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- Player = game:GetService("Players").MlgNoscoperStabber
- 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
- attacktype = 1
- damage = 10
- oridamage = 90
- attackdebounce = false
- attackdebounce2 = false
- rapidslashing = false
- DarkRushing = false
- --player
- player = nil
- --save shoulders
- RSH, LSH = nil, nil
- --welds
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- if Character:findFirstChild("Dual Knives",true) ~= nil then
- Character:findFirstChild("Dual Knives",true).Parent = nil
- end
- if Player:findFirstChild("Team",true) ~= nil then
- Player:findFirstChild("Team",true).Parent = nil
- end
- if Player:findFirstChild("Team") then --the class thing give you a "class" already , so dont delete it for no reason :U
- Player:findFirstChild("Team").Value = "Magic Knight"
- else
- local s = Instance.new("StringValue")
- s.Parent = Player
- s.Value = "Spy"
- s.Name = "Team"
- end
- local knaifz = Instance.new("Model")
- knaifz.Parent = Character
- knaifz.Name = "Dual Knives"
- local part1 = Instance.new("Part")
- part1.formFactor = 1
- part1.CanCollide = false
- part1.Name = "Sheath1"
- part1.Locked = true
- part1.Size = Vector3.new(1,1,1)
- part1.Parent = knaifz
- part1.BrickColor = BrickColor.new("Really red")
- local part2 = Instance.new("Part")
- part2.formFactor = 1
- part2.CanCollide = false
- part2.Name = "Sheath2"
- part2.Locked = true
- part2.Size = Vector3.new(1,1,1)
- part2.Parent = knaifz
- part2.BrickColor = BrickColor.new("Really red")
- local part3 = Instance.new("Part")
- part3.formFactor = 1
- part3.CanCollide = false
- part3.Name = "Knife1Handle1"
- part3.Locked = true
- part3.Size = Vector3.new(1,1,1)
- part3.Parent = knaifz
- part3.BrickColor = BrickColor.new("White")
- local part4 = Instance.new("Part")
- part4.formFactor = 1
- part4.CanCollide = false
- part4.Name = "Knife1Handle2"
- part4.Locked = true
- part4.Size = Vector3.new(1,1,1)
- part4.Parent = knaifz
- part4.BrickColor = BrickColor.new("Bright green")
- local part5 = Instance.new("Part")
- part5.formFactor = 1
- part5.CanCollide = false
- part5.Name = "Knife1Blade1"
- part5.Locked = true
- part5.Size = Vector3.new(1,1,1)
- part5.Parent = knaifz
- part5.Reflectance = 0.2
- part5.BrickColor = BrickColor.new("New Yeller")
- local part6 = Instance.new("Part")
- part6.formFactor = 1
- part6.CanCollide = false
- part6.Name = "Knife1Blade2"
- part6.Locked = true
- part6.Size = Vector3.new(1,1,1)
- part6.Parent = knaifz
- part6.Reflectance = 0.2
- part6.BrickColor = BrickColor.new("New Yeller")
- local part7 = Instance.new("Part")
- part7.formFactor = 1
- part7.CanCollide = false
- part7.Name = "Knife2Handle1"
- part7.Locked = true
- part7.Size = Vector3.new(1,1,1)
- part7.Parent = knaifz
- part7.BrickColor = BrickColor.new("White")
- local part8 = Instance.new("Part")
- part8.formFactor = 1
- part8.CanCollide = false
- part8.Name = "Knife2Handle2"
- part8.Locked = true
- part8.Size = Vector3.new(1,1,1)
- part8.Parent = knaifz
- part8.BrickColor = BrickColor.new("Bright green")
- local part9 = Instance.new("Part")
- part9.formFactor = 1
- part9.CanCollide = false
- part9.Name = "Knife2Blade1"
- part9.Locked = true
- part9.Size = Vector3.new(1,1,1)
- part9.Parent = knaifz
- part9.Reflectance = 0.2
- part9.BrickColor = BrickColor.new("New Yeller")
- local part10 = Instance.new("Part")
- part10.formFactor = 1
- part10.CanCollide = false
- part10.Name = "Knife2Blade2"
- part10.Locked = true
- part10.Size = Vector3.new(1,1,1)
- part10.Parent = knaifz
- part10.Reflectance = 0.2
- part10.BrickColor = BrickColor.new("New Yeller")
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.4,1,0.4)
- msh1.Parent = part1
- local msh2 = Instance.new("BlockMesh")
- msh2.Scale = Vector3.new(0.4,1,0.4)
- msh2.Parent = part2
- local msh3 = Instance.new("BlockMesh")
- msh3.Scale = Vector3.new(0.31,0.4,0.31)
- msh3.Parent = part3
- local msh4 = Instance.new("BlockMesh")
- msh4.Scale = Vector3.new(0.3,0.9,0.3)
- msh4.Parent = part4
- local msh5 = Instance.new("BlockMesh")
- msh5.Scale = Vector3.new(0.3,0.7,0.1)
- msh5.Parent = part5
- local msh6 = Instance.new("SpecialMesh")
- msh6.Scale = Vector3.new(0.1,0.2,0.2)
- msh6.MeshType = "Wedge"
- msh6.Parent = part6
- local msh7 = Instance.new("BlockMesh")
- msh7.Scale = Vector3.new(0.31,0.4,0.31)
- msh7.Parent = part7
- local msh8 = Instance.new("BlockMesh")
- msh8.Scale = Vector3.new(0.3,0.9,0.3)
- msh8.Parent = part8
- local msh9 = Instance.new("BlockMesh")
- msh9.Scale = Vector3.new(0.3,0.7,0.1)
- msh9.Parent = part9
- local msh10 = Instance.new("SpecialMesh")
- msh10.Scale = Vector3.new(0.1,0.2,0.2)
- msh10.MeshType = "Wedge"
- msh10.Parent = part10
- local weld1 = Instance.new("Weld")
- weld1.Parent = part1
- weld1.Part0 = part1
- weld1.Part1 = Torso
- weld1.C0 = CFrame.new(-0.6,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0,0,math.rad(90))
- local weld2 = Instance.new("Weld")
- weld2.Parent = part2
- weld2.Part0 = part2
- weld2.Part1 = Torso
- weld2.C0 = CFrame.new(0.6,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0,0,-math.rad(90))
- local weld3 = Instance.new("Weld")
- weld3.Parent = part3
- weld3.Part0 = part3
- weld3.Part1 = part1
- weld3.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld4 = Instance.new("Weld")
- weld4.Parent = part4
- weld4.Part0 = part4
- weld4.Part1 = part3
- weld4.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld5 = Instance.new("Weld")
- weld5.Parent = part5
- weld5.Part0 = part5
- weld5.Part1 = part4
- weld5.C0 = CFrame.new(0,-0.9,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld6 = Instance.new("Weld")
- weld6.Parent = part6
- weld6.Part0 = part6
- weld6.Part1 = part5
- weld6.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(2.23,math.rad(90),0)
- weld6.C1 = CFrame.new(0,0.41,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld7 = Instance.new("Weld")
- weld7.Parent = part7
- weld7.Part0 = part7
- weld7.Part1 = part2
- weld7.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld8 = Instance.new("Weld")
- weld8.Parent = part8
- weld8.Part0 = part8
- weld8.Part1 = part7
- weld8.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld9 = Instance.new("Weld")
- weld9.Parent = part9
- weld9.Part0 = part9
- weld9.Part1 = part8
- weld9.C0 = CFrame.new(0,-0.9,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- local weld10 = Instance.new("Weld")
- weld10.Parent = part10
- weld10.Part0 = part10
- weld10.Part1 = part9
- weld10.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(2.23,math.rad(90),0)
- weld10.C1 = CFrame.new(0,0.41,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Dual Knives"
- script.Parent = Tool
- end
- Bin = script.Parent
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=45885030"
- SlashSound.Parent = Tool
- SlashSound.Volume = .7
- SlashSound.Pitch = 1
- local HitSound = Instance.new("Sound")
- HitSound.SoundId = "http://roblox.com/asset/?id=150229109"
- HitSound.Parent = Tool
- HitSound.Volume = .7
- HitSound.Pitch = 1
- function ss(parent,pitch)
- local SlashSoundeh1 = SlashSound:Clone()
- SlashSoundeh1.Parent = parent
- SlashSoundeh1.Pitch = pitch
- SlashSoundeh1.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSoundeh1.Parent = nil
- end))
- end
- function hs(parent,pitch)
- local SlashSoundeh1 = HitSound:Clone()
- SlashSoundeh1.Parent = parent
- SlashSoundeh1.Pitch = pitch
- SlashSoundeh1.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSoundeh1.Parent = nil
- end))
- end
- function cs(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=136007472"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = 1
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function bs(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=149437369"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = 1
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function unequipweld()
- weld3.Part1 = part1
- weld3.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld7.Part1 = part2
- weld7.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- function equipweld()
- weld3.Part1 = LeftArm
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.Part1 = RightArm
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- end
- function hideanim()
- for i = 0 , 1 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-0.5*i+0.5-1.5,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.5*i+2.2,1*i-1,-1*i+1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(0.5*i-0.5+1.5,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-3*i+2.7,-1*i+1,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- unequipweld()
- wait(0.1)
- for i = 0 , 1 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.3*i-0.3,0,0)
- 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-0.3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- function equipanim()
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-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)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- equipweld()
- wait(0.1)
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2.5*i-0.3,-1*i,1*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(3*i-0.3,1*i,-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- function oneslash()
- attack = true
- for i = 0 , 1 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1*i-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.7*i+2.7,-1*i+1,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- R_Conv1=part5.Touched:connect(function1)
- ss(part5,1.2)
- for i = 0 , 1.2 , 0.4 do
- wait(0)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1*i,-0.1*i+1)
- 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)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.2)
- R_Conv1:disconnect()
- attack = false
- end
- function twoslash()
- attack = true
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.2*i+2.2,-1,-1.9*i+0.9)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.3*i-0.3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- R_Conv1=part9.Touched:connect(function1)
- ss(part9,1.2)
- for i = 0 , 1.2 , 0.4 do
- wait(0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,-1,-1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i+3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.1)
- R_Conv1:disconnect()
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,-0.57*i-1,1*i-1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i-1+3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- attack = false
- end
- function threeslash()
- attack = true
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.1)
- R_Conv1=part5.Touched:connect(function1)
- ss(part5,1.2)
- for i = 0 , 1.2 , 0.4 do
- wait(0)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0.7*i-1,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.1)
- R_Conv1:disconnect()
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.7*i+0.7-1,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- attack = false
- end
- function attackone()
- attack = true
- con1=part5.Touched:connect(function(hit) Damagefunc1(hit,5,40) end)
- con2=part6.Touched:connect(function(hit) Damagefunc1(hit,5,40) end)
- con3=part9.Touched:connect(function(hit) Damagefunc2(hit,5,40) end)
- con4=part10.Touched:connect(function(hit) Damagefunc2(hit,5,40) end)
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.63*i+2.2,-0.57*i-1,-1*i+1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.13*i+2.7,0.57*i+1,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)*i-math.rad(90),math.rad(90)*i,-math.rad(90)*i+math.rad(90)) * CFrame.new(0, 0.2*i+1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)*i-math.rad(90),math.rad(90)*i,-math.rad(90)*i+math.rad(90)) * CFrame.new(0, 0.2*i+1, 0)
- end
- ss(part5,1.3)
- ss(part9,1.3)
- coroutine.resume(coroutine.create(function()
- slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(1.5,2.9,0) * CFrame.new(1.5,0,-2),0,15,5)
- end))
- coroutine.resume(coroutine.create(function()
- slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(1.5,2.9,0) * CFrame.new(1.5,0,-2),0,15,5)
- end))
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,-1*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.3*i+2,0.8*i,-1*i)
- RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.57,1.57,1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.3*i+2,-0.8*i,1*i)
- end
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- end
- function attacktwo()
- attack = true
- con1=part5.Touched:connect(function(hit) Damagefunc1(hit,1,30) end)
- con2=part6.Touched:connect(function(hit) Damagefunc1(hit,1,30) end)
- con3=part9.Touched:connect(function(hit) Damagefunc2(hit,1,30) end)
- con4=part10.Touched:connect(function(hit) Damagefunc2(hit,1,30) end)
- for i = 0,1,0.1 do
- wait(0)
- LW.C0 = CFrame.new(0.5-1.5,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,-1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.random()+math.random()*i-2.3+2,-math.random()+math.random()*i+0.8,-math.random()+math.random()*i-1)
- RW.C0 = CFrame.new(-0.5+1.5,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(1.57,1.57,1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.random()+math.random()*i-2.3+2,-math.random()+math.random()*i-0.8,-math.random()+math.random()*i+1)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(180),math.rad(90),0) * CFrame.new(0, 1.2, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(180),math.rad(90),0) * CFrame.new(0, 1.2, 0)
- ss(part5,1.3)
- ss(part9,1.3)
- coroutine.resume(coroutine.create(function()
- slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(0,1,0),0,6,1)
- end))
- coroutine.resume(coroutine.create(function()
- slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(0,1,0),0,6,1)
- end))
- end
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- end
- function attackthree()
- attack = true
- for i = 0 , 1 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1*i-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.7*i+2.7,-1*i+1,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- con1=part5.Touched:connect(function(hit) Damagefunc1(hit,30,90) end)
- con2=part6.Touched:connect(function(hit) Damagefunc1(hit,30,90) end)
- ss(part5,1.3)
- coroutine.resume(coroutine.create(function()
- wait(0)
- slasheffect(part6.CFrame * CFrame.fromEulerAnglesXYZ(1.4,0.5,0) * CFrame.new(0.2,-0.5,0.7),0,10,30)
- end))
- for i = 0 , 1.2 , 0.4 do
- wait(0)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1*i,-0.1*i+1)
- 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)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.2)
- con1:disconnect()
- con2:disconnect()
- end
- function attackfour()
- attack = true
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.2*i+2.2,1*i-1,-1*i+1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(1.3*i+2.7,-1*i+1,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- con3=part9.Touched:connect(function(hit) Damagefunc2(hit,30,90) end)
- con4=part10.Touched:connect(function(hit) Damagefunc2(hit,30,90) end)
- ss(part9,1.3)
- coroutine.resume(coroutine.create(function()
- wait(0)
- slasheffect(part10.CFrame * CFrame.fromEulerAnglesXYZ(-0.5,0,0) * CFrame.new(0,-0.9,-4),0,10,30)
- end))
- for i = 0,1.2,0.4 do
- wait(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(-2.5*i+4,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.2)
- con3:disconnect()
- con4:disconnect()
- end
- function attackfive()
- attack = true
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.7,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
- end
- coroutine.resume(coroutine.create(function()
- slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),-1,0) * CFrame.new(0,0,0),0,25,20)
- end))
- coroutine.resume(coroutine.create(function()
- slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),-1,0) * CFrame.new(0,0,0),0,25,20)
- end))
- con1=part5.Touched:connect(function(hit) Damagefunc1(hit,10,70) end)
- con2=part6.Touched:connect(function(hit) Damagefunc1(hit,10,70) end)
- con3=part9.Touched:connect(function(hit) Damagefunc2(hit,10,70) end)
- con4=part10.Touched:connect(function(hit) Damagefunc2(hit,10,70) end)
- ss(part5,1.3)
- ss(part9,1.3)
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Player.Character.Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
- vel.velocity = Torso.CFrame.lookVector * 150
- for i = 0,1,0.2 do
- wait()
- LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
- end
- vel.Parent = nil
- wait(0.2)
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- end
- function DarkRush()
- attack = true
- DarkRushing = true
- cs(Torso,1)
- coroutine.resume(coroutine.create(function()
- while DarkRushing == true do
- wait()
- 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(3,3,3)
- S.BrickColor=BrickColor.new("New Yeller")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part5.CFrame*CFrame.new(0,-1,0)*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)
- 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(3,3,3)
- S.BrickColor=BrickColor.new("New Yeller")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part9.CFrame*CFrame.new(0,-1,0)*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
- end))
- for i = 0,1,0.05 do
- wait()
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.7,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
- end
- wait(0.25)
- con1=part5.Touched:connect(function(hit) Damagefunc1(hit,50,100) end)
- con2=part6.Touched:connect(function(hit) Damagefunc1(hit,50,100) end)
- con3=part9.Touched:connect(function(hit) Damagefunc2(hit,50,100) end)
- con4=part10.Touched:connect(function(hit) Damagefunc2(hit,50,100) end)
- wait(0.25)
- coroutine.resume(coroutine.create(function()
- slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(90),-1,0) * CFrame.new(0,0,0),0,35,40)
- end))
- coroutine.resume(coroutine.create(function()
- slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(90),-1,0) * CFrame.new(0,0,0),0,35,40)
- end))
- ss(part5,1.3)
- ss(part9,1.3)
- bs(Torso,2.5)
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Player.Character.Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
- vel.velocity = Torso.CFrame.lookVector * 200
- for i = 0,1,0.2 do
- wait()
- LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- end
- vel.Parent = nil
- wait(0.2)
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- wait(0.8)
- DarkRushing = false
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0)
- RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(0.5*i+2.2,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
- end
- attack = false
- end
- function KnifeDance()
- attack = true
- rapidslashing = true
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.63*i+2.2,1*i-1,-2.57*i+1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.13*i+2.7,-1*i+1,2.57*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
- end
- con1=part5.Touched:connect(function(hit) Damagefunc1(hit,10,80) end)
- con2=part6.Touched:connect(function(hit) Damagefunc1(hit,10,80) end)
- con3=part9.Touched:connect(function(hit) Damagefunc2(hit,10,80) end)
- con4=part10.Touched:connect(function(hit) Damagefunc2(hit,10,80) end)
- while rapidslashing == true do
- wait()
- ss(part5,1.3)
- ss(part9,1.3)
- coroutine.resume(coroutine.create(function()
- slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(math.random(),1+math.random(),math.random()),0,8,10)
- end))
- coroutine.resume(coroutine.create(function()
- slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(math.random(),1+math.random(),math.random()),0,8,10)
- end))
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,-1.57)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.random()-math.random(),math.random()-math.random(),-1.57)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,1.57)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.random()-math.random(),math.random()-math.random(),1.57)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
- end
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.5-0.3,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3-0.3,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- con1:disconnect()
- con2:disconnect()
- con3:disconnect()
- con4:disconnect()
- attack = false
- end
- Damagefunc1=function(hit,Damage,Knockback)
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- attackdebounce = false
- end))
- if hit.Parent==nil then
- return
- end
- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~="grgrgry21" and hit.Name~="SlashEffect" and hit.Parent:FindFirstChild("Torso")~=nil then
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- hs(hit,1.2)
- 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(1,5)==1 then
- CRIT=true
- Damage=Damage*2
- 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
- s=Instance.new("Sound")
- s.SoundId="http://www.roblox.com/asset/?id=2801263"
- s.Volume=1
- s.Pitch=2
- s.Parent=hit
- s:Play()
- 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)
- 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
- Damagefunc2=function(hit,Damage,Knockback)
- if attackdebounce2 == false then
- attackdebounce2 = true
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- attackdebounce2 = false
- end))
- if hit.Parent==nil then
- return
- end
- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~="grgrgry21" and hit.Parent:FindFirstChild("Torso")~=nil then
- Damage=Damage
- print(hit)
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- hs(hit,1.2)
- 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(1,5)==1 then
- CRIT=true
- Damage=Damage*2
- 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
- s=Instance.new("Sound")
- s.SoundId="http://www.roblox.com/asset/?id=2801263"
- s.Volume=1
- s.Pitch=2
- s.Parent=hit
- s:Play()
- end]]
- Damage=Damage+math.random(3,7)
- -- 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)
- 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
- 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("New Yeller")
- 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
- function slasheffect(cframe,waitin,size,efdam)
- wait(waitin)
- for l=1, 2 do
- wait()
- e=Instance.new("Part")
- coneffect=e.Touched:connect(function(hit) Damagefunc1(hit,efdam,1) end)
- e.Name="SlashEffect"
- e.TopSurface=0
- e.BottomSurface=0
- e.formFactor="Symmetric"
- e.Size=Vector3.new(1,1,size)
- e.Anchored=true
- e.BrickColor=BrickColor.new("New Yeller")
- e.Reflectance=0
- e.CanCollide=false
- m=Instance.new("SpecialMesh")
- m.MeshType="Sphere"
- m.Scale=Vector3.new(.25,.25,1)
- m.Parent=e
- e.CFrame = cframe
- e.Parent=workspace
- coroutine.resume(coroutine.create(function(m) for i=1, 9 do m.Transparency=i*.1 m.Mesh.Scale=m.Mesh.Scale-Vector3.new(.01,.01,.05)*2 wait() end m.Parent=nil coneffect:disconnect() end),e)
- end
- end
- function ob1d(mouse)
- if attack == true then return end
- hold = true
- --[[oneslash()
- if hold == true then
- twoslash()
- end
- if hold == true then
- threeslash()
- end ]]
- attackin = math.random(1,5)
- --attackin = 5
- if attackin == 1 then
- attackone()
- elseif attackin == 2 then
- attacktwo()
- elseif attackin == 3 then
- attackthree()
- elseif attackin == 4 then
- attackfour()
- elseif attackin == 5 then
- attackfive()
- end
- wait(0.2)
- LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.5-0.3,-1,1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3-0.3,1,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
- attack = false
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- function key(key)
- if attack == true then return end
- if key == "q" then
- DarkRush()
- end
- if key == "e" then
- KnifeDance()
- end
- end
- function key2(key)
- if key == "e" then
- rapidslashing = false
- end
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- unsheathed = true
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- --
- RSH.Parent = nil
- LSH.Parent = nil
- --
- 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
- --
- equipanim()
- end
- function ds(mouse)
- unsheathed = false
- hideanim()
- wait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- Game.Workspace.NextFlame.Humanoid.MaxHealth = 500
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