  3005. end
  3006. StunAnimation()
  3007. Stun.Value = false
  3008. STUNANIM = false
  3009. end))
  3010. end
  3011. else
  3012. StunValue.Value = 0
  3013. Stun.Value = false
  3014. end
  3015. if DONUMBER >= .5 then
  3016. HANDIDLE = true
  3017. elseif DONUMBER <= 0 then
  3018. HANDIDLE = false
  3019. end
  3020. if HANDIDLE == false then
  3021. DONUMBER = DONUMBER + 0.003 / Animation_Speed
  3022. else
  3023. DONUMBER = DONUMBER - 0.003 / Animation_Speed
  3024. end
  3025. if ATTACK == false then
  3026. IDLENUMBER = IDLENUMBER + 1
  3027. else
  3028. IDLENUMBER = 0
  3029. end
  3030. if Enable_Stats == true then
  3031. for _, v in pairs (ChangeStat:GetChildren()) do
  3032. if v:FindFirstChild("Duration") ~= nil then
  3033. v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
  3034. if v:FindFirstChild("Duration").Value <= 0 then
  3035. v.Parent = nil
  3036. end
  3037. end
  3038. if v.Name == "ChangeDefense" then
  3039. CHANGEDEFENSE = CHANGEDEFENSE + v.Value
  3040. elseif v.Name == "ChangeDamage" then
  3041. CHANGEDAMAGE = CHANGEDAMAGE + v.Value
  3042. elseif v.Name == "ChangeMovement" then
  3043. CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
  3044. end
  3045. end
  3046. Defense.Value = 1 + (CHANGEDEFENSE)
  3047. if Defense.Value <= 0.01 then
  3048. Defense.Value = 0.01
  3049. end
  3050. Damage.Value = 1 + (CHANGEDAMAGE)
  3051. if Damage.Value <= 0 then
  3052. Damage.Value = 0
  3053. end
  3054. Movement.Value = 1 + (CHANGEMOVEMENT)
  3055. if Movement.Value <= 0 then
  3056. Movement.Value = 0
  3057. end
  3058. CHANGEDEFENSE = 0
  3059. CHANGEDAMAGE = 0
  3060. CHANGEMOVEMENT = 0
  3061. end
  3062. SINE = SINE + CHANGE
  3063. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  3064. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  3065. local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
  3066. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
  3067. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  3068. if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then
  3069. 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)
  3070. 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)
  3071. 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)
  3072. 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)
  3073. elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then
  3074. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3075. 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)
  3076. 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)
  3077. 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)
  3078. end
  3079. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  3080. ANIM = "Jump"
  3081. if EQUIPPED == true and ATTACK == false then
  3082. 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)
  3083. 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)
  3084. 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)
  3085. 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)
  3086. 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)
  3087. 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)
  3088. 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)
  3089. end
  3090. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  3091. ANIM = "Fall"
  3092. if EQUIPPED == true and ATTACK == false then
  3093. 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)
  3094. 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)
  3095. 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)
  3096. 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)
  3097. 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)
  3098. 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)
  3099. 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)
  3100. end
  3101. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  3102. ANIM = "Idle"
  3103. if EQUIPPED == true and ATTACK == false then
  3104. 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)
  3105. 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)
  3106. 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)
  3107. 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)
  3108. 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)
  3109. 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)
  3110. 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)
  3111. end
  3112. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  3113. ANIM = "Walk"
  3114. WALK = WALK + 1 / Animation_Speed
  3115. if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
  3116. WALK = 0
  3117. if WALKINGANIM == true then
  3118. WALKINGANIM = false
  3119. elseif WALKINGANIM == false then
  3120. WALKINGANIM = true
  3121. end
  3122. end
  3123. if EQUIPPED == true and ATTACK == false then
  3124. 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)
  3125. 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)
  3126. 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)
  3127. 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)
  3128. 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)
  3129. 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)
  3130. 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)
  3131. end
  3132. end
  3133.  
  3134. end
  3135.  
  3136. --//=================================\\
  3137. --\\=================================//
  3138.  
  3139.  
  3140.  
  3141.  
  3142.  
  3143. --//====================================================\\--
  3144. --|| END OF SCRIPT
  3145. --\\====================================================//--
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