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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end -- params : ...
- wait(0.016666666666667)
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- it = Instance.new
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootCF = angles(math.rad(-90), 0, math.rad(180))
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- attack = false
- equipped = false
- Mouse = Player:GetMouse()
- local idle = 0
- local Anim = "Idle"
- local ShotTarget = RootPart
- player = nil
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = 0.016666666666667
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if frame <= tf then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end
- )
- hbwait = function(number)
- if number == 0 or number == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, number do
- ArtificialHB.Event:wait()
- end
- end
- end
- local Stats = Instance.new("Folder", Character)
- Stats.Name = "Stats"
- local Defense = Instance.new("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 0.6
- local Movement = Instance.new("NumberValue", Stats)
- Movement.Name = "Movement"
- Movement.Value = 1
- local Damage = Instance.new("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 1
- local Mana = Instance.new("NumberValue", Stats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local Rooted = Instance.new("BoolValue", Stats)
- Rooted.Name = "Rooted"
- Rooted.Value = false
- local BlockValue = Instance.new("BoolValue", Stats)
- BlockValue.Name = "BlockValue"
- BlockValue.Value = false
- local StaggerHitAnim = Instance.new("BoolValue", Stats)
- StaggerHitAnim.Name = "StaggerHitAnim"
- StaggerHitAnim.Value = false
- local staggerhitanim = false
- local StaggerAnim = Instance.new("BoolValue", Stats)
- StaggerAnim.Name = "StaggerAnim"
- StaggerAnim.Value = false
- local staggeranim = false
- local StunAnim = Instance.new("BoolValue", Stats)
- StunAnim.Name = "StunAnim"
- StunAnim.Value = false
- local stunanim = false
- local StunValue = Instance.new("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- local CanCrit = Instance.new("BoolValue", Stats)
- CanCrit.Name = "CanCrit"
- CanCrit.Value = true
- local CritChance = Instance.new("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 20
- local CritChanceNumber = 0
- local CanPenetrateArmor = Instance.new("BoolValue", Stats)
- CanPenetrateArmor.Name = "CanPenetrateArmor"
- CanPenetrateArmor.Value = false
- local AntiTeamKill = Instance.new("BoolValue", Stats)
- AntiTeamKill.Name = "AntiTeamKill"
- AntiTeamKill.Value = true
- local LastPoint = nil
- local CustomColor = BrickColor.new("Institutional white")
- local Colorpart1 = CustomColor.r
- local Colorpart2 = CustomColor.g
- local Colorpart3 = CustomColor.b
- local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
- local idleangle = 0
- local idlen = 0
- local donum = 0
- local sine = 0
- local change = 1
- local val = 0
- local walkinganim = false
- local handidle = false
- local walk = 0
- local someangle = 0
- local change2 = 1
- local stundelay = 0
- local manadelay = 0
- local diemodel = false
- local animationspeed = 2
- local robloxidleanimation = Instance.new("Animation", Torso)
- robloxidleanimation.Name = "robloxidleanimation"
- robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local Animator = Humanoid:findFirstChild("Animator")
- local Animate = Character:findFirstChild("Animate")
- local HitPlayerSounds = {199149137, 199149186, 199149221, 199149235, 199149269, 199149297}
- local HitArmorSounds = {199149321, 199149338, 199149367, 199149409, 199149452}
- local HitWeaponSounds = {199148971, 199149025, 199149072, 199149109, 199149119}
- local HitBlockSounds = {199148933, 199148947}
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local scrn = Instance.new("ScreenGui", PlayerGui)
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- subtractmana = function(k)
- if k <= Mana.Value then
- Mana.Value = Mana.Value - k
- end
- end
- local co1 = 1
- local co2 = 1
- local co3 = 1
- local co4 = 120
- local maxmana = 100
- local maxstun = 100
- local recovermana = 1
- local losestun = 1
- local stunwait = 100
- local manawait = 20
- local skill1mana = 0
- local skill2mana = 0
- local skill3mana = 0
- local skill4mana = 50
- local menuupdatespeed = 0.5
- local constantupdate = true
- local showstats = true
- local allowstunbar = true
- makeframe = function(par, trans, pos, size, color, name)
- local frame = Instance.new("Frame")
- frame.Parent = par
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- frame.Name = name
- return frame
- end
- makelabel = function(par, text, trans, stroketrans, name)
- local label = Instance.new("TextLabel")
- label.Parent = par
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = stroketrans
- label.TextTransparency = trans
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.Legacy
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- label.Name = name
- return label
- end
- framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
- framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
- framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
- framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
- bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
- bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
- bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
- bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
- text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1")
- text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2")
- text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3")
- text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4")
- manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
- manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
- manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
- healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Bar")
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Cover")
- healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
- if allowstunbar == true then
- stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137255), "Stun Frame")
- stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137255), "Stun Bar")
- stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
- end
- if showstats == true then
- defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 0.3921568627451, 1), "Defense Frame")
- damageframe = makeframe(scrn, 0.5, ud(0.322, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.3921568627451, 0.3921568627451), "Damage Frame")
- movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 1, 0.3921568627451), "Movement Frame")
- defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
- damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
- movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
- end
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- nooutline = function(part)
- part.TopSurface = 10
- end
- part = function(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0, c1)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- m = Instance.new("Model", Character)
- m.Name = "Dread Scythe"
- WeapHandle = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 1, "Bright red", "WeapHandle", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- WeapHandleweld = weld(m, Character["Right Arm"], WeapHandle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.00391387939, 0.0059928894, 0.0461468697, 1, 2.39325693e-09, -5.96046448e-08, -5.96046448e-08, -2.88393409e-07, -1, -2.39327425e-09, 0.999999881, -2.88393437e-07))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0.5, 0, "Really black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-7.62939453e-06, -5.63998795, 0.500014782, 1, 0, 9.21537965e-17, 0, 1, 0, 9.21537965e-17, 0, 1))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(1, 4, 5))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0.5, 0, "Really black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -5.68453789, 0.0592384338, 1, 0, 9.21537965e-17, 0, 0.984807909, -0.173647925, -8.8817842e-16, 0.17364791, 0.984807849))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.899999976, 3.5, 6))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0.5, 0, "Really black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -5.66816902, -0.464752197, 1, 0, 9.21537965e-17, 0, 0.939692736, -0.342019945, 0, 0.342019945, 0.939692736))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 3, 7))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0.5, 0, "Really black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, -5.57789803, -0.909360886, 1, 0, 9.21537965e-17, -3.55271368e-15, 0.866025686, -0.499999642, 0, 0.499999583, 0.866025567))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.699999988, 2.5, 8))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0.5, 0, "Really black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -5.42755699, -1.35415268, 1, 0, 9.21537965e-17, 3.55271368e-15, 0.766044676, -0.642787457, 0, 0.642787397, 0.766044676))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 2, 9))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0.5, 0, "Really black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, -5.16989326, -1.74185753, 1, 0, 9.21537965e-17, 0, 0.642788291, -0.766043961, 0, 0.766043901, 0.642788291))
- mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.5, 1, 10))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, CustomColor, "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.64998817, 0, 3.81469727e-06, -5.96046448e-08, -1, 0, 1, -5.96046448e-08, -2.7533531e-14, 2.76256848e-14, 0, 1))
- mesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(35, 2, 2))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, 0.799987793, 9.53674316e-06, 0.965925813, -1.91820035e-07, 0.258819073, 1.98721096e-07, 1, -5.01501063e-10, -0.258819073, 5.19172261e-08, 0.965925872))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.400000006, 0.400000006, 0.400000006))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, 0.799987793, 1.21593475e-05, 1, 0, 9.21537965e-17, 0, 1, 0, 9.21537965e-17, 0, 1))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.400000006, 0.400000006, 0.400000006))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.52587891e-05, 0.799987793, 7.62939453e-06, 0.866025567, -6.17053502e-08, 0.499999762, -3.27854082e-08, 1, 1.80196793e-07, -0.499999762, -1.72447727e-07, 0.866025567))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.400000006, 0.400000006, 0.400000006))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.52587891e-05, 0.799987793, 0, 0.707107186, -3.35478688e-07, 0.707106411, 1.19350247e-07, 1, 3.55088389e-07, -0.707106352, -1.66692232e-07, 0.707107186))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.400000006, 0.400000006, 0.400000006))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.52587891e-05, 0.799987793, 0, 0.50000006, -2.05052544e-07, 0.866025329, -1.86775395e-09, 1, 2.37852646e-07, -0.866025388, -1.20543859e-07, 0.50000006))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.400000006, 0.400000006, 0.400000006))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.33514404e-05, 0.799987793, -7.62939453e-06, 0.258819103, -3.75949867e-07, 0.965925813, 6.00402714e-08, 1, 3.73124209e-07, -0.965925872, -3.85772232e-08, 0.258819103))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.400000006, 0.400000006, 0.400000006))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.52587891e-05, -5.19998932, 0, 0.707107306, -2.46071693e-07, 0.707106352, 1.91452699e-07, 1, 1.56545198e-07, -0.707106292, 2.46831746e-08, 0.707107246))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.100000001, 0.800000012))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.14440918e-05, -5.19998932, 0, 0.500000119, -3.39162966e-07, 0.866025269, -1.26760824e-11, 1, 3.91639048e-07, -0.866025269, -1.95830538e-07, 0.500000119))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.100000001, 0.800000012))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.14440918e-05, -5.19998932, -7.62939453e-06, 0.258819193, -3.31246383e-07, 0.965925813, 1.80866749e-07, 1, 2.94468379e-07, -0.965925813, 9.84897994e-08, 0.258819193))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.100000001, 0.800000012))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(8.10623169e-06, -5.19998932, -7.62939453e-06, 6.87039333e-14, -2.08616285e-07, 1, 0, 1, 2.08616285e-07, -1, 0, 6.85196257e-14))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.100000001, 0.800000012))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.81469727e-06, -5.19998932, -7.62939453e-06, -0.258818895, -8.43259329e-08, 0.965925932, -3.34573258e-10, 1, 8.72109922e-08, -0.965925872, 2.22486705e-08, -0.258818895))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.100000001, 0.800000012))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, -5.19998932, -1.52587891e-05, -0.49999997, -4.13668801e-07, 0.866025388, -7.60898899e-10, 1, 4.77224319e-07, -0.866025448, 2.37953202e-07, -0.5))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.100000001, 0.800000012))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.90734863e-06, -6.09999275, -0.00080871582, 0.000318914856, -3.57643188e-07, 1, 0.000132471323, 1, 3.15396107e-07, -1, 0.000132471221, 0.000318914885))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 0.600000024, 0.600000024))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.90734863e-06, -6.09999275, -0.00080871582, -0.258511096, -4.0474302e-07, 0.966008306, 0.000127881329, 1, 3.46409943e-05, -0.966008306, 0.000132489498, -0.258511096))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 0.600000024, 0.600000024))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.81469727e-06, -6.09999275, -0.00080871582, -0.499723703, -2.1256561e-07, 0.86618495, 0.000114720082, 1, 6.64302715e-05, -0.86618495, 0.00013256559, -0.499723703))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 0.600000024, 0.600000024))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.00080871582, -0.706881404, -4.00275098e-07, 0.707332134, 9.33918636e-05, 1, 9.38982412e-05, -0.707332134, 0.000132433983, -0.706881344))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 0.600000024, 0.600000024))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.00080871582, -0.865866065, -1.07567807e-07, 0.50027591, 6.62323e-05, 1, 0.000114848364, -0.50027591, 0.000132577727, -0.865866065))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 0.600000024, 0.600000024))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, -6.09999275, -0.00080871582, -0.96584332, -1.66173422e-07, 0.259127051, 3.42318417e-05, 1, 0.0001282335, -0.259127051, 0.000132723857, -0.96584332))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 0.600000024, 0.600000024))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-06, -6.09999275, -0.00080871582, -0.96584332, -1.66173422e-07, 0.259127051, 3.42318417e-05, 1, 0.0001282335, -0.259127051, 0.000132723857, -0.96584332))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.00080871582, -0.865866065, -1.07567807e-07, 0.50027591, 6.62323e-05, 1, 0.000114848364, -0.50027591, 0.000132577727, -0.865866065))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.81469727e-06, -6.09999275, -0.00080871582, -0.499723762, -1.9766442e-07, 0.866184831, 0.000114690098, 1, 6.63957981e-05, -0.86618489, 0.0001325224, -0.499723792))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.90734863e-06, -6.09999275, -0.00080871582, -0.258511215, -4.0474302e-07, 0.966008306, 0.000127911233, 1, 3.46490124e-05, -0.966008246, 0.000132520465, -0.258511215))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.09944153e-06, -6.09999275, -0.00080871582, 0.000318736042, -5.51401911e-07, 1, 0.000132471323, 1, 5.09178562e-07, -1, 0.000132471163, 0.0003187361))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.90734863e-06, -6.09999275, -0.00080871582, 0.259127021, -3.31240955e-07, 0.96584332, 0.000127880165, 1, -3.39661383e-05, -0.96584332, 0.000132313755, 0.259127021))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.81469727e-06, -6.09999275, -0.00080871582, 0.500276268, -4.13639214e-07, 0.865865827, 0.000114550305, 1, -6.57066776e-05, -0.865865827, 0.000132056681, 0.500276268))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.000801086426, 0.707332194, -4.24834184e-07, 0.706881404, 9.36561628e-05, 1, -9.3114897e-05, -0.706881344, 0.00013206694, 0.707332134))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.000801086426, 0.866184711, -2.2554805e-07, 0.499723911, 6.6073655e-05, 1, -0.000114075876, -0.499723971, 0.00013182938, 0.866184831))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.000806808472, 0.966008365, -1.76834959e-07, 0.258511037, 3.43436259e-05, 1, -0.000127651787, -0.258511007, 0.000132190893, 0.966008306))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.000806808472, 0.99999994, -8.93150442e-08, -0.00031873578, 4.71724384e-08, 1, -0.000132218003, 0.00031873578, 0.00013221796, 0.99999994))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Part = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.200000003, 0.200000003))
- Partweld = weld(m, WeapHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -6.09999275, -0.00080871582, -0.706881404, -4.00275098e-07, 0.707332134, 9.33918636e-05, 1, 9.38982412e-05, -0.707332134, 0.000132433983, -0.706881344))
- mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=9756362", Vector3.new(0, 0, 0), Vector3.new(1.20000005, 0.100000001, 0.100000001))
- Hitbox = part(Enum.FormFactor.Brick, m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "Hitbox", Vector3.new(0.2, 0.2, 0.2))
- Hitboxweld = weld(m, WeapHandle, Hitbox, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.14999771, 0, 1.80000567, -5.96046448e-08, -1, 0, 1, -5.96046448e-08, -2.7533531e-14, 2.76256848e-14, 0, 1))
- mesh("SpecialMesh", Hitbox, Enum.MeshType.Brick, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1))
- WeapHandleweld.Part0 = Torso
- WeapHandleweld.C0 = cf(2.5, 1.5, 0.5) * angles(math.rad(180), math.rad(90), math.rad(0)) * angles(math.rad(30), math.rad(0), math.rad(0))
- Effects = Instance.new("Folder", m)
- Effects.Name = "Effects"
- Humanoid.Died:connect(function()
- attack = true
- for _,v in pairs(Character:children()) do
- if v:IsA("Model") then
- m:Destroy()
- end
- end
- end
- )
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA("Model") then
- for _,c in pairs(v:GetChildren()) do
- if c:IsA("Part") then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- end
- end
- end
- print("Dread Scythe loaded.")
- so = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- hbwait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end
- ))
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- DamageStatLabel = function(cframe, text, color)
- local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0))
- c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
- game:GetService("Debris"):AddItem(c, 5)
- Instance.new("BodyGyro", c)
- local f = Instance.new("BodyPosition", c)
- f.P = 2000
- f.D = 100
- f.maxForce = vt(math.huge, math.huge, math.huge)
- f.position = c.Position + vt(math.random(-1, 1), 6, math.random(-1, 1))
- game:GetService("Debris"):AddItem(c, 5)
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(2.5, 0, 2.5, 0)
- bg.StudsOffset = vt(-2, 2, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(2.5, 0, 2.5, 0)
- tl.Text = text
- tl.Font = Enum.Font.SourceSans
- tl.FontSize = Enum.FontSize.Size42
- tl.TextColor3 = color
- tl.TextScaled = false
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- f.Parent = c
- coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel)
- wait(0.25)
- for i = 1, 5 do
- wait()
- BodyPosition.position = Part.Position - vt(0, 0.5, 0)
- end
- wait(1.25)
- for i = 1, 5 do
- wait()
- TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2
- TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2
- BodyPosition.position = Part.Position + vt(0, 0.5, 0)
- end
- Part.Parent = nil
- end
- ), c, f, tl)
- end
- IncreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat)
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and Location.Stats[Stat] ~= nil then
- Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount
- if ShowTheStat == true then
- if Stat == "Defense" then
- DamageStatLabel(Location.Head.CFrame, "+Defense", c3(1, 1, 1))
- else
- if Stat == "Damage" then
- DamageStatLabel(Location.Head.CFrame, "+Damage", c3(1, 1, 1))
- else
- if Stat == "Movement" then
- DamageStatLabel(Location.Head.CFrame, "+Movement", c3(1, 1, 1))
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value - Amount
- end
- ), Location.Stats[Stat])
- end
- DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1))
- end
- DecreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat)
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1
- if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and Location.Stats[Stat] ~= nil then
- Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount
- if ShowTheStat == true then
- if Stat == "Defense" then
- DamageStatLabel(Location.Head.CFrame, "-Defense", c3(1, 1, 1))
- else
- if Stat == "Damage" then
- DamageStatLabel(Location.Head.CFrame, "-Damage", c3(1, 1, 1))
- else
- if Stat == "Movement" then
- DamageStatLabel(Location.Head.CFrame, "-Movement", c3(1, 1, 1))
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function(CurrentDecrease)
- wait(Duration)
- CurrentDecrease.Value = CurrentDecrease.Value + Amount
- end
- ), Location.Stats[Stat])
- end
- DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1))
- end
- GetDistance = function(Part1, Part2, magnitude)
- local target = Part1.Position - Part2.Position
- local mag = target.magnitude
- if mag <= magnitude then
- return true
- else
- return false
- end
- end
- Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then
- StaggerHitAnim.Value = true
- so("http://roblox.com/asset/?id=" .. HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
- return
- end
- if AntiTeamKill.Value == true then
- if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
- opponent = game.Players:FindFirstChild(hit.Parent.Name)
- end
- if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
- return
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then
- return
- end
- if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
- hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
- end
- if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StaggerAnim") ~= nil and stagger == true then
- hit.Parent.Stats:findFirstChild("StaggerAnim").Value = true
- end
- if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
- DamageStatLabel(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1))
- so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- if ranged ~= true then
- hit.Parent.Stats:findFirstChild("BlockValue").Value = false
- StaggerAnim.Value = true
- end
- return
- end
- if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
- if DecreaseTheStat == "Defense" then
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- else
- if DecreaseTheStat == "Damage" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- else
- if DecreaseTheStat == "Movement" then
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
- end
- end
- end
- end
- local D = math.random(minim, maxim) * Damage.Value
- if hit.Parent:FindFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:FindFirstChild("Defense") then
- if CanPenetrateArmor.Value == true then
- D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
- -- DECOMPILER ERROR at PC337: Unhandled construct in 'MakeBoolean' P1
- if hit.Parent.Stats:FindFirstChild("Defense") ~= nil or CanCrit.Value == true then
- CritChanceNumber = math.random(1, CritChance.Value)
- if CritChanceNumber == CritChance.Value then
- D = D * 2
- end
- end
- D = math.floor(D)
- h.Health = h.Health - D
- if D <= 3 and staggerhit == true then
- if ranged ~= true then
- StaggerHitAnim.Value = true
- end
- if ranged ~= true then
- so("http://roblox.com/asset/?id=" .. HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
- end
- else
- if D > 3 and ranged ~= true then
- so("http://roblox.com/asset/?id=" .. HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
- end
- end
- if D > 2 and D < 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0.86274509803922, 0))
- end
- else
- if D >= 20 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- DamageStatLabel(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0, 0))
- end
- else
- if D <= 2 then
- if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
- DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(0.88235294117647, 0.88235294117647, 0.88235294117647))
- end
- end
- end
- end
- if Type == "Normal" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.Velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "OrbitalStrike1" then
- orbitstrikevelocity = Instance.new("BodyVelocity")
- orbitstrikevelocity.P = 500
- orbitstrikevelocity.maxForce = vt(math.huge, 0, math.huge)
- orbitstrikevelocity.Velocity = Property.Position * knockback - hit.Position
- if knockback > 0 then
- orbitstrikevelocity.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(orbitstrikevelocity, 0.5)
- else
- if Type == "OrbitalStrike2" then
- orbitstrikevelocity = Instance.new("BodyVelocity")
- orbitstrikevelocity.P = 500
- orbitstrikevelocity.maxForce = vt(math.huge, 0, math.huge)
- orbitstrikevelocity.Velocity = hit.Position * knockback - Property.Position
- if knockback > 0 then
- orbitstrikevelocity.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(orbitstrikevelocity, 0.5)
- end
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- end
- end
- end
- end
- end
- MagniDamage = function(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
- for _,c in pairs(workspace:children()) do
- local hum = (c:FindFirstChild("Humanoid"))
- local head = nil
- if hum ~= nil then
- head = c:FindFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
- end
- end
- do
- for _,d in pairs(c:children()) do
- if d.ClassName == "Model" and ranged ~= true then
- head = d:FindFirstChild("Hitbox")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
- hitrefpart.Anchored = true
- hitrefpart.CFrame = cf(head.Position)
- so("http://roblox.com/asset/?id=" .. HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
- StaggerHitAnim.Value = true
- end
- end
- end
- end
- do
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- Lightning = function(p0, p1, tym, ofs, brickcolor, th, tra, last)
- local magz = p0 - p1.magnitude
- local curpos = p0
- local trz = {-ofs, ofs}
- for i = 1, tym do
- local li = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
- do
- li.Anchored = true
- local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = curpos - p1.magnitude
- li.Size = vt(th, th, magz2)
- li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
- else
- do
- do
- li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
- curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- hbwait()
- li.Transparency = li.Transparency + 0.1 / last
- end
- end
- end
- ))
- end
- -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- end
- MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- MagicBlock = function(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- if rotate == true then
- Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- MagicBlock2 = function(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- CF = prt.CFrame
- num = math.random(5, 20)
- coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
- for i = 0, 1, delay do
- hbwait()
- if rotate == true then
- Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- Part.CFrame = CF2 * cf(0, i * Num, 0)
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh, CF, num)
- end
- MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- BreakEffect = function(brickcolor, rotate, cframe, x1, y1, z1, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
- CF = Part.CFrame
- Numbb = 0
- randnumb = math.random() - math.random()
- for i = 0, 1, delay do
- hbwait()
- CF = CF * cf(0, 1, 0)
- if rotate == true then
- Part.CFrame = CF * angles(Numbb, 0, 0)
- else
- if rotate == false then
- Part.CFrame = CF
- end
- end
- Part.Transparency = i
- Numbb = Numbb + (randnumb)
- end
- Part.Parent = nil
- end
- ), prt, CF, Numbb, randnumb)
- end
- ElecEffect = function(brickcolor, cf, x, y, z, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cf
- xval = math.random()
- yval = math.random()
- zval = math.random()
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
- for i = 0, 1, delay do
- hbwait()
- Part.CFrame = Part.CFrame
- xvaal = xvaal - 0.1 * (delay * 10)
- yvaal = yvaal - 0.1 * (delay * 10)
- zvaal = zvaal - 0.1 * (delay * 10)
- Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
- Part.Transparency = i
- end
- Part.Parent = nil
- end
- ), prt, msh, xval, yval, zval)
- end
- TrailEffect = function(brickcolor, currentcf, oldcf, meshtype, reflectance, neon, size, x, y, z, delay)
- local prt = part(3, Effects, "SmoothPlastic", reflectance, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = currentcf
- local TheMeshType = "BlockMesh"
- if meshtype == "Cylinder" then
- TheMeshType = "CylinderMesh"
- end
- local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt())
- if neon == true then
- prt.Material = "Neon"
- end
- game:GetService("Debris"):AddItem(prt, 10)
- local magnitudecframe = currentcf.p - oldcf.p.magnitude
- prt.Size = Vector3.new(1, magnitudecframe, 1)
- prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(math.rad(90), 0, 0)
- msh.Scale = vt(0 + size, 1, 0 + size)
- coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
- for i = 0, 1, delay do
- hbwait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x, y, z)
- end
- Part.Parent = nil
- end
- ), prt, msh, currentcf, oldcf)
- end
- ClangEffect = function(brickcolor, cframe, angle, duration, size, power, reflectance, neon, x, y, z, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
- game:GetService("Debris"):AddItem(prt, 10)
- local TheLastPoint = cframe
- coroutine.resume(coroutine.create(function(Part)
- for i = 1, duration do
- hbwait()
- Part.CFrame = Part.CFrame * angles(math.rad(angle), 0, 0) * cf(0, power, 0)
- TrailEffect(brickcolor, Part.CFrame, TheLastPoint, "Cylinder", reflectance, neon, size, x, y, z, delay)
- TheLastPoint = Part.CFrame
- end
- Part.Parent = nil
- end
- ), prt)
- end
- local startequipped = false
- local startequippedwithequipanimation = false
- local disableanimator = false
- local disableanimate = true
- local alternatewalk = true
- local hidemenu = false
- local allowmenutofunction = true
- local allowabilitestofunction = true
- local canunequiporequip = true
- local allowidle = false
- local allowwalking = true
- local disablemovingarms = true
- local usemotorsinsteadofwelds = true
- local leftarm = true
- local rightarm = false
- local allowhopperbin = true
- local showstunbar = true
- local walkspeeddependsonspeedvalue = true
- local alternatemanaregensystem = true
- local showhealthmanaandstunnumbers = true
- local changebarcolorsifnotenoughmana = false
- local disablejump = false
- if hidemenu == true then
- for _,v in pairs(scrn:children()) do
- if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
- v.Visible = false
- end
- end
- end
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and disablejump == true then
- Humanoid.Jump = false
- end
- end
- )
- if allowmenutofunction == true then
- for _,v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _,b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" and b.Name ~= "Text 1" and b.Name ~= "Text 2" and b.Name ~= "Text 3" and b.Name ~= "Text 4" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end
- ), b)
- end
- end
- end
- end
- end
- if allowmenutofunction == true and allowabilitestofunction == true then
- for _,v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _,b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" and b.Name ~= "Health Text" and b.Name ~= "Mana Text" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- hbwait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end
- ), b)
- end
- end
- end
- end
- end
- if allowhopperbin == true then
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Dread Scythe"
- script.Parent = Tool
- end
- Bin = script.Parent
- end
- if disablemovingarms == true then
- RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- RSH = nil
- if usemotorsinsteadofwelds == true then
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- else
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- end
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = Torso
- LSH.Parent = Torso
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = Character["Right Arm"]
- RW.Parent = nil
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = Character["Left Arm"]
- LW.Parent = nil
- else
- RW = Torso["Right Shoulder"]
- LW = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
- LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
- end
- if allowidle == true then
- coroutine.resume(coroutine.create(function()
- while wait() do
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle + 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle - 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- idleangle = 0
- end
- end
- ))
- end
- equipanim = function()
- attack = true
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- WeapHandleweld.Part0 = RightArm
- WeapHandleweld.C0 = cf(0, -1, 0) * angles(math.rad(90), math.rad(-20), math.rad(20))
- Movement.Value = Movement.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- attack = false
- end
- unequipanim = function()
- attack = true
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(90), math.rad(-20), math.rad(20)), 0.3 / animationspeed)
- end
- WeapHandleweld.Part0 = Torso
- WeapHandleweld.C0 = cf(2.5, 1.5, 0.5) * angles(math.rad(180), math.rad(90), math.rad(0)) * angles(math.rad(30), math.rad(0), math.rad(0))
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- Movement.Value = Movement.Value + 0.1
- Defense.Value = Defense.Value - 0.4
- attack = false
- end
- if startequipped == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- Movement.Value = Movement.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- if startequippedwithequipanimation == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- end
- end
- StaggerHit = function()
- attack = true
- for i = 1, math.random(2, 4) do
- ClangEffect("Bright yellow", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.1, math.random(5, 15) / 10, 0, true, -0.005, 0, -0.005, 0.05)
- end
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(60)) * angles(math.rad(0), math.rad(-30), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC360: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC360: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- Stagger = function()
- attack = true
- disablejump = true
- for i = 1, math.random(2, 4) do
- ClangEffect("Bright yellow", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, true, -0.01, 0, -0.01, 0.05)
- end
- attacktype = 1
- local staggervelocity = Instance.new("BodyVelocity", Torso)
- staggervelocity.P = 500
- staggervelocity.maxForce = vt(math.huge, 0, math.huge)
- if Rooted.Value == false then
- staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
- end
- for i = 0, 1, 0.35 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.2 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2 + idleangle) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), 0.3 / animationspeed)
- end
- staggervelocity:Destroy()
- for i = 0, 1, 0.015 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(-5), math.rad(-5), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(5), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(-20), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-10)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(70)) * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), 0.3 / animationspeed)
- if StunAnim.Value == true then
- break
- end
- end
- do
- attacktype = 1
- disablejump = false
- attack = false
- end
- end
- Stun = function()
- attack = true
- disablejump = true
- attacktype = 1
- DamageStatLabel(Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(-160)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(15)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(-15)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(45), math.rad(0), math.rad(-170)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(45)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-45)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.4 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(75), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-60)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(75)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-45), math.rad(0), math.rad(-75)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- gyro = Instance.new("BodyGyro")
- gyro.Parent = nil
- gyro.P = 10000000
- gyro.D = 1000
- gyro.MaxTorque = vt(10000000, 10000000, 10000000)
- gyro.cframe = RootPart.CFrame
- for i = 1, 70 * animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(90)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-90)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.5 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(120)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-120)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(120)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(70)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -0.25 - idleangle, -1) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- gyro.Parent = nil
- attacktype = 1
- disablejump = false
- attack = false
- end
- EAbility = function()
- attack = true
- attack = false
- end
- attackone = function()
- attack = true
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(10), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(0.1, 0.75 + idleangle, -1) * angles(math.rad(170), math.rad(0), math.rad(70)) * angles(math.rad(-10), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(-0.2, 0, 1) * angles(math.rad(-40), math.rad(-10), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC291: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC291: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("http://roblox.com/asset/?id=92597369", Hitbox, 1, 1.2)
- so("http://roblox.com/asset/?id=28144425", Hitbox, 1, 1.2)
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(0, 0.25 + idleangle, -0.75) * angles(math.rad(20), math.rad(0), math.rad(-50)) * angles(math.rad(0), math.rad(-20), math.rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(10)) * angles(math.rad(0), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1, 1) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC620: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC620: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attacktwo = function()
- attack = true
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(10), math.rad(-20)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(0.25, 0.5 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-90)) * angles(math.rad(10), math.rad(80), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(25)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -0.5, 1) * angles(math.rad(-20), math.rad(0), math.rad(20)), 0.3 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC276: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC276: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("http://roblox.com/asset/?id=92597369", Hitbox, 1, 1)
- so("http://roblox.com/asset/?id=28144425", Hitbox, 1, 1)
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(10)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(80)) * angles(math.rad(-20), math.rad(80), math.rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.75) * angles(math.rad(110), math.rad(0), math.rad(50)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-50), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -0.25, 1) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC590: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC590: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attackthree = function()
- attack = true
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(-20)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(0.5, 1 + idleangle, -0.75) * angles(math.rad(190), math.rad(0), math.rad(20)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1.15, 1) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC261: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC261: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("http://roblox.com/asset/?id=92597369", Hitbox, 1, 1.4)
- so("http://roblox.com/asset/?id=28144425", Hitbox, 1, 1.4)
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(0.35, 0.5 + idleangle, -0.75) * angles(math.rad(30), math.rad(0), math.rad(-20)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-0.65, 0.25 + idleangle, -0.5) * angles(math.rad(10), math.rad(0), math.rad(30)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -0.65, 1) * angles(math.rad(-20), math.rad(-5), math.rad(20)), 0.45 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC560: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC560: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attackfour = function()
- attack = true
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-50)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(0, 0.5 + idleangle, -0.75) * angles(math.rad(80), math.rad(0), math.rad(-110)) * angles(math.rad(10), math.rad(80), math.rad(0)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(100), math.rad(0), math.rad(7.5)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(10)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -0.5, 1) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC276: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC276: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("http://roblox.com/asset/?id=203691467", Torso, 0.5, 1.2)
- so("http://roblox.com/asset/?id=92597369", Hitbox, 1, 0.8)
- so("http://roblox.com/asset/?id=28144425", Hitbox, 1, 0.8)
- for i = 0, 1, 0.15 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.25, 1, (math.random(5, 10)), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-10 - 360 * i)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(20)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(60)) * angles(math.rad(0), math.rad(80), math.rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(60)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-50), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.45 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -0.5, 1) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.45 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC597: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC597: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- for i = 0, 1, 0.1 / animationspeed do
- hbwait()
- MagniDamage(Hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.45 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-20)), 0.45 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(80)) * angles(math.rad(-30), math.rad(80), math.rad(0)) * RWC0, 0.45 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(70), math.rad(0), math.rad(30)) * LWC0, 0.45 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-50), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.45 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -0.5, 1) * angles(math.rad(-20), math.rad(0), math.rad(20)), 0.45 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC899: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC899: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- Move1 = function()
- attack = true
- attack = false
- end
- Move2 = function()
- attack = true
- attack = false
- end
- Move3 = function()
- attack = true
- attack = false
- end
- Move4 = function()
- attack = true
- disablejump = true
- Rooted.Value = true
- for i = 0, 1, 0.08 / animationspeed do
- hbwait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(30)) * RWC0, 0.3 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.15 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(-5)) * LWC0, 0.3 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, 0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.3 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(70)), 0.3 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0.2, -1.5, 0.1) * angles(math.rad(70), math.rad(10), math.rad(0)), 0.3 / animationspeed)
- if StaggerHitAnim.Value ~= true and StaggerAnim.Value ~= true then
- do
- if StunAnim.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC280: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC280: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- local spacelasercframe = 0
- do
- for i = 1, 1 do
- local size = 30
- local startrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Black", "Effect", vt())
- startrefpart.Anchored = true
- startrefpart.CFrame = RootPart.CFrame * cf(spacelasercframe, 500, 0)
- game:GetService("Debris"):AddItem(startrefpart, 15)
- local HitPosition = startrefpart.Position + vt(0, -1, 0)
- do
- local OtherHitPosition = cf((startrefpart.Position + HitPosition) / 2, HitPosition).lookVector
- do
- local hit, pos = rayCast(startrefpart.Position, OtherHitPosition, 999, Character)
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 0.5, "Black", "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos) * angles(0, 0, math.rad(90))
- local refpartmesh = mesh("SpecialMesh", refpart, "Cylinder", "", vt(0, 0, 0), vt(1, size * 10, size * 10))
- game:GetService("Debris"):AddItem(refpart, 15)
- local refpart2 = part(3, Effects, "SmoothPlastic", 0, 0.5, "Light stone grey", "Effect", vt())
- refpart2.Anchored = true
- refpart2.CFrame = refpart.CFrame
- local refpart2mesh = mesh("SpecialMesh", refpart2, "Cylinder", "", vt(0, 0, 0), vt(1.1, 1, 1))
- game:GetService("Debris"):AddItem(refpart2, 15)
- so("http://roblox.com/asset/?id=203691785", refpart, 1, 1)
- so("http://roblox.com/asset/?id=183763515", refpart, 1, 1)
- so("http://roblox.com/asset/?id=87767777", refpart, 1, 0.4)
- MagicBlock("Black", true, refpart.CFrame, size * 10, size * 10, size * 10, -size, -size, -size, 0.1)
- MagniDamage(refpart, size + 1, 1, 2, 1, "OrbitalStrike1", refpart, 0, 1, (math.random(5, 10)), nil, true, true, "Movement", 0.2, 6, true)
- coroutine.resume(coroutine.create(function(StartPart, Part1, Part2, Mesh1, Mesh2)
- for i = 1, size * 10 do
- hbwait()
- MagicBlock("Black", true, Part1.CFrame * cf(math.random(0, 10), math.random(-size, size), math.random(-size, size)), 1, 1, 1, 0.1, 0.1, 0.1, 0.1)
- Mesh2.Scale = vt(1.1, i, i)
- end
- local refpartmag = (StartPart.Position - pos).magnitude
- so("http://roblox.com/asset/?id=87784452", Part1, 1, 0.8)
- so("http://roblox.com/asset/?id=178452221", Part1, 1, 0.6)
- MagicBlock("Black", true, refpart.CFrame, size / 10, size / 10, size / 10, size, size, size, 0.1)
- MagicRing("Black", Part1.CFrame * angles(0, math.rad(90), 0), size, size, size, size / 10, size / 10, 0, 0.05)
- MagicCylinder("Black", cf((StartPart.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 10, refpartmag * 5, 10, 0.2, 0, 0.2, 0.05)
- MagniDamage(Part1, size + 1, 20, 30, math.random(125, 150) / 100, "OrbitalStrike2", Part1, 0, 1, (math.random(30, 40)), nil, true, true, "Damage", 0.1, 5, true)
- Part1.Transparency = 1
- Part2.Parent = nil
- StartPart.Parent = nil
- end
- ), startrefpart, refpart, refpart2, refpartmesh, refpart2mesh)
- end
- do
- wait(0.1)
- end
- -- DECOMPILER ERROR at PC498: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- Rooted.Value = false
- disablejump = false
- attack = false
- end
- hold = false
- ob1d = function(Mouse)
- if attack == true or equipped == false then
- return
- end
- hold = true
- if attacktype == 1 then
- attacktype = 2
- attackone()
- else
- if attacktype == 2 then
- attacktype = 3
- attacktwo()
- else
- if attacktype == 3 then
- attacktype = 4
- attackthree()
- else
- if attacktype == 4 then
- attacktype = 1
- attackfour()
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- wait()
- end
- end
- if attack == false then
- attacktype = 1
- end
- end
- ))
- end
- if allowhopperbin == true then
- ob1u = function(Mouse)
- hold = false
- end
- end
- key = function(key)
- if key == "f" and canunequiporequip == true and attack == false then
- if equipped == false then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- elseif equipped == true then
- equipped = false
- unequipanim()
- hbwait()
- if disablemovingarms == true then
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = Torso
- LSH.Parent = Torso
- end
- if disableanimator == true then
- Animator.Parent = Humanoid
- end
- if disableanimate == true then
- Animate.Disabled = false
- end
- end
- end
- if key == "e" and attack == false and equipped == true then
- EAbility()
- end
- if key == "z" and attack == false and equipped == true and co1 <= cooldown1 and skill1mana <= Mana.Value then
- subtractmana(skill1mana)
- cooldown1 = 0
- Move1()
- end
- if key == "x" and attack == false and equipped == true and co2 <= cooldown2 and skill2mana <= Mana.Value then
- subtractmana(skill2mana)
- cooldown2 = 0
- Move2()
- end
- if key == "c" and attack == false and equipped == true and co3 <= cooldown3 and skill3mana <= Mana.Value then
- subtractmana(skill3mana)
- cooldown3 = 0
- Move3()
- end
- if key == "v" and attack == false and equipped == true and co4 <= cooldown4 and skill4mana <= Mana.Value then
- subtractmana(skill4mana)
- cooldown4 = 0
- Move4()
- end
- if key == "q" then
- Mana.Value = 100
- cooldown1 = co1
- cooldown2 = co2
- cooldown3 = co3
- cooldown4 = co4
- end
- if key == "p" then
- StaggerHitAnim.Value = true
- end
- if key == "[" then
- StaggerAnim.Value = true
- end
- if key == "]" then
- StunAnim.Value = true
- end
- end
- if allowhopperbin == true then
- key2 = function(key)
- end
- end
- if allowhopperbin == true then
- s = function(Mouse)
- Mouse.Button1Down:connect(function()
- ob1d(Mouse)
- end
- )
- Mouse.Button1Up:connect(function()
- ob1u(Mouse)
- end
- )
- Mouse.KeyDown:connect(key)
- Mouse.KeyUp:connect(key2)
- end
- end
- if allowhopperbin == true then
- ds = function(Mouse)
- end
- end
- if allowhopperbin == true then
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- end
- updateskills = function()
- if allowabilitestofunction == true then
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.033333333333333
- if co1 <= cooldown1 then
- cooldown1 = co1
- end
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.033333333333333
- if co2 <= cooldown2 then
- cooldown2 = co2
- end
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.033333333333333
- if co3 <= cooldown3 then
- cooldown3 = co3
- end
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.033333333333333
- if co4 <= cooldown4 then
- cooldown4 = co4
- end
- end
- if changebarcolorsifnotenoughmana == true then
- if Mana.Value <= skill1mana then
- bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill2mana then
- bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill3mana then
- bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- if Mana.Value <= skill4mana then
- bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- else
- if changebarcolorsifnotenoughmana == false then
- bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
- end
- end
- end
- if alternatemanaregensystem == false then
- if Mana.Value <= maxmana then
- Mana.Value = Mana.Value + recovermana / 30
- else
- if maxmana <= Mana.Value then
- Mana.Value = maxmana
- end
- end
- else
- if alternatemanaregensystem == true then
- if maxmana <= Mana.Value then
- Mana.Value = maxmana
- else
- if manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- Mana.Value = Mana.Value + 1
- end
- end
- end
- end
- if allowstunbar == true then
- if StunValue.Value <= 0 then
- StunValue.Value = 0
- else
- if stundelay <= stunwait then
- stundelay = stundelay + 1
- else
- stundelay = 0
- StunValue.Value = StunValue.Value - 1
- end
- end
- else
- if allowstunbar == false then
- StunValue.Value = 0
- end
- end
- end
- if allowmenutofunction == true then
- ArtificialHB.Event:connect(function()
- updateskills()
- if allowabilitestofunction == true then
- framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- if allowstunbar == true and showstunbar == true and stunframe ~= nil then
- stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- if showhealthmanaandstunnumbers == true then
- manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
- healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
- if allowstunbar == true and showstunbar == true then
- stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
- end
- end
- if showstats == true then
- defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- defensetext.Text = "Defense: " .. Defense.Value
- damagetext.Text = "Damage: " .. Damage.Value
- if Rooted.Value == false then
- movementtext.Text = "Movement: " .. Movement.Value
- else
- movementtext.Text = "Movement: 0"
- end
- end
- end
- )
- end
- while 1 do
- hbwait()
- if attack == true then
- Hitbox.Name = "Hitbox"
- elseif attack == false then
- Hitbox.Name = "NilHitbox"
- end
- if 0 < Humanoid.Health then
- if walkspeeddependsonspeedvalue == true then
- if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Movement.Value
- end
- end
- if maxstun <= StunValue.Value then
- StunValue.Value = 0
- StunAnim.Value = true
- end
- if StaggerAnim.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- hbwait()
- end
- Stagger()
- StaggerAnim.Value = false
- staggeranim = false
- end
- ))
- end
- if StaggerHitAnim.Value == true and staggerhitanim == false then
- coroutine.resume(coroutine.create(function()
- staggerhitanim = true
- while attack == true do
- hbwait()
- end
- StaggerHit()
- StaggerHitAnim.Value = false
- staggerhitanim = false
- end
- ))
- end
- if (StunAnim.Value == true and stunanim == false) or 100 <= StunValue.Value then
- coroutine.resume(coroutine.create(function()
- StunValue.Value = 0
- stunanim = true
- while attack == true do
- hbwait()
- end
- Stun()
- StunAnim.Value = false
- stunanim = false
- end
- ))
- end
- sine = sine + change
- someangle = someangle % 100 + change2 / 10
- local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
- hitfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
- if 0.5 <= donum then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- end
- if handidle == false then
- donum = donum + 0.0015
- else
- donum = donum - 0.0015
- end
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if leftarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(torvel * 2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-torvel * 2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- elseif (Anim == "Walk" and equipped == true) or leftarm == false then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- end
- if rightarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-torvel * 2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(torvel * 2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- elseif (Anim == "Walk" and equipped == true) or rightarm == false then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- end
- if allowwalking == true then
- if Anim == "Walk" and equipped == true then
- if alternatewalk == false then
- if walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
- end
- elseif walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(torvel * 2.5)), 0.3 / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(torvel * 2.5)), 0.3 / animationspeed)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-torvel * 2.5)), 0.3 / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-torvel * 2.5)), 0.3 / animationspeed)
- end
- elseif Anim ~= "Walk" and equipped == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
- end
- end
- if 1 < velderp and hitfloor == nil then
- Anim = "Jump"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(60)) * RWC0, 0.2 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(-20)) * LWC0, 0.2 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0, -1.5, 0.1) * angles(math.rad(80), math.rad(-10), math.rad(0)), 0.2 / animationspeed)
- end
- end
- if velderp < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * RWC0, 0.2 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.2 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0.2, -1.5, 0.1) * angles(math.rad(70), math.rad(15), math.rad(0)), 0.2 / animationspeed)
- end
- end
- if torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(5 - (donum) / 0.075), math.rad(0), math.rad(-30)), 0.15 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10 - (donum) / 0.05), math.rad(0), math.rad(30)), 0.15 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80 + (donum) / 0.05), math.rad(0), math.rad(30 - (donum) / 0.05)) * RWC0, 0.15 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20 - (donum) / 0.05), math.rad(0), math.rad(-20 - (donum) / 0.05)) * angles(math.rad(0), math.rad(10), math.rad(0)) * LWC0, 0.15 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0 - (donum) / 0.057)), 0.15 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5 + (donum) / 0.075)), 0.15 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0.2, -1.5, 0.1) * angles(math.rad(70), math.rad(10 + (donum) / 0.075), math.rad(0)), 0.15 / animationspeed)
- end
- end
- if 2 < torvel or torvel > 22 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1 / animationspeed
- if 10 <= walk then
- walk = 0
- if walkinganim == true then
- walkinganim = false
- elseif walkinganim == false then
- walkinganim = true
- end
- end
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(30)) * RWC0, 0.2 / animationspeed)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-5)) * LWC0, 0.2 / animationspeed)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
- WeapHandleweld.C0 = clerp(WeapHandleweld.C0, cf(0.2, -1.5, 0.1) * angles(math.rad(70), math.rad(10), math.rad(0)), 0.2 / animationspeed)
- end
- end
- end
- end
- end
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