Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --Instructions: Put your name where it says "YOURNAME"
- --Many different controls: Experiment by pressing verious letters on your keyboard and find out which does which!
- --Script is not local
- -------------------------------------------------------------------------------------
- me = game.Players.killa697
- char = me.Character
- Modelname = "Warhammah"
- Toolname = "Warhammar"
- Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"}
- necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- selected = false
- effectOn = false
- Hurt = false
- Leghurt = false
- Deb = true
- LegDeb = true
- Able = true
- Resting = false
- RestingAnim = false
- AbleG = true
- Prop = {Damage = 42, Legdmg = 34, AS = 28, ShockDMG = 50, Rage = 7000000, RageIncome = 7000, MaxRage = 7000000}
- Prop.AS = Prop.AS/300
- Cam = workspace.CurrentCamera
- ToolIcon = "http://www.roblox.com/asset/?id=49192762"
- MouseIc = "http://www.roblox.com/asset/?id=49192792"
- MouseDo = "http://www.roblox.com/asset/?id=49192819"
- Add = {
- Sphere = function(P)
- local m = Instance.new("SpecialMesh",P)
- m.MeshType = "Sphere"
- return m
- end,
- BF = function(P)
- local bf = Instance.new("BodyForce",P)
- bf.force = Vector3.new(0, P:GetMass()*187, 0)
- return bf
- end,
- BP = function(P)
- local bp = Instance.new("BodyPosition",P)
- bp.maxForce = Vector3.new(math.huge, 0, math.huge)
- bp.P = 14000
- return bp
- end,
- BG = function(P)
- local bg = Instance.new("BodyGyro",P)
- bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
- bg.P = 14000
- return bg
- end,
- Mesh = function(P, ID, x, y, z)
- local m = Instance.new("SpecialMesh")
- m.MeshId = ID
- m.Scale = Vector3.new(x, y, z)
- m.Parent = P
- return m
- end,
- Sound = function(P, ID, vol, pitch)
- local s = Instance.new("Sound")
- s.SoundId = ID
- s.Volume = vol
- s.Pitch = pitch
- s.Parent = P
- return s
- end
- }
- function find(tab, arg)
- local ah = nil
- for i,v in pairs(tab) do
- if v == arg then
- ah = v
- end
- end
- return ah
- end
- function getAllParts(from)
- local t = {}
- function getParts(where)
- for i, v in pairs(where:children()) do
- if v:IsA("BasePart") then
- if v.Parent ~= char and v.Parent.Parent ~= char then
- table.insert(t, v)
- end
- end
- getParts(v)
- end
- end
- getParts(workspace)
- return t
- end
- function RayCast(pos1, pos2, maxDist, forward)
- local list = getAllParts(workspace)
- local pos0 = pos1
- for dist = 1, maxDist, forward do
- pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p
- for _, v in pairs(list) do
- local pos3 = v.CFrame:pointToObjectSpace(pos0)
- local s = v.Size
- if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide and v:GetMass() > 14 then
- return pos0, v
- end
- end
- end
- return pos0, nil
- end
- function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)
- local p = Instance.new("Part")
- p.formFactor = "Custom"
- p.Anchored = Anchor
- p.CanCollide = Collide
- p.Transparency = Tran
- p.Reflectance = Ref
- p.BrickColor = BrickColor.new(Color)
- for _, Surf in pairs(Surfaces) do
- p[Surf] = "Smooth"
- end
- p.Size = Vector3.new(X, Y, Z)
- if Break then
- p:BreakJoints()
- else p:MakeJoints() end
- p.Parent = Parent
- p.Locked = true
- return p
- end
- function Weld(p0, p1, x, y, z, a, b, c)
- local w = Instance.new("Weld")
- w.Parent = p0
- w.Part0 = p0
- w.Part1 = p1
- w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c)
- return w
- end
- function ComputePos(pos1, pos2)
- local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
- return CFrame.new(pos1, pos3)
- end
- function getHumanoid(c)
- local h = nil
- for i,v in pairs(c:children()) do
- if v:IsA("Humanoid") and c ~= char then
- if v.Health > 0 then
- h = v
- end
- end
- end
- return h
- end
- for i,v in pairs(char:children()) do
- if v.Name == Modelname then
- v:remove()
- end
- end
- pcall(function() me.PlayerGui:findFirstChild("RaigMeter",true):remove() end)
- Sc = Instance.new("ScreenGui",me:findFirstChild("PlayerGui"))
- Sc.Name = "RaigMeter"
- Fr = Instance.new("Frame",Sc)
- Fr.Size = UDim2.new(0, 250, 0, 28)
- Fr.Position = UDim2.new(0.5, -125, 0, 5)
- Fr.BackgroundColor3 = Color3.new(0.8, 0.3, 0.1)
- Met = Instance.new("Frame", Fr)
- Met.Size = UDim2.new(1, -10, 1, -6)
- Met.Position = UDim2.new(0, 5, 0, 3)
- Met.BackgroundColor3 = Color3.new(0, 0, 0)
- Met.BorderSizePixel = 0
- Meter = Instance.new("ImageLabel", Met)
- Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2)
- Meter.Position = UDim2.new(0, 0, 0, 1)
- Meter.Image = "http://www.roblox.com/asset/?id=48965808"
- Meter.BorderSizePixel = 0
- Meter.BackgroundColor3 = Color3.new(1, 0.6, 0.1)
- Tx = Instance.new("TextLabel", Met)
- Tx.Size = UDim2.new(0, 0, 1, 0)
- Tx.Position = UDim2.new(0, 5, 0, 0)
- Tx.Text = Prop.Rage.." / "..Prop.MaxRage
- Tx.Font = "ArialBold"
- Tx.FontSize = "Size18"
- Tx.BackgroundTransparency = 1
- Tx.TextColor3 = Color3.new(1, 0, 0)
- Tx.TextXAlignment = "Left"
- laast = Prop.Rage
- coroutine.resume(coroutine.create(function()
- while true do
- wait()
- if Prop.Rage > Prop.MaxRage then Prop.Rage = Prop.MaxRage end
- if laast ~= Prop.Rage then
- Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2)
- laast = Prop.Rage
- Tx.Text = Prop.Rage.." / "..Prop.MaxRage
- end
- end
- end))
- torso = char.Torso
- neck = torso.Neck
- hum = char.Humanoid
- Rarm = char["Right Arm"]
- Larm = char["Left Arm"]
- Rleg = char["Right Leg"]
- Lleg = char["Left Leg"]
- hc = Instance.new("Humanoid")
- hc.Health = 0
- hc.MaxHealth = 0
- slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8)
- hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6)
- charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65)
- boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3)
- smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35)
- boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18)
- equip = Add.Sound(nil, "rbxasset://sounds\\unsheath.wav", 0.6, 0.7)
- function PlaySound(sound, pitch)
- local s = sound:clone()
- if pitch ~= nil then
- if tonumber(pitch) then
- s.Pitch = tonumber(pitch)
- end
- end
- s.Parent = torso
- s.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- s:remove()
- end))
- end
- Mo = Instance.new("Model")
- Mo.Name = Modelname
- RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0)
- LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0)
- RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0)
- LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)
- RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0)
- LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0)
- RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0)
- LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)
- HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0)
- HW = Weld(HB, nil, 0, -1.3, 0, math.pi/2, 0, 0)
- TH = Weld(torso, nil, -0.8, 0.1, 0, 0, math.pi/2, math.rad(-140))
- RAWStand, LAWStand, RLWStand, LLWStand, HWStand = nil
- handle = Part(Mo, false, false, 0, 0, "Navy blue", 0.4, 5, 0.4, true)
- handle.Name = "Handle"
- Instance.new("SpecialMesh",handle)
- maintip = Part(Mo, false, false, 1, 0, "Bright yellow", 0.6, 0.5, 0.6, true)
- Weld(handle, maintip, 0, -1.8, 0, 0, 0, 0)
- DMGParts = {}
- for i = 0, 135, 45 do
- local tip = Part(Mo, false, false, 0, 0, "Dark grey", 0.54, 1.3, 2.2, true)
- Instance.new("BlockMesh",tip)
- Weld(maintip, tip, 0, 0, 0, 0, 0, math.rad(i))
- table.insert(DMGParts, tip)
- for a = -0.9, 0.9, 1.8 do
- for x = 0, math.pi, math.pi do
- local spike = Part(Mo, false, false, 0, 0, "Medium grey", 0.3, 0.5, 0.3, true)
- local w = Weld(tip, spike, 0, 0, 0, 0, 0, 0)
- w.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)
- w.C1 = CFrame.new(0, -1, 0)
- Add.Mesh(spike, "http://www.roblox.com/asset/?id=1033714", 0.14, 1, 0.14)
- local trim = Part(Mo, false, false, 0, 0, "Really black", 0.67, 0.1, 0.5, true)
- local w2 = Weld(tip, trim, 0, 0, 0, 0, 0, 0)
- w2.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)
- w2.C1 = CFrame.new(0, -0.58, 0)
- end
- end
- end
- spiketip = Part(Mo, false, false, 0, 0.2, "Navy blue", 0.3, 0.8, 0.3, true)
- Weld(handle, spiketip, 0, -3.1, 0, 0, 0, 0)
- Add.Mesh(spiketip, "http://www.roblox.com/asset/?id=1033714", 0.17, 2, 0.17)
- table.insert(DMGParts, spiketip)
- local handletip1 = Part(Mo, false, false, 0, 0.2, "Really black", 0.5, 0.5, 0.5, true)
- local w1 = Weld(handle, handletip1, 0, 0, 0, 0, 0, 0)
- w1.C0 = CFrame.new(0, -2.6, 0)
- Add.Mesh(handletip1, "http://www.roblox.com/asset/?id=9756362", 0.85, 0.75, 0.85)
- local handletip2 = Part(Mo, false, false, 0, 0.2, "Dark grey", 0.5, 0.5, 0.5, true)
- Weld(handletip1, handletip2, 0, 0, 0, 0, math.rad(45), 0)
- Add.Mesh(handletip2, "http://www.roblox.com/asset/?id=9756362", 0.95, 0.5, 0.95)
- Mo.Parent = char
- TH.Part1 = handle
- function showdmg(dmg, p, pos)
- local mo = Instance.new("Model")
- mo.Name = dmg
- local pa = Part(mo, false, true, 0, 0, "Bright red", 0.8, 0.3, 0.8, true)
- pa.CFrame = CFrame.new(p.Position) * CFrame.new(0, pos, 0)
- pa.Name = "Head"
- local hah = hc:clone()
- hah.Parent = mo
- local bp = Add.BP(pa)
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = p.Position + Vector3.new(0, 3+pos, 0)
- Add.BG(pa)
- coroutine.resume(coroutine.create(function()
- wait()
- mo.Parent = workspace
- wait(1.4)
- mo:remove()
- end))
- end
- function damage(hum, p, num, dm1, dm2)
- local dmg = math.random(dm1, dm2)
- hum.Health = hum.Health - dmg
- showdmg(dmg, p, num)
- return dmg
- end
- function brickdamage(hit)
- local h = getHumanoid(hit.Parent)
- if h ~= nil and Hurt and Deb then
- Deb = false
- local dmg = damage(h, maintip, 0, Prop.Damage/4, Prop.Damage)
- PlaySound(hitsound)
- Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))
- wait(0.3)
- Deb = true
- end
- end
- function legdamage(hit)
- local h = getHumanoid(hit.Parent)
- if h ~= nil and Leghurt and LegDeb then
- LegDeb = false
- local dmg = damage(h, Rleg, 0, Prop.Legdmg/2, Prop.Legdmg)
- PlaySound(hitsound)
- Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))
- coroutine.resume(coroutine.create(function()
- local haha = math.random(1,3)
- if haha == 1 then
- h.PlatformStand = true
- wait()
- local ps = getAllParts(h.Parent)
- for i, v in pairs(ps) do
- if v.Anchored == false then
- v.Velocity = CFrame.new(handle.Position, v.Position).lookVector * 40
- v.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))
- end
- end
- wait(0.8)
- h.PlatformStand = false
- end
- end))
- wait(0.2)
- LegDeb = true
- end
- end
- for i, v in pairs({Rleg, Lleg}) do
- v.Touched:connect(legdamage)
- end
- for i,v in pairs(DMGParts) do
- v.Touched:connect(brickdamage)
- end
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin",me.Backpack)
- h.Name = Toolname
- h.TextureId = ToolIcon
- script.Parent = h
- end
- bin = script.Parent
- function StartEffect(part)
- effectOn = true
- local lastPoint = part.Position
- coroutine.resume(coroutine.create(function()
- while effectOn do
- wait()
- local point = CFrame.new(lastPoint, part.Position) * CFrame.Angles(-math.pi/2, 0, 0)
- local mag = (lastPoint - part.Position).magnitude
- local p = Part(workspace, true, false, 0.1, 0, "Institutional white", 1, 1, 1, true)
- local m = Instance.new("SpecialMesh",p)
- p.CFrame = point * CFrame.new(0, mag/2, 0)
- m.Scale = Vector3.new(1.2, mag+0.6, 1.2)
- lastPoint = part.Position
- coroutine.resume(coroutine.create(function() for i = 0.1, 1, 0.9/5 do wait() p.Transparency = i end p:remove() end))
- end
- end))
- end
- function EndEffect()
- effectOn = false
- end
- function detach(bool)
- LLW.C0 = CFrame.new(0, 0, 0)
- RLW.C0 = CFrame.new(0, 0, 0)
- LAW.C0 = CFrame.new(0,0,0)
- RAW.C0 = CFrame.new(0, 0, 0)
- if bool then
- LLW.Part1 = nil
- RLW.Part1 = nil
- RAW.Part1 = nil
- LAW.Part1 = nil
- end
- end
- function attach()
- RAW.Part1 = Rarm
- LAW.Part1 = Larm
- RLW.Part1 = Rleg
- LLW.Part1 = Lleg
- end
- function normal()
- neck.C0 = necko
- RAW.C0 = RAWStand
- LAW.C0 = LAWStand
- RLW.C0 = RLWStand
- LLW.C0 = LLWStand
- RAW.C1 = CFrame.new(0, 0.5, 0)
- LAW.C1 = CFrame.new(0, 0.5, 0)
- RLW.C1 = CFrame.new(0, 0.8, 0)
- LLW.C1 = CFrame.new(0, 0.8, 0)
- HW.C0 = HWStand
- end
- function idleanim()
- attach()
- for i = 0, 10, 10/22 do
- RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))
- neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)
- if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end
- wait()
- end
- wait()
- for i = 10, 0, -10/29 do
- RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))
- neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)
- if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end
- wait()
- end
- normal()
- end
- function runanim()
- RLW.Part1 = nil
- LLW.Part1 = nil
- end
- coroutine.resume(coroutine.create(function()
- while true do
- wait()
- if selected and Able == true and RestingAnim == false then
- if torso.Velocity.magnitude < 2 then
- idleanim()
- wait()
- else
- runanim()
- wait()
- end
- end
- end
- end))
- function selectanim()
- if RestingAnim == false and Able == true then
- local ah = CFrame.Angles(0, 0, math.rad(90))
- RAW.Part1 = Rarm
- for i = 0, 270, 270/5 do
- RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))
- wait()
- end
- HW.C0 = ah
- HW.Part1 = handle
- TH.Part1 = nil
- PlaySound(equip)
- for i = 270, 70, -200/13 do
- RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
- neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))
- wait()
- end
- attach()
- for i = 70, 120, 50/8 do
- local asd = i-70
- RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))
- LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)
- HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))
- neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))
- RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))
- LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))
- wait()
- end
- if RAWStand == nil then
- RAWStand = RAW.C0
- LAWStand = LAW.C0
- RLWStand = RLW.C0
- LLWStand = LLW.C0
- HWStand = HW.C0
- end
- normal()
- end
- end
- function deselanim()
- if RestingAnim == false and Able == true then
- local ah = CFrame.Angles(0, 0, math.rad(90))
- for i = 120, 70, -50/8 do
- local asd = i-70
- RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))
- LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)
- HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))
- neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))
- RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))
- LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))
- wait()
- end
- LLW.Part1 = nil
- RLW.Part1 = nil
- LAW.Part1 = nil
- for i = 70, 270, 200/13 do
- RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
- neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))
- wait()
- end
- HW.C0 = ah
- HW.Part1 = nil
- TH.Part1 = handle
- for i = 270, 0, -270/6 do
- RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))
- wait()
- end
- neck.C0 = necko
- detach(true)
- end
- end
- function smash(mouse)
- attach()
- local mouseHit = mouse
- local Orig = torso.CFrame
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.position = Orig.p
- local CF = ComputePos(Orig.p, mouseHit)
- local CF2 = CF
- bg.cframe = CF2
- PlaySound(slash)
- for i = 0, 1, Prop.AS*1.1 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(80*i), 0, math.rad(45*i)) * CFrame.new(0, -0.4*i, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(75*i), 0, math.rad(40*i)) * CFrame.new(0, -0.5*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), math.rad(16*i), math.rad(-8*i))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30*i), math.rad(-16*i), math.rad(8*i))
- HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(30*i))
- neck.C0 = necko * CFrame.Angles(math.rad(-35*i), 0, math.rad(-10*i))
- wait()
- end
- bp.position = CF * CFrame.new(0, 0, -1.1).p
- StartEffect(maintip)
- Hurt = true
- for i = 0, 1, Prop.AS*1.5 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150*i), math.rad(-45*i), math.rad(45-140*i)) * CFrame.new(0, -0.4, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180*i), math.rad(80*i), math.rad(40-20*i)) * CFrame.new(0, -0.5, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50*i), math.rad(16-16*i), math.rad(-8+8*i))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40*i), math.rad(-16+16*i), math.rad(8-8*i))
- HW.C0 = HWStand * CFrame.Angles(math.rad(-48*i), 0, math.rad(30))
- neck.C0 = necko * CFrame.Angles(math.rad(-35+75*i), 0, math.rad(-10+26*i))
- wait()
- end
- Hurt = false
- EndEffect()
- PlaySound(smashsound)
- bp.position = CF * CFrame.new(0, 0, -1.9).p
- for i = 0, 1, Prop.AS do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150+80*i), math.rad(-45+45*i), math.rad(45-140+95*i)) * CFrame.new(0, -0.4+0.4*i, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180+105*i), math.rad(80-80*i), math.rad(20-20*i)) * CFrame.new(0, -0.5+0.5*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50+30*i), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40-10*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-48+48*i), 0, math.rad(30-30*i))
- neck.C0 = necko * CFrame.Angles(math.rad(-35+75-40*i), 0, math.rad(-10+26-16*i))
- wait()
- end
- normal()
- bg:remove()
- bp:remove()
- end
- function swing(mouse)
- attach()
- local mouseHit = mouse
- local Orig = torso.CFrame
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.position = Orig.p
- local CF = ComputePos(Orig.p, mouseHit)
- local CF2 = CF
- bg.cframe = CF2
- PlaySound(slash)
- for i = 0, 1, Prop.AS*1.5 do
- RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(-140*i), 0) * CFrame.new(0, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(25*i), 0, math.rad(20*i)) * CFrame.new(0, -0.4*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, math.rad(-10*i), 0)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50*i))
- bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40*i), 0)
- wait()
- end
- Hurt = true
- StartEffect(maintip)
- for i = 0, 1, Prop.AS*1.3 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(70*i), math.rad(-140), 0) * CFrame.new(0, -0.9*i, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(25), 0, math.rad(20-100*i)) * CFrame.new(0, -0.4+0.6*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(20), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), math.rad(-15), 0) * CFrame.new(0, 0, -0.9*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90*i))
- bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40+80*i), 0)
- wait()
- end
- EndEffect()
- Hurt = false
- for i = 0, 1, Prop.AS*0.8 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-70*i), math.rad(-140+140*i), 0) * CFrame.new(0, -0.9+0.9*i, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(25-25*i), 0, math.rad(20-100+80*i)) * CFrame.new(0, -0.4+0.6-0.2*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-20*i), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10+10*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), math.rad(-15+15*i), 0) * CFrame.new(0, 0, -0.9+0.9*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90-40*i))
- bg.cframe = CF2 * CFrame.Angles(0, math.rad(40-40*i), 0)
- wait()
- end
- normal()
- bg:remove()
- bp:remove()
- end
- function stab(mouse)
- attach()
- local mouseHit = mouse
- local Orig = torso.CFrame
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.position = Orig.p
- local CF = ComputePos(Orig.p, mouseHit)
- local CF2 = CF
- bg.cframe = CF2
- PlaySound(slash)
- for i = 0, 1, Prop.AS do
- RAW.C0 = RAWStand * CFrame.new(0, 0.6*i, 0) * CFrame.Angles(math.rad(-60*i), math.rad(-40*i), math.rad(-30*i)) * CFrame.new(-0.45*i, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50*i), 0, math.rad(40*i)) * CFrame.new(0, -0.6*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(3*i), math.rad(20*i), math.rad(-10*i))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3*i), math.rad(-20*i), math.rad(10*i))
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1*i)
- neck.C0 = necko * CFrame.Angles(math.rad(25*i), 0, math.rad(-45*i))
- bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30*i), 0)
- wait()
- end
- StartEffect(maintip)
- Hurt = true
- bp.position = CF * CFrame.new(0, 0, -0.6).p
- for i = 0, 1, Prop.AS*1.5 do
- RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8*i, 0) * CFrame.Angles(math.rad(-60+100*i), math.rad(-40), math.rad(-30+70*i)) * CFrame.new(-0.45, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60*i), 0, math.rad(40-30*i)) * CFrame.new(0, -0.6-0.4*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18*i), math.rad(20-40*i), math.rad(-10+20*i))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18*i), math.rad(-20+40*i), math.rad(10-20*i))
- HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), 0, 0) * CFrame.new(0, 0, 1-1.4*i)
- neck.C0 = necko * CFrame.Angles(math.rad(25-20*i), 0, math.rad(-45+35*i))
- bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45*i), 0)
- wait()
- end
- Hurt = false
- EndEffect()
- bp.position = CF.p
- for i = 0, 1, Prop.AS*1.1 do
- RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8+0.2*i, 0) * CFrame.Angles(math.rad(-60+100-40*i), math.rad(-40+40*i), math.rad(-30+70-40*i)) * CFrame.new(-0.45+0.45*i, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60-10*i), 0, math.rad(40-30-10*i)) * CFrame.new(0, -0.6-0.4+1*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18+15*i), math.rad(20-40+20*i), math.rad(-10+20-10*i))
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18-15*i), math.rad(-20+40-20*i), math.rad(10-20+10*i))
- HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), 0, 0) * CFrame.new(0, 0, 1-1.4+0.4*i)
- neck.C0 = necko * CFrame.Angles(math.rad(5-5*i), 0, math.rad(-10+10*i))
- bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45-15*i), 0)
- wait()
- end
- normal()
- bg:remove()
- bp:remove()
- end
- function epicsmashfunc(hit)
- local ch = hit.Parent
- local h = getHumanoid(ch)
- local t, head = ch:findFirstChild("Torso"), ch:findFirstChild("Head")
- return h, t, head
- end
- function epicsmash(mouse)
- if Prop.Rage >= 50 then
- attach()
- local mouseHit = mouse
- local Orig = torso.CFrame
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.position = Orig.p
- local CF = ComputePos(Orig.p, mouseHit)
- bg.cframe = CF
- local hu, to, head = nil, nil, nil
- local Epic = true
- local conn = Lleg.Touched:connect(function(hit)
- if Epic then
- hu, to, head = epicsmashfunc(hit)
- if hu and to and head then Epic = false end
- end
- end)
- PlaySound(slash)
- for i = 0, 1, 0.12 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160*i), math.rad(-30*i), math.rad(-80*i)) * CFrame.new(0, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80*i), 0, math.rad(-70*i)) * CFrame.new(0, -0.4*i, 0.6*i)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20*i)) * CFrame.new(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(115*i), 0, math.rad(-40*i)) * CFrame.new(0, -0.8*i, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52*i))
- bg.cframe = CF * CFrame.Angles(math.rad(10*i), math.rad(-45*i), math.rad(-15*i))
- wait()
- end
- conn:disconnect()
- if hu and to and head then
- Prop.Rage = Prop.Rage - 50
- hu.PlatformStand = true
- local bg2 = Add.BG(to)
- bg2.P = 6000
- bg2.cframe = CF * CFrame.Angles(math.rad(90), math.rad(180), math.rad(90))
- local bp2 = Add.BP(to)
- bp2.position = CF * CFrame.new(-1, -4, -4).p
- bp2.P = 5000
- wait(0.1)
- for i = 0, 1, 0.045 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270*i), math.rad(-30+20*i), math.rad(-80+120*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140*i), 0, math.rad(-70+120*i)) * CFrame.new(0, -0.4-0.1*i, 0.6-0.6*i)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37*i))
- bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+35*i), math.rad(-15+15*i))
- wait()
- end
- PlaySound(slash)
- bp2:remove()
- bg2:remove()
- wait(0.2)
- StartEffect(maintip)
- for i = 0, 1, 0.1 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190*i), math.rad(-30+20-35*i), math.rad(-80+120-135*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150*i), math.rad(60*i), math.rad(-70+120-40*i)) * CFrame.new(0, -0.4-0.1, 0)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-55*i), 0, math.rad(30*i)) * CFrame.new(0, 0, -1*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37+30*i))
- bg.cframe = CF * CFrame.Angles(math.rad(10-10), math.rad(-45+35-30*i), math.rad(-15+15))
- wait()
- end
- coroutine.resume(coroutine.create(function()
- local frr = Cam.CoordinateFrame
- for i = 1, math.random(3,6) do
- wait()
- Cam.CoordinateFrame = frr * CFrame.new(math.random(-6,6)/10, math.random(-6,6)/10, math.random(-6,6)/10)
- end
- end))
- PlaySound(smashsound)
- EndEffect()
- local pos = head.Position
- if (pos - maintip.Position).magnitude < 2 then
- damage(hu, head, 0.3, hu.Health, hu.Health)
- head:remove()
- PlaySound(hitsound)
- for i = 1, math.random(7, 17) do
- local hmm = math.random(1,6)
- if hmm < 6 then
- local cols = {"Bright red", "Really red"}
- local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(2,10)/10, 0.2, math.random(2,10)/10)
- p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)
- p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))
- p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))
- else
- local cols = {"Institutional white", "White"}
- local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(4,13)/10, 0.3, math.random(2,3)/10)
- p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)
- p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))
- p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))
- end
- end
- end
- for i = 0, 1, 0.06 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190+80*i), math.rad(-30+20-35+45*i), math.rad(-80+120-135+95*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150+90*i), math.rad(60-60*i), math.rad(10-10*i)) * CFrame.new(0, -0.4-0.1+0.5*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-55+55*i), 0, math.rad(30-30*i)) * CFrame.new(0, 0, -1+1*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(45-45*i))
- bg.cframe = CF * CFrame.Angles(0, math.rad(-45+35-20+30*i), 0)
- wait()
- end
- else
- for i = 0, 1, 0.08 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+160*i), math.rad(-30+30*i), math.rad(-80+80*i)) * CFrame.new(0, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+80*i), 0, math.rad(-70+70*i)) * CFrame.new(0, -0.4+0.4*i, 0.6-0.6*i)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)
- neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-52*i))
- bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+45*i), math.rad(-15+15*i))
- wait()
- end
- bg:remove()
- bp:remove()
- normal()
- end
- normal()
- bg:remove()
- bp:remove()
- end
- end
- function shockwave(mouse)
- local p, t = RayCast(torso.Position, torso.CFrame * CFrame.new(0, -5, 0).p, 5, 1)
- if Prop.Rage >= 80 and t then
- Prop.Rage = Prop.Rage - 80
- attach()
- local mouseHit = mouse
- local Orig = torso.CFrame
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.position = Orig.p
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.P = 5000
- local CF = ComputePos(Orig.p, mouseHit)
- bg.cframe = CF
- PlaySound(charge)
- for i = 0, 1, 0.07 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110*i), math.rad(-40*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -0.8*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0.2*i)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)
- neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- bp.position = Orig.p + Vector3.new(0, -1.9*i, 0)
- wait()
- end
- for i = 0, 1, 0.04 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110+220*i), math.rad(-40+50*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100+185*i), 0, math.rad(-40+75*i)) * CFrame.new(-0.2-0.2*i, -0.4-0.05*i, 0.5-0.5*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-25*i), 0, math.rad(-10+6*i)) * CFrame.new(0, 0.7-0.7*i, -0.8+0.8*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+65*i), 0, math.rad(10-6*i)) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-15*i), 0, 0) * CFrame.new(0, 0, 1.6-2.1*i)
- neck.C0 = necko * CFrame.Angles(math.rad(30-70*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- bp.position = Orig.p + Vector3.new(0, -1.9+17*i, 0)
- wait()
- end
- bp.P = 12001
- wait(0.1)
- StartEffect(maintip)
- PlaySound(slash)
- for i = 0, 1, 0.1 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-30*i), math.rad(40-90*i)) * CFrame.new(0, -0.85+0.85*i, -0.8*i)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125*i), 0, math.rad(35)) * CFrame.new(0, -0.45+0.1, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25*i), 0, math.rad(-4+4*i)) * CFrame.new(0, 0.5*i, -0.8*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35*i), 0, math.rad(4-4*i)) * CFrame.new(0, 0.4*i, 0.2*i)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7*i)
- neck.C0 = necko * CFrame.Angles(math.rad(-40+75*i), 0, math.rad(-20*i))
- bg.cframe = CF * CFrame.Angles(0, math.rad(380*i), 0)
- bp.position = Orig.p + Vector3.new(0, 15.1-16.7*i, 0)
- wait()
- end
- coroutine.resume(coroutine.create(function()
- local frr = Cam.CoordinateFrame
- for i = 1, math.random(10,16) do
- wait()
- Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)
- end
- end))
- PlaySound(smashsound)
- local pos = CF * CFrame.new(-2, -3, -3).p
- EndEffect()
- local p = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)
- p.CFrame = CFrame.new(pos)
- local p2 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)
- p2.CFrame = CFrame.new(pos)
- local p3 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)
- p3.CFrame = CFrame.new(pos)
- local m3 = Instance.new("SpecialMesh",p3)
- m3.MeshType = "Sphere"
- PlaySound(boom)
- local m2 = Instance.new("CylinderMesh",p2)
- local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 1.2, 1)
- local tab = {}
- coroutine.resume(coroutine.create(function()
- for x = 0, 1.04, 0.04 do
- wait()
- local thing = 33*x
- m.Scale = Vector3.new(21*x, 5*x, 21*x)
- m2.Scale = Vector3.new(thing, 1, thing)
- m3.Scale = Vector3.new(thing*0.93, thing*0.7, thing*0.93)
- p.Transparency = x
- p2.Transparency = x
- p3.Transparency = x
- for i, v in pairs(workspace:children()) do
- local h = getHumanoid(v)
- local to = v:findFirstChild("Torso")
- if h ~= nil and to ~= nil and find(tab, v) == nil then
- if (to.Position - pos).magnitude < (thing/2) then
- damage(h, to, 0.5, Prop.ShockDMG/2, Prop.ShockDMG)
- to.Velocity = CFrame.new(pos, to.Position).lookVector * 60
- to.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))
- h.PlatformStand = true
- table.insert(tab, v)
- coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))
- end
- end
- end
- end
- p:remove()
- p2:remove()
- p3:remove()
- end))
- wait(0.8)
- for i = 0, 1, Prop.AS*0.8 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-30+20*i), math.rad(40-90+50*i)) * CFrame.new(0, 0, -0.8+0.8*i)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125+40*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.45+0.1+0.35*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25-15*i), 0, 0) * CFrame.new(0, 0.5-0.5*i, -0.8+0.8*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35+45*i), 0, 0) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10+25*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7-0.2*i)
- neck.C0 = necko * CFrame.Angles(math.rad(-40+75-35*i), 0, math.rad(-20+20*i))
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- bp.position = Orig.p + Vector3.new(0, 15.1-16.7+1.6*i, 0)
- wait()
- end
- normal()
- bg:remove()
- bp:remove()
- end
- end
- function flipsmash(mouse)
- local Orig = torso.CFrame
- local mouseHit = mouse
- local CF = ComputePos(Orig.p, mouseHit)
- local p, t = RayCast(torso.Position, torso.Position + Vector3.new(0, -5, 0), 5, 0.5)
- local ahp = (CF * CFrame.new(0, 0, -14.5))
- local p2, t2 = RayCast(ahp.p, (ahp * CFrame.new(0, -5, 0)).p, 5, 0.5)
- if t and t2 and Prop.Rage >= 90 then
- Prop.Rage = Prop.Rage - 90
- attach()
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.position = Orig.p
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bg.cframe = CF
- local cen = CF * CFrame.new(0, -1.2, -1.5-6.5)
- for i = 0, 1, 0.08 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100*i), math.rad(-50*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -1*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)
- neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- bp.position = CF * CFrame.new(0, -1.2*i, -1.5*i).p
- wait()
- end
- wait(0.15)
- hum.PlatformStand = true
- for i = 0, 1, 0.13 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70*i), math.rad(-50), math.rad(-50)) * CFrame.new(0.2, 0, 0.2)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50*i), 0, math.rad(-40+30*i)) * CFrame.new(-0.2, -0.4, 0.5)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-10*i), 0, math.rad(-10)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+70*i), 0, math.rad(10)) * CFrame.new(0, 0.4-0.4*i, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6)
- neck.C0 = necko * CFrame.Angles(math.rad(30-40*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(math.rad(-90*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(180-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p
- wait()
- end
- PlaySound(slash)
- for i = 0, 1, 0.13 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70-80*i), math.rad(-50+60*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50-125*i), 0, math.rad(-40+30+45*i)) * CFrame.new(-0.2+0.2*i, -0.4-0.5*i, 0.5-0.5*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(5), 0, math.rad(-10)) * CFrame.new(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5), 0, math.rad(10)) * CFrame.new(0, 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6-2.6*i)
- neck.C0 = necko * CFrame.Angles(math.rad(-10), 0, 0)
- bg.cframe = CF * CFrame.Angles(math.rad(-90-90*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(180-45-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p
- wait()
- end
- StartEffect(maintip)
- PlaySound(slash)
- for i = 0, 1, 0.06 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-50*i), math.rad(40-85*i)) * CFrame.new(0, -0.85+0.45*i, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130*i), 0, math.rad(35)) * CFrame.new(0, -0.9+0.3*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80*i), 0, math.rad(-10)) * CFrame.new(0, 0.4*i, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20*i), 0, math.rad(10)) * CFrame.new(0, 0.7*i, -1*i)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6)
- neck.C0 = necko * CFrame.Angles(math.rad(-10+50*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(math.rad(-180-190*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(90-90*i), 0, 0) * CFrame.new(0, 0, -6.5).p
- wait()
- end
- coroutine.resume(coroutine.create(function()
- local frr = Cam.CoordinateFrame
- for i = 1, math.random(13,20) do
- wait()
- Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)
- end
- end))
- PlaySound(smashsound)
- PlaySound(boomboom)
- EndEffect()
- local poo = Vector3.new(maintip.Position.x, t2.Position.y + t2.Size.y/2, maintip.Position.z)
- local siz = math.random(65,115)/10
- local partie = Part(workspace, true, false, 1, 0, "White", siz, 0.2, siz, true)
- partie.CFrame = CFrame.new(poo) * CFrame.Angles(0, math.rad(math.random(0, 360)), 0)
- local decc = Instance.new("Decal",partie)
- decc.Shiny = 0
- decc.Specular = 0
- decc.Texture = "http://www.roblox.com/asset/?id=49173398"
- decc.Face = "Top"
- local count = 0
- for i, v in pairs(workspace:children()) do
- local h = getHumanoid(v)
- local to = v:findFirstChild("Torso")
- if h ~= nil and to ~= nil then
- if (to.Position - poo).magnitude < 15 then
- count = count + 1
- local Maxhp = h.MaxHealth
- if Maxhp > 5000 then Maxhp = 5000 end
- damage(h, to, 0.5, 0, Maxhp+5)
- to.Velocity = CFrame.new(poo, to.Position).lookVector * 30
- to.Velocity = to.Velocity + Vector3.new(0, 60, 0)
- to.RotVelocity = Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- h.PlatformStand = true
- coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))
- if count >= 2 then break end
- end
- end
- end
- coroutine.resume(coroutine.create(function() wait(math.random(7,14)) partie:remove() end))
- wait(0.6)
- for i = 0, 1, 0.06 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-50+40*i), math.rad(40-85+45*i)) * CFrame.new(0, -0.85+0.45+0.4*i, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130+45*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.9+0.3+0.6*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80+75*i), 0, math.rad(-10+10*i)) * CFrame.new(0, 0.4-0.4*i, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20-15*i), 0, math.rad(10-10*i)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10+25*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6+1*i)
- neck.C0 = necko * CFrame.Angles(math.rad(-10+50-40*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- bp.position = cen * CFrame.new(0, 1.2*i, -6.5).p
- wait()
- end
- hum.PlatformStand = false
- normal()
- bg:remove()
- bp:remove()
- end
- end
- function spin(mouse)
- attach()
- local mouseHit = mouse
- local Orig = torso.CFrame
- local CF = ComputePos(Orig.p, mouseHit)
- local p, t = RayCast(torso.Position, CF * CFrame.new(0, -7, -1.5).p, 5, 0.5)
- if t then
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = Orig.p
- bg.cframe = CF
- PlaySound(slash)
- for i = 0, 1, 0.11 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(20*i), math.rad(120*i), math.rad(20*i)) * CFrame.new(0, 0, 0)
- RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100*i), 0, math.rad(20*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(60*i), 0, math.rad(40*i)) * CFrame.new(0, -0.8*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(10*i), 0, 0) * CFrame.new(0, 0.3*i, -0.2*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0)
- neck.C0 = necko * CFrame.Angles(math.rad(-15*i), 0, math.rad(-30*i))
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- wait()
- end
- local posg = CF * CFrame.new(0, -0.6, -4)
- PlaySound(hitsound, 0.9)
- for i = 0, 1, 0.13 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(20-20*i), math.rad(120+10*i), math.rad(20)) * CFrame.new(0, -0.8*i, 0.4*i)
- RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60*i), 0, math.rad(20-20*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40*i), 0, math.rad(40-50*i)) * CFrame.new(0, -0.8+0.3*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(10-10*i), 0, 0) * CFrame.new(0, 0.3-0.3*i, -0.2+0.2*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25+25*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35*i)) * CFrame.new(0, 0, -0.6*i)
- neck.C0 = necko * CFrame.Angles(math.rad(-15+25*i), 0, math.rad(-30+30*i))
- bg.cframe = CF * CFrame.Angles(0, 0, 0)
- bp.position = CF * CFrame.new(0, 1*i, -2*i).p
- wait()
- end
- hum.PlatformStand = true
- bg.Parent = handle
- bg.cframe = CF * CFrame.Angles(math.pi, math.pi, 0)
- bp.Parent = handle
- bp.position = posg.p
- StartEffect(Lleg)
- Leghurt = true
- PlaySound(slash)
- for i = 0, 1, 0.09 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90*i), math.rad(130-40*i), math.rad(20-40*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)
- RAW.C1 = CFrame.new(0, 0.5+0.5*i, 0) * CFrame.Angles(math.rad(100-60+60*i), 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40-20+60*i), 0, math.rad(40-50+10*i)) * CFrame.new(0, -0.8+0.3-0.5*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1*i)
- neck.C0 = necko * CFrame.Angles(math.rad(10-35*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90*i), 0)
- wait()
- end
- for i = 0, 1, 0.055 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(-20)) * CFrame.new(0, 0, 0)
- RAW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(100), 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(60), 0, 0) * CFrame.new(0, -1, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10*i), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)
- neck.C0 = necko * CFrame.Angles(math.rad(-25), 0, 0)
- bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90+270*i), 0)
- wait()
- end
- EndEffect()
- Leghurt = false
- for i = 0, 1, 0.12 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90+90*i), math.rad(90+40*i), math.rad(-20+40*i)) * CFrame.new(0, -0.8*i, 0.4*i)
- RAW.C1 = CFrame.new(0, 1-0.5*i, 0) * CFrame.Angles(math.rad(100-60*i), 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-60*i), 0, 0) * CFrame.new(0, -1+0.5*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10-25*i), 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5+25*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)
- neck.C0 = necko * CFrame.Angles(math.rad(-25+25*i), 0, 0)
- bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(360), 0)
- wait()
- end
- bg.Parent = torso
- bp.Parent = torso
- bg.cframe = CF
- for i = 0, 1, 0.14 do
- RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(90+40-130*i), math.rad(-20+40-20*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)
- RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60-40*i), 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, -1+0.5+0.5*i, 0)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35+35*i)) * CFrame.new(0, 0, 1-1*i)
- neck.C0 = necko * CFrame.Angles(0, 0, 0)
- bp.position = CF * CFrame.new(0, 0, -2+1*i).p
- bg.cframe = CF
- wait()
- end
- hum.PlatformStand = false
- normal()
- bg:remove()
- bp:remove()
- end
- end
- function rest()
- local Orig = torso.CFrame
- local CF = ComputePos(Orig.p, Orig * CFrame.new(0, 0, -5).p)
- local p, t = RayCast(CF.p, CF * CFrame.new(0, -6, 0.5).p, 6, 0.5)
- if t then
- attach()
- local bg = Add.BG(torso)
- local bp = Add.BP(torso)
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = CF.p
- bg.cframe = CF
- local cen = CF * CFrame.new(0, -2.5, 0)
- RestingAnim = true
- hum.PlatformStand = true
- local standup = function()
- Resting = false
- bp.Parent = torso
- cen = ComputePos(torso.CFrame.p, torso.CFrame * CFrame.new(0, 0, -5).p) * CFrame.new(0, 0, -2.5)
- for i = 1, 0, -0.12 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, 0, -0.4)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, 0, -0.4)
- neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)
- bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p
- wait()
- end
- for i = 1, 0, -0.17 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, -0.4*i, -0.4*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, -0.4*i, -0.4*i)
- neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)
- bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p
- wait()
- end
- hum.PlatformStand = false
- bg:remove()
- bp:remove()
- normal()
- Able = true
- RestingAnim = false
- end
- local connec = hum.Changed:connect(function()
- if hum.PlatformStand == false then
- coroutine.resume(coroutine.create(function()
- standup()
- end))
- standup = nil
- connec:disconnect()
- end
- end)
- local lasthp = hum.Health
- local conn = hum.HealthChanged:connect(function(hp)
- if lasthp - hp > 0.8 then
- hum.PlatformStand = false
- conn:disconnect()
- end
- lasthp = hp
- end)
- coroutine.resume(coroutine.create(function()
- repeat wait() until Resting
- while Resting do
- wait()
- if torso.Velocity.magnitude > 4 then
- hum.PlatformStand = false
- break
- end
- end
- end))
- for i = 0, 1, 0.1 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, 0, -0.4*i)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, 0, -0.4*i)
- neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)
- bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p
- wait()
- end
- for i = 0, 1, 0.07 do
- RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))
- LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)
- RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, -0.4*i, -0.4)
- LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, -0.4*i, -0.4)
- neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)
- bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)
- bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p
- wait()
- end
- Resting = true
- coroutine.resume(coroutine.create(function()
- wait(0.4)
- bp.Parent = nil
- end))
- coroutine.resume(coroutine.create(function()
- while Resting and selected do
- wait(math.random(350,800)/1000)
- hum.Health = hum.Health + math.random(1,2)
- Prop.Rage = Prop.Rage + 1
- end
- hum.PlatformStand = false
- end))
- end
- end
- function select(mouse)
- mouse.Icon = MouseIc
- selectanim()
- selected = true
- mouse.Button1Down:connect(function()
- if Able and RestingAnim == false and hum.Sit == false then
- Able = false
- swing(mouse.Hit.p)
- Able = true
- end
- end)
- mouse.Button1Down:connect(function()
- mouse.Icon = MouseDo
- mouse.Button1Up:wait()
- mouse.Icon = MouseIc
- end)
- mouse.KeyDown:connect(function(key)
- key = key:lower()
- if Able and RestingAnim == false and hum.Sit == false then
- if key == "q" then
- Able = false
- smash(mouse.Hit.p)
- Able = true
- elseif key == "e" then
- Able = false
- swing(mouse.Hit.p)
- Able = true
- elseif key == "r" then
- Able = false
- stab(mouse.Hit.p)
- Able = true
- elseif key == "f" then
- Able = false
- epicsmash(mouse.Hit.p)
- Able = true
- elseif key == "z" then
- Able = false
- shockwave(mouse.Hit.p)
- Able = true
- elseif key == "x" then
- Able = false
- flipsmash(mouse.Hit.p)
- Able = true
- elseif key == "t" then
- Able = false
- spin(mouse.Hit.p)
- Able = true
- end
- end
- if Able then
- if key == "g" and AbleG then
- AbleG = false
- if Resting == true then
- Resting = false
- else
- rest()
- end
- wait(0.8)
- AbleG = true
- end
- end
- end)
- end
- function deselect(mouse)
- selected = false
- deselanim()
- end
- bin.Selected:connect(select)
- bin.Deselected:connect(deselect)
Add Comment
Please, Sign In to add comment