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- Player = game:GetService("Players").deathcoolside
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- 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"]
- attack = false
- attackdebounce = false
- combo = 0
- mana = 400
- necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- hold=false
- MMouse=nil
- equipped=false
- attack=false
- holddash=false
- dashing=false
- act = {key = {}}
- walking = false
- normattack=false
- sitting=false
- --player
- player = nil
- --save shoulders
- RSH, LSH = nil, nil
- --welds
- RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld")
- --what anim
- anim = "none"
- bodpos=Instance.new("BodyPosition")
- bodpos.P=2000
- bodpos.D=100
- bodpos.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- if Character:findFirstChild("AeroBlade",true) ~= nil then
- Character:findFirstChild("AeroBlade",true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("manaGUI",true) ~= nil then
- Player.PlayerGui:findFirstChild("manaGUI",true).Parent = nil
- end
- function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
- local fp = Instance.new("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- fp.BottomSurface="Smooth"
- fp.TopSurface="Smooth"
- fp:BreakJoints()
- return fp
- end
- local modelzorz = Instance.new("Model")
- modelzorz.Name = "AeroBlade"
- modelzorz.Parent = Character
- local prt1 = part(1,modelzorz,0,0,BrickColor.new("Navy blue"),"Part1",Vector3.new(1,1,1))
- local prt2 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part2",Vector3.new(1,1,1))
- local prt3 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part3",Vector3.new(1,1,1))
- local prt4 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part4",Vector3.new(1,1,1))
- local prt5 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part5",Vector3.new(1,1,1))
- local prt6 = part(1,modelzorz,0,0,BrickColor.new("Really blue"),"Part6",Vector3.new(1,1,1))
- local prt7 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part7",Vector3.new(1,1,1))
- local prt8 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part8",Vector3.new(1,1,1))
- local prt9 = part(1,modelzorz,0,0,BrickColor.new("White"),"Part9",Vector3.new(1,1,1))
- local prt10 = part(1,modelzorz,0.5,0,BrickColor.new("White"),"Part10",Vector3.new(1,1,1))
- local prt11 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part11",Vector3.new(1,1,1))
- local prt12 = part(1,modelzorz,0,0,BrickColor.new("White"),"Part12",Vector3.new(1,1,1))
- local prt13 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part13",Vector3.new(1,1,1))
- local prt14 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part14",Vector3.new(1,1,1))
- local prt15 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part15",Vector3.new(1,1,1))
- local prt16 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part16",Vector3.new(1,1,1))
- local prt17 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part17",Vector3.new(1,1,1))
- local prt18 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part18",Vector3.new(1,1,1))
- local msh1 = Instance.new("CylinderMesh")
- msh1.Parent = prt1
- msh1.Scale = Vector3.new(0.5,1,0.5)
- local msh2 = Instance.new("CylinderMesh")
- msh2.Parent = prt2
- msh2.Scale = Vector3.new(0.4,2,0.4)
- local msh3 = Instance.new("CylinderMesh")
- msh3.Parent = prt3
- msh3.Scale = Vector3.new(0.41,0.1,0.41)
- local msh4 = Instance.new("CylinderMesh")
- msh4.Parent = prt4
- msh4.Scale = Vector3.new(0.41,0.1,0.41)
- local msh5 = Instance.new("CylinderMesh")
- msh5.Parent = prt5
- msh5.Scale = Vector3.new(0.5,0.5,0.5)
- local msh6 = Instance.new("SpecialMesh")
- msh6.Parent = prt6
- msh6.MeshType="Sphere"
- msh6.Scale = Vector3.new(0.49,0.8,0.49)
- local msh7 = Instance.new("CylinderMesh")
- msh7.Parent = prt7
- msh7.Scale = Vector3.new(0.5,0.5,0.5)
- local msh8 = Instance.new("BlockMesh")
- msh8.Parent = prt8
- msh8.Scale = Vector3.new(0.35,1,0.35)
- local msh9 = Instance.new("CylinderMesh")
- msh9.Parent = prt9
- msh9.Scale = Vector3.new(0.5,0.1,0.5)
- local msh10 = Instance.new("BlockMesh")
- msh10.Parent = prt10
- msh10.Scale = Vector3.new(0.4,2,0.1)
- local msh11 = Instance.new("BlockMesh")
- msh11.Parent = prt11
- msh11.Scale = Vector3.new(0.21,1,0.11)
- local msh12 = Instance.new("CylinderMesh")
- msh12.Parent = prt12
- msh12.Scale = Vector3.new(0.5,0.1,0.5)
- local msh13 = Instance.new("BlockMesh")
- msh13.Parent = prt13
- msh13.Scale = Vector3.new(0.5,2,0.5)
- local msh14 = Instance.new("CylinderMesh")
- msh14.Parent = prt14
- msh14.Scale = Vector3.new(0.49,0.1,0.49)
- local msh15 = Instance.new("CylinderMesh")
- msh15.Parent = prt15
- msh15.Scale = Vector3.new(0.48,1,0.48)
- local msh16 = Instance.new("CylinderMesh")
- msh16.Parent = prt16
- msh16.Scale = Vector3.new(0.49,0.1,0.49)
- local msh17 = Instance.new("BlockMesh")
- msh17.Parent = prt17
- msh17.Scale = Vector3.new(0.5,1,0.5)
- local msh18 = Instance.new("SpecialMesh")
- msh18.Parent = prt18
- msh18.MeshType="Wedge"
- msh18.Scale = Vector3.new(0.5,0.5,0.5)
- local wld1 = Instance.new("Weld")
- wld1.Parent = prt1
- wld1.Part0 = prt1
- wld1.Part1 = Torso
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1) * CFrame.new(3,-2,-0.7)
- local wld2 = Instance.new("Weld")
- wld2.Parent = prt2
- wld2.Part0 = prt2
- wld2.Part1 = prt1
- wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- local wld3 = Instance.new("Weld")
- wld3.Parent = prt3
- wld3.Part0 = prt3
- wld3.Part1 = prt2
- wld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.8,0)
- local wld4 = Instance.new("Weld")
- wld4.Parent = prt4
- wld4.Part0 = prt4
- wld4.Part1 = prt2
- wld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.8,0)
- local wld5 = Instance.new("Weld")
- wld5.Parent = prt5
- wld5.Part0 = prt5
- wld5.Part1 = prt2
- wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1.2,0)
- local wld6 = Instance.new("Weld")
- wld6.Parent = prt6
- wld6.Part0 = prt6
- wld6.Part1 = prt5
- wld6.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.2,0)
- local wld7 = Instance.new("Weld")
- wld7.Parent = prt7
- wld7.Part0 = prt7
- wld7.Part1 = prt2
- wld7.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- local wld8 = Instance.new("Weld")
- wld8.Parent = prt8
- wld8.Part0 = prt8
- wld8.Part1 = prt7
- wld8.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5,0)
- local wld9 = Instance.new("Weld")
- wld9.Parent = prt9
- wld9.Part0 = prt9
- wld9.Part1 = prt8
- wld9.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6,0)
- local wld10 = Instance.new("Weld")
- wld10.Parent = prt10
- wld10.Part0 = prt10
- wld10.Part1 = prt9
- wld10.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- local wld11 = Instance.new("Weld")
- wld11.Parent = prt11
- wld11.Part0 = prt11
- wld11.Part1 = prt10
- wld11.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.1,-0.6,0)
- local wld12 = Instance.new("Weld")
- wld12.Parent = prt12
- wld12.Part0 = prt12
- wld12.Part1 = prt9
- wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.1,0)
- local wld13 = Instance.new("Weld")
- wld13.Parent = prt13
- wld13.Part0 = prt13
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- local wld14 = Instance.new("Weld")
- wld14.Parent = prt14
- wld14.Part0 = prt14
- wld14.Part1 = prt13
- wld14.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- local wld15 = Instance.new("Weld")
- wld15.Parent = prt15
- wld15.Part0 = prt15
- wld15.Part1 = prt14
- wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.3,0)
- local wld16 = Instance.new("Weld")
- wld16.Parent = prt16
- wld16.Part0 = prt16
- wld16.Part1 = prt15
- wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.3,0)
- local wld17 = Instance.new("Weld")
- wld17.Parent = prt17
- wld17.Part0 = prt17
- wld17.Part1 = prt16
- wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6,0)
- local wld18 = Instance.new("Weld")
- wld18.Parent = prt18
- wld18.Part0 = prt18
- wld18.Part1 = prt17
- wld18.C0 = CFrame.fromEulerAnglesXYZ(3.14,3.14,0) * CFrame.new(0,0.9,0)
- local fengui = Instance.new("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "manaGUI"
- local fenframe = Instance.new("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255,255,255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17,17,17)
- fenframe.Size = UDim2.new(0.0500000007, 0, 0.100000001, 0)
- local fentext = Instance.new("TextLabel")
- fentext.Parent = fenframe
- fentext.Text = "Mana("..mana..")"
- fentext.BackgroundTransparency = 1
- fentext.SizeConstraint = "RelativeXY"
- fentext.TextXAlignment = "Center"
- fentext.TextYAlignment = "Center"
- fentext.Position = UDim2.new(0,80,1,200)
- local fentext2 = Instance.new("TextLabel")
- fentext2.Parent = fenframe
- fentext2.Text = " "
- fentext2.BackgroundTransparency = 0
- fentext2.BackgroundColor3 = Color3.new(0,0,0)
- fentext2.SizeConstraint = "RelativeXY"
- fentext2.TextXAlignment = "Center"
- fentext2.TextYAlignment = "Center"
- fentext2.Position = UDim2.new(0,10,1,170)
- fentext2.Size = UDim2.new(2.79999995,0,0.210000306,0)
- local fentext3 = Instance.new("TextLabel")
- fentext3.Parent = fenframe
- fentext3.Text = " "
- fentext3.BackgroundTransparency = 0
- fentext3.BackgroundColor3 = Color3.new(1,1,0)
- fentext3.SizeConstraint = "RelativeXY"
- fentext3.TextXAlignment = "Center"
- fentext3.TextYAlignment = "Center"
- fentext3.Position = UDim2.new(0,10,1,170)
- fentext3.Size = UDim2.new(mana*0.007,0,0.400000006,0)
- --2.9000001, 0}, {0.450000018, 0}
- local gairo = Instance.new("BodyGyro")
- gairo.Parent = nil
- gairo.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- gairo.P = 20e+003
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "AeroBlade"
- script.Parent = Tool
- end
- Bin = script.Parent
- local gairo = Instance.new("BodyGyro")
- gairo.Parent = nil
- gairo.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- gairo.P = 20e+003
- function hideanim()
- equipped=false
- wld1.Parent = prt1
- wld1.Part0 = prt1
- wld1.Part1 = Torso
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1) * CFrame.new(3,-2,-0.7)
- wld1.C1=CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
- gairo.Parent=nil
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- function equipanim()
- equipped=true
- wld1.Parent = prt13
- wld1.Part0 = prt13
- wld1.Part1 = RightArm
- wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,1)
- wld1.C1=CFrame.fromEulerAnglesXYZ(0.2,0,0)
- Stance()
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --[[gairo.Parent=Head
- gairo.cframe=Head.CFrame
- for i=0,1,0.1 do
- wait()
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57-0.3*i,3.14,-0.3*i) * CFrame.new(0,0,-0.5)
- --gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(-0.05,-0.1,0)
- end]]
- end
- function Walking(speed)
- walking=true
- for i=0,1,speed do
- wait()
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0.5-1*i,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(1*i,0,-0.7+0.2)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i=0,1,speed do
- wait()
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+1*i,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5+0.5-1*i,0,-0.7+0.2)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- if walking==false then
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- function Stance()
- coroutine.resume(coroutine.create(function()
- gairo.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- gairo.P = 10000000
- --gairo.D = 2000
- gairo.Parent = Torso
- wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,-0.7)
- wait()
- while equipped==true and attack==false do
- wait()
- offset=(Torso.Position.y-MMouse.Hit.p.y)/60
- mag=(Torso.Position-MMouse.Hit.p).magnitude/80
- offset=offset/mag
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2,0.7)
- --Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset/10,0,0)
- local pos4 = Vector3.new(MMouse.Hit.p.x,Head.Position.Y,MMouse.Hit.p.z)
- gairo.cframe = CFrame.new(Torso.Position,pos4) * CFrame.fromEulerAnglesXYZ(-0.4,-0.5,0) * CFrame.new(0,0,0) --CFrame.new(Torso.Position,MMouse.Hit.p) *
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- --[[RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) ]]
- end
- --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- gairo.Parent=nil
- end))
- end
- function Sit()
- attack=true
- Character.Humanoid.WalkSpeed=0
- gairo.Parent=nil
- for i=0,1,0.1 do
- wait()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,-0.7)
- wld1.C1=CFrame.fromEulerAnglesXYZ(0.2-0.2*i,0,0)
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2+0.2*i,0.7-0.7*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-1.7*i,0,0.4-0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.2*i,1-1*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6+0.6*i,-1.5+0.3-0.3*i,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,-0.5+0.5*i)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- bodpos.position=Torso.Position-Vector3.new(0,3,0)
- bodpos.Parent=Torso
- gairo.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- gairo.P = 10000000
- --gairo.D = 2000
- gairo.Parent = Torso
- gairo.cframe=Torso.CFrame
- for i=0,1,0.1 do
- wait()
- gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(0.07*i,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1-0.5*i,-0.7+1.2*i)
- wld1.C1=CFrame.fromEulerAnglesXYZ(1.2*i,0,-0.5*i)
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.2-0.2*i,0,-0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.2+1.77*i,0,0.7*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C0 = CFrame.new(0.5+0.1*i,-1.5+0.6*i,-0.7*i) * CFrame.fromEulerAnglesXYZ(1.2*i,0,0.5*i)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.1*i,-1.5+0.6*i,-0.7*i) * CFrame.fromEulerAnglesXYZ(1.2*i,0,-0.5*i)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- while attack==true do
- wait()
- Character.Humanoid.Health = Character.Humanoid.Health + 0.1
- end
- end
- function UnSit()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,-0.7)
- wld1.C1=CFrame.fromEulerAnglesXYZ(0.2,0,0)
- bodpos.Parent=nil
- gairo.Parent=nil
- Character.Humanoid.WalkSpeed=16
- attack=false
- end
- function Slash()
- --ss(1)
- equipsound(1.3)
- wld13.Part0 = LeftArm
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8) * CFrame.new(-1,0,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7,0,0) * CFrame.new(0,1.2,-1)
- SlashEffect(prt6,0,-6,-1,0,3.14,0,BrickColor.new("Black"),1.5,1,2)
- for i=0,1,0.8 do
- wait()
- LW.C0 = CFrame.new(-1.5-0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5*i)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- if wld13.Part0==LeftArm then
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8-0.2*i) * CFrame.new(-1,0,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.2*i,0,0) * CFrame.new(0,1.2,-1)
- end
- end
- local ppart = part(1,workspace,0,1,BrickColor.new("Navy blue"),"DerpPart",Vector3.new(1,1,1))
- ppart.Anchored=true
- ppart.CFrame=Head.CFrame*CFrame.new(0,0,-15)
- SlashEffect(ppart,0,-6,-3,-1.57,math.random(-50,50),0,BrickColor.new("Black"),2,2,4)
- for i=0,1,0.8 do
- wait()
- LW.C0 = CFrame.new(-1.5-0.5+0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5-0.5*i)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- --wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.6) * CFrame.new(-1,0,0)
- --wld13.C1 = CFrame.fromEulerAnglesXYZ(0.5,0,0) * CFrame.new(0,2,-1)
- end
- wait(0.1)
- wld13.Part0 = prt13
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0,0,0)
- wait(1)
- ppart.Parent=nil
- end
- function SlashTwo()
- coroutine.resume(coroutine.create(function()
- equipsound(1.3)
- wld13.Part0 = LeftArm
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8) * CFrame.new(-1,0,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7,0,0) * CFrame.new(0,1.2,-1)
- SlashEffect(prt6,0,-6,-1,0,3.14,0,BrickColor.new("Black"),1.5,1,2)
- for i=0,1,0.8 do
- wait()
- LW.C0 = CFrame.new(-1.5-0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5*i)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- if wld13.Part0==LeftArm then
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8-0.2*i) * CFrame.new(-1,0,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.2*i,0,0) * CFrame.new(0,1.2,-1)
- end
- end
- local ppart = part(1,workspace,0,1,BrickColor.new("Navy blue"),"DerpPart",Vector3.new(1,1,1))
- ppart.Anchored=true
- ppart.CFrame=Head.CFrame*CFrame.new(0,5,-30)
- SlashEffect(ppart,0,-8,-3,-1.57,-0.4,0,BrickColor.new("Black"),2.5,1,5)
- SlashEffect(ppart,0,-8,-3,-1.57,0.4,0,BrickColor.new("Black"),2.5,1,5)
- for i=0,1,0.8 do
- wait()
- LW.C0 = CFrame.new(-1.5-0.5+0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5-0.5*i)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- --wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.6) * CFrame.new(-1,0,0)
- --wld13.C1 = CFrame.fromEulerAnglesXYZ(0.5,0,0) * CFrame.new(0,2,-1)
- end
- wait(0.1)
- wld13.Part0 = prt13
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0,0,0)
- wait(1)
- ppart.Parent=nil
- end))
- end
- function Punch()
- attack=true
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2+0.2*i,0.7-0.7*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-2*i,0,0.4-0.8*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1-1*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6+0.6*i,-1.5+0.3-0.3*i,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,-0.5+0.5*i)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- ss(1.2)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Head
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- vel.cframe=Head.CFrame
- con1=LeftArm.Touched:connect(function(hit) Damagefunc2(hit,5,1) punched=true end)
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1.57*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+2.07*i,0,-0.4-1.17*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.3*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- con1:disconnect()
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1.57-1.57*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-0.07*i,0,-1.57+1.97*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1*i,0.3-0.3*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6*i,-1.5+0.3*i,-0.3*i) * CFrame.fromEulerAnglesXYZ(0.5*i,0,-0.5*i)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait()
- vel.Parent=nil
- attack=false
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- punched=false
- end))
- end
- function Kick()
- attack=true
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2+0.2*i,0.7-0.7*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-1.9*i,0,0.4-0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1-1*i,0.3*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2+0.3*i,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6+0.6*i,-1.5+0.3-0.3*i,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,-0.5+0.5*i)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- ss(1)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Head
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- vel.cframe=Head.CFrame
- local vel2 = Instance.new("BodyVelocity")
- vel2.Parent = Torso
- vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2
- vel2.velocity = Head.CFrame.lookVector * 40
- con1=RightLeg.Touched:connect(function(hit) Damagefunc2(hit,10,1) kicked=true end)
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.5*i,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4-0.3*i,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0.3)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5+0.3*i,-0.5*i) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- con1:disconnect()
- vel2.velocity = Head.CFrame.lookVector * -40
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4-0.3+0.3*i,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,0.3)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5+0.3-0.3*i,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1-1*i,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- vel2.Parent=nil
- for i=0,1,0.15 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2*i,0.7*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4+1.9*i,0,0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1*i,0.3)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0)
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6*i,-1.5+0.3*i,-0.3*i) * CFrame.fromEulerAnglesXYZ(0.5*i,0,-0.5*i)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait()
- vel.Parent=nil
- attack=false
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- kicked=false
- end))
- end
- function WinrarDash()
- coroutine.resume(coroutine.create(function()
- local LastPoint = Torso.CFrame
- for i=0,1,0.1 do
- wait()
- local Point = Torso.CFrame
- effect2("Black",0,LastPoint,Point)
- LastPoint = Point
- end
- end))
- attack=true
- local vel = Instance.new("BodyGyro")
- vel.Parent = Head
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- vel.cframe=Head.CFrame
- local vel2 = Instance.new("BodyVelocity")
- vel2.Parent = Torso
- vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2
- vel2.velocity = Head.CFrame.lookVector * -150 + (Vector3.new(0,1,0) * -37)
- wait(0.15)
- vel2.Parent=nil
- for i=1,8 do
- wait(math.random()/7)
- SlashTwo()
- end
- vel.Parent=nil
- attack=false
- end
- function DashForward()
- wait()
- --abscond(4)
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2
- vel.velocity = Head.CFrame.lookVector * 250 + (Vector3.new(0,1,0) * 63)
- local LastPoint = Torso.CFrame
- coroutine.resume(coroutine.create(function()
- for i=0,1,0.1 do
- wait()
- if holddash==true then
- local Point = Torso.CFrame
- effect2("Black",0,LastPoint,Point)
- LastPoint = Point
- end
- end
- end))
- for i=0,1,0.3 do
- wait()
- vel.velocity = Head.CFrame.lookVector * 250 + (Vector3.new(0,1,0) * 63)
- --[[LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3,0.3,-0.3)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0.2,0.5)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) ]]
- end
- vel.Parent=nil
- end
- function DashBackwards()
- wait()
- --abscond(2)
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2
- vel.velocity = Head.CFrame.lookVector * -250 + (Vector3.new(0,1,0) * -63)
- print(vel.velocity)
- local LastPoint = Torso.CFrame
- coroutine.resume(coroutine.create(function()
- for i=0,1,0.1 do
- wait()
- if holddash==true then
- local Point = Torso.CFrame
- effect2("Black",0,LastPoint,Point)
- LastPoint = Point
- end
- end
- end))
- for i=0,1,0.3 do
- wait()
- vel.velocity = Head.CFrame.lookVector * -250 + (Vector3.new(0,1,0) * -63)
- --[[LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3,0.3,-0.3)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0.2,0.5)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) ]]
- end
- vel.Parent=nil
- end
- function CarnageDash()
- --attack=true
- wait()
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2
- vel.velocity = Head.CFrame.lookVector * 150 + (Vector3.new(0,1,0) * 37)
- coroutine.resume(coroutine.create(function()
- while dashing==true do
- wait()
- Walking(0.15)
- end
- end))
- while dashing==true do
- wait(0.08)
- vel.velocity = Head.CFrame.lookVector * 150 + (Vector3.new(0,1,0) * 37)
- coroutine.resume(coroutine.create(function()
- --ss(1)
- equipsound(1.3)
- --for i=1,2 do
- wld13.Part0 = LeftArm
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8) * CFrame.new(-1,0,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7,0,0) * CFrame.new(0,1.2,-1)
- SlashEffect(prt6,0,-6,-1,0,3.14,0,BrickColor.new("Black"),1.5,1,2)
- for i=0,1,0.8 do
- wait()
- LW.C0 = CFrame.new(-1.5-0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5*i)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- if wld13.Part0==LeftArm then
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8-0.2*i) * CFrame.new(-1,0,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.2*i,0,0) * CFrame.new(0,1.2,-1)
- end
- end
- local ppart = part(1,workspace,0,1,BrickColor.new("Navy blue"),"DerpPart",Vector3.new(1,1,1))
- ppart.Anchored=true
- ppart.CFrame=Head.CFrame*CFrame.new(0,0,-5)*CFrame.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))
- coroutine.resume(coroutine.create(function(PART)
- wait(1)
- PART.Parent=nil
- end),ppart)
- SlashEffect(ppart,0,-6,-3,-1.57,math.random(-50,50),0,BrickColor.new("Black"),2,2,4)
- for i=0,1,0.8 do
- wait()
- LW.C0 = CFrame.new(-1.5-0.5+0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5-0.5*i)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0)
- --wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.6) * CFrame.new(-1,0,0)
- --wld13.C1 = CFrame.fromEulerAnglesXYZ(0.5,0,0) * CFrame.new(0,2,-1)
- --end
- end
- end))
- end
- vel.Parent=nil
- wld13.Part0 = prt13
- wld13.Part1 = prt12
- wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0)
- wld13.C1 = CFrame.fromEulerAnglesXYZ(0,0,0)
- --attack=false
- end
- function DownwardSlash()
- attack=true
- wait()
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2
- vel.velocity = Vector3.new(0,1,0) * 40
- gairo.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- gairo.P = 10000000
- --gairo.D = 2000
- gairo.Parent = Torso
- gairo.cframe=Torso.CFrame
- for i=0,1,0.1 do
- wait()
- --gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(0,0,0.3*i)
- gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(-0.1*i,0,0.2*i)
- end
- vel.velocity = Vector3.new(0,1,0) * 0
- for i=1,20 do
- wait(0.05)
- coroutine.resume(coroutine.create(function()
- Slash()
- end))
- end
- vel.Parent=nil
- gairo.Parent=nil
- attack=false
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function MMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(x1,y1,z1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function UltimaMMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(x1,y1,z1)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(1,1,1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function MOREMAGIX(part,cframe,x,y,z,color)
- p2=Instance.new("Part")
- p2.Name="Blast"
- p2.TopSurface=0
- p2.BottomSurface=0
- p2.CanCollide=false
- p2.Anchored=true
- p2.BrickColor=color
- p2.Size=Vector3.new(x,y,z)
- p2.formFactor="Symmetric"
- p2.CFrame=part.CFrame*CFrame.new(0,cframe,0)
- p2.Parent=workspace
- m=Instance.new("BlockMesh")
- m.Parent=p2
- m.Name="BlastMesh"
- coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.Transparency=loll/20 part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end part.Parent=nil end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10))
- end
- function EVENMOARMAGIX(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(x1,y1,z1)
- S.BrickColor=color
- if Style == "WingBlade" and element == "Dark" then
- S.BrickColor=BrickColor.new("Black")
- end
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function WaveEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(x1,y1,z1)
- msh1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(1,1,1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function BlastEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(x1,y1,z1)
- msh1.MeshId = "http://www.roblox.com/asset/?id=1323306"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(1,1,1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- LastPoint = Torso
- function effect(Color,Ref,LP,P1,returnn)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Transparency=0.7
- effectsg.Size = Vector3.new(0.5,1,0.5)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.5,mg,0.5)
- effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- if returnn then return effectsg end
- coroutine.resume(coroutine.create(function()
- con1=effectsg.Touched:connect(function(hit) Damagefunc2(hit,5,1) end)
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - effectsg.Position;
- local mag = targ.magnitude;
- if mag <= 6 then
- Damagefunc1(head,5,1)
- end
- end
- end
- end
- if not returnn then
- for i = 0 , 1 , 0.2 do
- wait()
- local dir = effectsg.CFrame.lookVector+Vector3.new(0,0,0)
- local hit2,pos = rayCast(effectsg.Position,effectsg.CFrame.lookVector,10,Character)
- if hit2 ~= nil then
- if hit2.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit2.Parent.Humanoid
- Damagefunc1(hit2,5,5)
- end
- end
- effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i)
- end
- wait()
- effectsg.Parent = nil
- end
- end))
- end
- function effect2(Color,Ref,LP,P1,returnn)
- local effectsmsh = Instance.new("BlockMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Transparency=0.4
- effectsg.Size = Vector3.new(1,1,1)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(5,mg,5)
- effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- if returnn then return effectsg end
- coroutine.resume(coroutine.create(function()
- con1=effectsg.Touched:connect(function(hit) Damagefunc2(hit,5,1) end)
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - effectsg.Position;
- local mag = targ.magnitude;
- if mag <= 6 then
- Damagefunc1(head,5,1)
- end
- end
- end
- end
- if not returnn then
- for i = 0 , 1 , 0.2 do
- wait()
- effectsg.Transparency=effectsg.Transparency+0.1
- end
- wait()
- effectsg.Parent = nil
- end
- end))
- end
- function SlashEffect(part,x1,y1,z1,x2,y2,z2,color,size,power,repeats)
- p2=Instance.new("Part")
- p2.Name="Blast"
- p2.TopSurface=0
- p2.BottomSurface=0
- p2.CanCollide=false
- p2.Anchored=true
- p2.BrickColor=color
- p2.Size=Vector3.new(2,2,2)
- p2.formFactor="Symmetric"
- p2.CFrame=part.CFrame*CFrame.fromEulerAnglesXYZ(x2,y2,z2)*CFrame.new(x1,y1,z1)
- p2.Parent=workspace
- p2.Transparency=1
- m=Instance.new("BlockMesh")
- m.Parent=p2
- m.Name="BlastMesh"
- local LastPoint = p2.CFrame
- coroutine.resume(coroutine.create(function(part,dir)
- for loll=1, repeats do
- part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09)
- part.CFrame=part.CFrame*CFrame.new(0,2.5*size,0)*CFrame.fromEulerAnglesXYZ(0.6*power,0,0)
- local Point = part.CFrame
- effect("White",0.5,LastPoint,Point)
- LastPoint = Point
- wait(0)
- end
- part.Parent=nil
- end),p2,0)
- end
- --SlashEffect(workspace.Fenrier.Torso,0,-6,-3,-1.57,math.random(-1,1)+math.random(),0,BrickColor.new("Black"),1.5,1.5)
- function ss(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- --SlashSound.SoundId = "http://roblox.com/asset/?id=10209645"
- SlashSound.Parent = workspace
- SlashSound.Volume = .5
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(0)
- SlashSound.Parent = nil
- end))
- end
- function equipsound(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- SlashSound.Parent = workspace
- SlashSound.Volume = .3
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(0)
- SlashSound.Parent = nil
- end))
- end
- function abscond(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2767090"
- SlashSound.Parent = workspace
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(0)
- SlashSound.Parent = nil
- end))
- end
- function magicsound(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511"
- SlashSound.Parent = workspace
- SlashSound.Volume = .5
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(0)
- SlashSound.Parent = nil
- end))
- end
- function critsound(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2801263"
- SlashSound.Parent = workspace
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(0)
- SlashSound.Parent = nil
- end))
- end
- function spikesound(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=3264793"
- SlashSound.Parent = workspace
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(0)
- SlashSound.Parent = nil
- end))
- end
- Damagefunc1=function(hit,Damage,Knockback)
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- if hit.Parent==nil then
- return
- end
- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if mana < 400 then
- mana = mana + math.random(10,20)
- end
- if mana > 400 then
- mana = 400
- end
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- -- print(c.Value)
- if math.random(0,99)+math.random()<=5 then
- CRIT=true
- Damage=Damage*1.5
- --[[ Knockback=Knockback*2
- r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso]]
- critsound(2)
- end
- Damage=Damage+math.random(0,10)
- -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
- h.Health=h.Health-Damage
- showDamage(hit.Parent,Damage,.5)
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
- if Knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.25)
- --[[ r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso]]
- game:GetService("Debris"):AddItem(r,.5)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- end
- Damagefunc1=function(hit,Damage,Knockback)
- if hit.Parent==nil then
- return
- end
- -- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- print("NOPE.AVI")
- if math.random(0,99)+math.random()<=5 then
- CRIT=true
- Damage=Damage*1.5
- --[[ Knockback=Knockback*2
- r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso]]
- end
- Damage=Damage+math.random(0,10)
- -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
- h:TakeDamage(Damage)
- showDamage(hit.Parent,Damage,.5)
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
- if Knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.25)
- --[[ r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(r,.5)]]
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- end
- Damagefunc2=function(hit,Damage,Knockback)
- if hit.Parent==nil then
- return
- end
- -- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- print("NOPE.AVI")
- if math.random(0,99)+math.random()<=5 then
- CRIT=true
- Damage=Damage*1.5
- --[[ Knockback=Knockback*2
- r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso]]
- end
- Damage=Damage+math.random(0,10)
- -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
- h:TakeDamage(Damage)
- showDamage(hit.Parent,Damage,.5)
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- vp.velocity=Torso.CFrame.lookVector*Knockback
- if Knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,2)
- --[[ r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(r,.5)]]
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- end
- showDamage=function(Char,Dealt,du)
- m=Instance.new("Model")
- m.Name=tostring(Dealt)
- h=Instance.new("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=Instance.new("Part")
- c.Transparency=0
- c.BrickColor=BrickColor:Red()
- if CRIT==true then
- c.BrickColor=BrickColor.new("Really red")
- end
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- if CRIT==true then
- ms.Scale=Vector3.new(1.25,1.5,1.25)
- end
- ms.Parent=c
- c.Reflectance=0
- Instance.new("BodyGyro").Parent=c
- c.Parent=m
- c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- f.position=c.Position+Vector3.new(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- hold = false
- function ob1d(mouse)
- if attack == true then return end
- hold = true
- Slash()
- --[[if combo == 0 then
- combo = 1
- onehit()
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- if attack == false then
- combo = 0
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end))
- elseif combo == 1 then
- combo = 2
- twohit()
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- if attack == false then
- combo = 0
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end))
- elseif combo == 2 then
- combo = 3
- threehit()
- wait(0.5)
- combo = 0
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end ]]
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- function Key(key,mouse)
- if key=="k" then
- if sitting==false then
- sitting=true
- normattack=true
- Sit()
- elseif sitting==true then
- sitting=false
- UnSit()
- normattack=false
- end
- end
- pcall(function() act.key[key:lower()] = true end)
- local kk = key:lower()
- coroutine.resume(coroutine.create(function()
- if kk == "w" or kk == "a" or kk == "s" or kk == "d" then
- while act.key["w"] == true or act.key["a"] == true or act.key["s"] == true or act.key["d"] == true do
- wait()
- end
- walking = false
- end
- end))
- if kk == "w" or kk == "a" or kk == "s" or kk == "d" then
- if walking == true then return end
- if normattack==true then return end
- while act.key["w"] == true or act.key["a"] == true or act.key["s"] == true or act.key["d"] == true do
- Walking(0.1)
- wait()
- end
- walking = false
- Stance()
- end
- if attack == true then return end
- if key == "y" then
- holddash=true
- DashForward()
- end
- if key == "h" then
- holddash=true
- DashBackwards()
- end
- if key=="g" then
- dashing=true
- CarnageDash()
- end
- if key=="q" then
- DownwardSlash()
- end
- if punched==true then
- if key=="c" then
- normattack=true
- WinrarDash()
- normattack=false
- end
- elseif kicked==true then
- if key=="z" then
- normattack=true
- normattack=false
- end
- else
- if key=="z" then
- normattack=true
- Punch()
- normattack=false
- end
- if key=="x" then
- normattack=true
- Kick()
- normattack=false
- end
- end
- --[[if key=="c" then
- normattack=true
- WinrarDash()
- normattack=false
- end]]
- RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2)
- LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Stance()
- end
- function Key2(key,mouse)
- pcall(function() act.key[key:lower()] = false end)
- if key=="f" then
- holddash=false
- end
- if key=="g" then
- dashing=false
- end
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(function(key) Key(key,mouse) end)
- mouse.KeyUp:connect(function(key) Key2(key,mouse) end)
- --mouse.KeyDown:connect(key,mouse)
- --mouse.KeyUp:connect(key2,mouse)
- MMouse=mouse
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- --
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- --_G.R = RW
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- --_G.L = LW
- --
- RHP = ch.Torso["Right Hip"]
- LHP = ch.Torso["Left Hip"]
- --
- RWL.Part0 = ch.Torso
- RWL.C0 = CFrame.new(0, -1.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RWL.C1 = CFrame.new(-0.5, 0.5, 0)
- RWL.Part1 = ch["Right Leg"]
- RWL.Parent = ch.Torso
- --_G.R = RW
- --
- LWL.Part0 = ch.Torso
- LWL.C0 = CFrame.new(0, -1.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LWL.C1 = CFrame.new(0.5, 0.5, 0)
- LWL.Part1 = ch["Left Leg"]
- LWL.Parent = ch.Torso
- --_G.L = LW
- --
- equipanim()
- end
- function ds(mouse)
- hideanim()
- RW.Parent = nil
- LW.Parent = nil
- RWL.Parent = nil
- LWL.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- RHP.Parent = player.Character.Torso
- LHP.Parent = player.Character.Torso
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- --[[function onRunning(speed)
- if attack == true then return end
- if speed>0 then
- walking = true
- for i = 0,1,0.1 do
- wait()
- if attack == false then
- --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- else
- walking = false
- for i = 0,1,0.1 do
- wait()
- if attack == false then
- --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- end
- end
- Character.Humanoid.Running:connect(onRunning) ]]
- local BladeHealth=Character.Humanoid.MaxHealth/2
- coroutine.resume(coroutine.create(function()
- for i=0,1,0.1 do
- wait()
- Character.Humanoid.Maxhealth=BladeHealth
- end
- end))
- while true do
- wait(0)
- fentext3.Size = UDim2.new(mana*0.007,0,0.200000006,0)
- fentext.Text = "Mana("..mana..")"
- fentext3.BackgroundColor3 = Color3.new(1,1,1)
- end
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