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- --[[Script by shadowbudderpony.
- You've already taken Chaos away from me, making me want to remake it under a new name.
- Are you really going to take this too? If so, Jump off a building into a helicopters propellers rotating at a very high speed.
- ]]
- local ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- script.Name = "Kunomai" -- Yes, I am indeed calling it Kunomai now. Screw you for trying to say otherwise!1!!!1
- --Kunomai, the combination of the Japanese words "Kuno" and "Unmei". Kuno meaning "Anguish" and Unmei meaning "Fate".
- local Player = game:GetService("Players").LocalPlayer
- repeat wait() until Player
- local Character = Player.Character
- repeat wait() until Character
- local Mouse = Player:GetMouse()
- local LeftArm = Character:WaitForChild("Left Arm")
- local RightArm = Character:WaitForChild("Right Arm")
- local LeftLeg = Character:WaitForChild("Left Leg")
- local RightLeg = Character:WaitForChild("Right Leg")
- local Head = Character:WaitForChild("Head")
- local Torso = Character:WaitForChild("Torso")
- local RootPart = Character:WaitForChild("HumanoidRootPart")
- local Humanoid = Character:WaitForChild("Humanoid")
- local LeftShoulder = Torso:WaitForChild("Left Shoulder")
- local RightShoulder = Torso:WaitForChild("Right Shoulder")
- local LeftHip = Torso:WaitForChild("Left Hip")
- local RightHip = Torso:WaitForChild("Right Hip")
- local Neck = Torso:WaitForChild("Neck")
- local RootJoint = RootPart:WaitForChild("RootJoint")
- local Camera = workspace.CurrentCamera
- local ControlScript = Player.PlayerScripts:WaitForChild("ControlScript")
- local Animate = Character:WaitForChild("Animate")
- local FLeftShoulder, FRightShoulder = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftShoulder.Name = "LS" FRightShoulder.Name = "RS"
- local FLeftHip, FRightHip = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftHip.Name = "LH" FRightHip.Name = "RH"
- local FRootJoint = Instance.new("Weld", RootPart)
- FRootJoint.Name = "RJ"
- local F1, F2, F3 = Instance.new("Folder", Character), Instance.new("Folder"), Instance.new("Folder")
- F1.Name = "Parts Folder" F2.Parent = F1 F2.Name = "Effects" F3.Parent = F1 F3.Name = "Extra Parts"
- local Drag_To_Part = Instance.new("Part", F3)
- Drag_To_Part.Transparency = 1
- Drag_To_Part.Name = "Drag-to-part"
- Drag_To_Part.Size = Vector3.new(.2,.2,.2)
- Drag_To_Part.Anchored = false
- Drag_To_Part.CanCollide = false
- Drag_To_Part.Locked = true
- local DTPWeld = Instance.new("Weld", Drag_To_Part)
- DTPWeld.Part0 = RootPart
- DTPWeld.Part1 = Drag_To_Part
- local retr = Instance.new("DoubleConstrainedValue")
- retr.MaxValue = 100
- retr.MinValue = 0
- retr.Value = 0
- local WepWeld = nil
- local WepWeld2 = nil
- local WepWeld3 = nil
- local SheWeld = nil
- local NLSC0 = LeftShoulder.C0
- local NLSC1 = LeftShoulder.C1
- local NRSC0 = RightShoulder.C0
- local NRSC1 = RightShoulder.C1
- local NLHC0 = LeftHip.C0
- local NLHC1 = LeftHip.C1
- local NRHC0 = RightHip.C0
- local NRHC1 = RightHip.C1
- local NNC0 = Neck.C0
- local NNC1 = Neck.C1
- local NRJC0 = RootJoint.C0
- local NRJC1 = RootJoint.C1
- local Handle, Hit_Box, Hit_Box2 = nil, nil, nil
- --local TEHandle, TESHandle, TEHit_Box, CEP = nil, nil, nil, nil
- local chatServ = game:GetService("Chat")
- local runServ = game:GetService("RunService")
- local debServ = game:GetService("Debris")
- local CurrentSpeed = {16, 0}
- local Current_Anim = "Idle"
- local Attack_Num = 1
- local Damage_Buff = 0
- local Max_Health = 150
- local Last_Health = Max_Health
- local DragTable = {}
- local InputCommand = ""
- local InputFrameTable = {}
- local EnemiesHit = {}
- local MCD = {Retrive = {16, 16},
- CondemningFlames = {13, 13}
- }
- local HitCount = {false, 0, 0, {5, 5}}
- local c1 = nil
- local c2 = nil
- local Target = nil
- local ViewDirection = 0
- local Mode = 1
- local Form = 0
- local viewMode = 0
- local sine = 0
- local change = 1
- local Debounces = {Equipped = false,
- Equipping = false,
- Attacking = false,
- Locked_On = false,
- Can_Double_Jump = false,
- AnimOverride = false,
- Guarding = false,
- Crouching = false,
- JumpAnim = false,
- DoubleJumpAnim = false,
- KeyStrokeEnabled = false,
- Successful_KeyStroke = false,
- KeyStroke_CoolDown = false,
- UIAction = false,
- ZeroGravity = false,
- DoubleJumping = false,
- Guarding = false,
- DisableJump = false,
- CanGuard = true,
- ProtectionEnabled = false
- }
- local MorphInfo = {false, true}
- local HitSounds = {
- Sharp = {
- Small = 153092296,
- MedL = 153092292,
- MedH = 153092285,
- Large = 153092274
- },
- Blunt = {
- Small = 153092249,
- Med = 153092238,
- LargeF = 153092227,
- LargeA = 153092217,
- Large = 153092213
- },
- Body = {
- Blood = 206082273
- }
- }
- local Overpower = 1
- if game.CreatorId ~= 194173551 then
- Overpower = 100
- Debounces.ProtectionEnabled = true
- end
- local GH = 100
- local GuardH = Instance.new("DoubleConstrainedValue")
- GuardH.MaxValue = GH*10
- GuardH.MinValue = 0
- GuardH.Value = GH*10
- local rad = math.rad
- local huge = math.huge
- local rand = math.random
- local cos = math.cos
- local Vec = Vector3.new
- local Cf = CFrame.new
- local Euler = CFrame.fromEulerAnglesXYZ
- local BC = BrickColor.new
- local Col3 = Color3.new
- local Inst = Instance.new
- local Ud2 = UDim2.new
- local FONT = "SourceSansLight"
- local DecName = "BMMB"..Player.Name.."|"..rand(1, 10000)..""
- local GodMode = true
- function godopthing()
- while true do
- swait()
- if GodMode and RootJoint.Parent ~= nil then
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- end
- end
- end
- Humanoid.WalkSpeed = 100
- Humanoid.JumpPower = 80
- local Colour1, Colour2, Colour3, Colour4, HColour = BC("Really red"), BC("Really black"), BC("Fawn brown"), BC("Smoky grey"), BC("Fossil")
- local KU = script:WaitForChild("KunomaiUI")
- local Kunomai_UI = KU:Clone()
- debServ:AddItem(KU, 0)
- Kunomai_UI.Parent = Player.PlayerGui
- local ColMain = Kunomai_UI:WaitForChild("MenuUI")
- local col1, col2, col3, col4, hCol = ColMain:WaitForChild("Col1"), ColMain:WaitForChild("Col2"), ColMain:WaitForChild("Col3"), ColMain:WaitForChild("Col4"), ColMain:WaitForChild("HCol")
- local Done = ColMain:WaitForChild("Done")
- local Clo = ColMain:WaitForChild("C")
- local Fem = ColMain:WaitForChild("F")
- local Mal = ColMain:WaitForChild("M")
- local StopPlz = ColMain:WaitForChild("NoManNo")
- local goob = Kunomai_UI:WaitForChild("goober")
- local db = Kunomai_UI:WaitForChild("DB")
- local HC = Kunomai_UI:WaitForChild("HC")
- local KP = Kunomai_UI:WaitForChild("KeysPressed")
- local KPTemplate = KP:WaitForChild("Template")
- local Moves = Kunomai_UI:WaitForChild("Moves")
- local Title = Moves:WaitForChild("Title")
- local OM = Kunomai_UI:WaitForChild("OpenM")
- local hpbb = Kunomai_UI:WaitForChild("HPBB")
- local hpb = hpbb:WaitForChild("Bar")
- local hpdb = hpbb:WaitForChild("DBar")
- local bbb = Kunomai_UI:WaitForChild("BBB")
- local bba = bbb:WaitForChild("Bar")
- local RM = Kunomai_UI:WaitForChild("RM")
- local RMB = RM:WaitForChild("Bar")
- local RML = RM:WaitForChild("Label")
- local RMT = RM:WaitForChild("Tag")
- local HCB = HC:WaitForChild("B")
- local HCBB = HCB:WaitForChild("Bar")
- local HCH = HC:WaitForChild("Hits")
- local HCTD = HC:WaitForChild("TDmg")
- -------------------------------------------------------------------------------------------------------------------------------------------------------
- local Twep = script:WaitForChild("Tekitodos")
- --Tekitodos, a combination of the two words "Teki" and "Todos". Teki being japanese for "Adversary" and Todos being portuguese for "All". Naming meaning "Adversary of all."
- local Tekitodos = Twep:Clone()
- debServ:AddItem(Twep, 0)
- local mMor, fMor = script:WaitForChild("Male"), script:WaitForChild("Female")
- local Morphs = {Male = mMor:Clone(), Female = fMor:Clone(), nil, nil}
- debServ:AddItem(mMor, 0)
- debServ:AddItem(fMor, 0)
- local ObjVals
- function CreateWeapon()
- Tekitodos.Parent = F2
- local welder = Tekitodos:WaitForChild("Welder")
- welder.Disabled = false
- repeat wait() until welder.Parent == nil
- for _, p in pairs(Tekitodos:GetChildren()) do
- if p:IsA("BasePart") then
- if p.Name == "C1" then
- p.BrickColor = BC(Colour1)
- elseif p.Name == "C2" then
- p.BrickColor = BC(Colour2)
- elseif p.Name == "C3" then
- p.BrickColor = BC(Colour3)
- elseif p.Name == "C4" then
- p.BrickColor = BC(Colour4)
- end
- end
- end
- if MorphInfo[1] then
- if MorphInfo[2] then
- local weldr = Morphs.Male:WaitForChild("Welder")
- weldr.Disabled = false
- Morphs.Male.Parent = F2
- repeat wait() until weldr.Parent == nil
- for _, p in pairs(Morphs.Male:GetChildren()) do
- if p:IsA("BasePart") then
- if p.Name == "C1" then
- p.BrickColor = BC(Colour1)
- elseif p.Name == "C2" then
- p.BrickColor = BC(Colour2)
- elseif p.Name == "C3" then
- p.BrickColor = BC(Colour3)
- elseif p.Name == "C4" then
- p.BrickColor = BC(Colour4)
- elseif p.Name == "Skin" then
- p.BrickColor = Head.BrickColor
- elseif p.Name == "Hair" then
- p.BrickColor = BC(HColour)
- end
- end
- end
- Morphs[3] = Morphs.Male
- local ov = Morphs[3]:WaitForChild("ObjectValues")
- local function weldK(p, p2)
- local newWeld = Inst("Weld", p)
- newWeld.Part0 = p
- newWeld.Part1 = p2
- return newWeld
- end
- local wel = weldK(Head, ov:WaitForChild("Hed").Value)
- local wel2 = weldK(RightArm, ov:WaitForChild("Rarm").Value)
- local wel3 = weldK(RightLeg, ov:WaitForChild("Rleg").Value)
- local wel4 = weldK(LeftArm, ov:WaitForChild("Larm").Value)
- local wel5 = weldK(LeftLeg, ov:WaitForChild("Lleg").Value)
- local wel6 = weldK(Torso, ov:WaitForChild("Tor").Value)
- table.insert(Morphs, {{wel, wel.Part0, wel.Part1}, {wel2, wel2.Part0, wel2.Part1}, {wel3, wel3.Part0, wel3.Part1}, {wel4, wel4.Part0, wel4.Part1}, {wel5, wel5.Part0, wel5.Part1}, {wel6, wel6.Part0, wel6.Part1}})
- Morphs[4] = ov:WaitForChild("M").Value
- for _, i in pairs(Character:GetChildren()) do
- if i:IsA("BasePart") then
- if i ~= Head then
- i.Transparency = 1
- end
- end
- if i:IsA("Accessory") then
- debServ:AddItem(i, 0)
- end
- end
- debServ:AddItem(ov, 0)
- else
- local weldr = Morphs.Female:WaitForChild("Welder")
- weldr.Disabled = false
- Morphs.Female.Parent = F2
- repeat wait() until weldr.Parent == nil
- for _, p in pairs(Morphs.Female:GetChildren()) do
- if p:IsA("BasePart") then
- if p.Name == "C1" then
- p.BrickColor = BC(Colour1)
- elseif p.Name == "C2" then
- p.BrickColor = BC(Colour2)
- elseif p.Name == "C3" then
- p.BrickColor = BC(Colour3)
- elseif p.Name == "C4" then
- p.BrickColor = BC(Colour4)
- elseif p.Name == "Skin" then
- p.BrickColor = Head.BrickColor
- elseif p.Name == "Hair" then
- p.BrickColor = BC(HColour)
- end
- end
- end
- Morphs[3] = Morphs.Female
- local ov = Morphs[3]:WaitForChild("ObjectValues")
- local function weldK(p, p2)
- local newWeld = Inst("Weld", p)
- newWeld.Part0 = p
- newWeld.Part1 = p2
- return newWeld
- end
- local wel = weldK(Head, ov:WaitForChild("Hed").Value)
- local wel2 = weldK(RightArm, ov:WaitForChild("Rarm").Value)
- local wel3 = weldK(RightLeg, ov:WaitForChild("Rleg").Value)
- local wel4 = weldK(LeftArm, ov:WaitForChild("Larm").Value)
- local wel5 = weldK(LeftLeg, ov:WaitForChild("Lleg").Value)
- local wel6 = weldK(Torso, ov:WaitForChild("Tor").Value)
- table.insert(Morphs, {{wel, wel.Part0, wel.Part1}, {wel2, wel2.Part0, wel2.Part1}, {wel3, wel3.Part0, wel3.Part1}, {wel4, wel4.Part0, wel4.Part1}, {wel5, wel5.Part0, wel5.Part1}, {wel6, wel6.Part0, wel6.Part1}})
- Morphs[4] = ov:WaitForChild("M").Value
- for _, i in pairs(Character:GetChildren()) do
- if i:IsA("BasePart") then
- if i ~= Head then
- i.Transparency = 1
- end
- end
- if i:IsA("Accessory") then
- debServ:AddItem(i, 0)
- end
- end
- debServ:AddItem(ov, 0)
- end
- end
- local OV = Tekitodos:WaitForChild("ObjectValues")
- Handle = OV:WaitForChild("Handle").Value
- Hit_Box = OV:WaitForChild("Hitbox1").Value
- Hit_Box2 = OV:WaitForChild("Hitbox2").Value
- ObjVals = {
- Awakened = false,
- M1 = OV:WaitForChild("M1").Value,
- M2 = OV:WaitForChild("M2").Value,
- Eye1 = {
- Eye = OV:WaitForChild("EY1").Value,
- Mesh = OV:WaitForChild("EY1"):WaitForChild("Mesh").Value,
- Weld = OV:WaitForChild("EY1"):WaitForChild("Weld").Value,
- EyeBall = OV:WaitForChild("EB1").Value,
- EBMesh = OV:WaitForChild("EB1"):WaitForChild("Mesh").Value,
- },
- Eye2 = {
- Eye = OV:WaitForChild("EY2").Value,
- Mesh = OV:WaitForChild("EY2"):WaitForChild("Mesh").Value,
- Weld = OV:WaitForChild("EY2"):WaitForChild("Weld").Value,
- EyeBall = OV:WaitForChild("EB2").Value,
- EBMesh = OV:WaitForChild("EB2"):WaitForChild("Mesh").Value
- }
- }
- debServ:AddItem(OV, 0)
- Handle.Anchored = true
- end
- Clo.MouseButton1Click:connect(function()
- if not Debounces.UIAction then
- Debounces.UIAction = true
- MorphInfo[1] = not MorphInfo[1]
- if MorphInfo[1] then
- Clo.BackgroundColor3 = Col3(0, 170/255, 0)
- else
- Clo.BackgroundColor3 = Col3(40/255, 40/255, 40/255)
- end
- wait(.3)
- Debounces.UIAction = false
- end
- end)
- Fem.MouseButton1Click:connect(function()
- if not Debounces.UIAction then
- Debounces.UIAction = true
- MorphInfo[2] = false
- Clo.TextColor3 = Col3(1, 0, 1)
- MorphInfo[1] = true
- Clo.BackgroundColor3 = Col3(0, 170/255, 0)
- wait(.3)
- Debounces.UIAction = false
- end
- end)
- Mal.MouseButton1Click:connect(function()
- if not Debounces.UIAction then
- Debounces.UIAction = true
- MorphInfo[2] = true
- Clo.TextColor3 = Col3(0, 0, 1)
- MorphInfo[1] = true
- Clo.BackgroundColor3 = Col3(0, 170/255, 0)
- wait(.3)
- Debounces.UIAction = false
- end
- end)
- StopPlz.MouseButton1Click:connect(function()
- if not Debounces.UIAction then
- Debounces.UIAction = true
- goob.Text = "STOP!"
- wait(.1)
- goob.Text = "plz move ur mouse away from dat u g00br"
- Debounces.UIAction = false
- end
- end)
- StopPlz.MouseEnter:connect(function()
- goob.Visible = true
- end)
- StopPlz.MouseLeave:connect(function()
- goob.Visible = false
- end)
- local d = false
- Done.MouseButton1Click:connect(function()
- if not d then
- d = true
- Colour1 = col1:WaitForChild("Colour").Text
- Colour2 = col2:WaitForChild("Colour").Text
- Colour3 = col3:WaitForChild("Colour").Text
- Colour4 = col4:WaitForChild("Colour").Text
- HColour = hCol:WaitForChild("Colour").Text
- RMB.BackgroundColor3 = BC(Colour1).Color
- RMT.TextColor3 = BC(Colour1).Color
- debServ:AddItem(ColMain, 0)
- OM.Visible = true
- goob.Visible = false
- CreateWeapon()
- GodMode = false
- Handle.Anchored = false
- WepWeld = Inst("Motor", Handle)
- WepWeld.Name = "Handle Joint"
- WepWeld.Part0 = Torso
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf(1.5,-1,.6) * Euler(rad(-90),rad(0),rad(90))
- Humanoid.MaxHealth = Max_Health
- wait(.1)
- Humanoid.Health = Max_Health
- end
- end)
- --Remember, keystrokes are keypad notations. (3D: x is weak, e is medium, c is strong, and q is drive.)
- function Create_Moves_In_List()
- local ah = .014
- local am = .014
- local move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "[ - Enable/Disable Protection" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "] - Enable/Disable Overpowered Moves (In Forms)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "P - Enable/Disable Keystrokes" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Title" move.Text = "-Tekitodos Equipped-" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "Z - Blossoming Doom (Costs 15 Retribution | Delayable)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "X - Retrive (Costs 10 Retribution)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "|> ASDASDSDQ - Tare (During Retrive | Costs 55 Retribution)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "V - Devour (Costs 60 Retribution | Delayable)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Title" move.Text = "-Tekitodos Unequipped-" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Spacer" move.Text = "----------------------------------------------------------" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Title" move.Text = "3D KeyStrokes" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Title" move.Text = "-Tekitodos Equipped-" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Move" move.Text = "SDASDQ - Condemning Flames (Costs 35 Retribution)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Title" move.Text = "-Tekitodos Unequipped-" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Spacer" move.Text = "----------------------------------------------------------" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "Title" move.Text = "2D KeyStrokes" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- end
- Create_Moves_In_List()
- local mopen = false
- OM.MouseButton1Click:connect(function()
- if not Debounces.UIAction and not mopen then
- Debounces.UIAction = true
- OM.Text = "Hide Move List"
- mopen = true
- Moves:TweenPosition(Ud2(.75, 0, .49, 0),_, "Bounce", .6, true)
- OM:TweenPosition(Ud2(.6, 0, .92, 0),_, "Bounce", .6, true)
- wait(.3)
- Debounces.UIAction = false
- elseif not Debounces.UIAction and mopen then
- Debounces.UIAction = true
- OM.Text = "View Move List"
- mopen = false
- Moves:TweenPosition(Ud2(1, 0, .49, 0),_, "Bounce", .6, true)
- OM:TweenPosition(Ud2(.85, 0, .92, 0),_, "Bounce", .6, true)
- wait(.3)
- Debounces.UIAction = false
- end
- end)
- function CreatePart(className, parent, Brickcolor, Material, Transparency, Reflectance, Name, Size, Position, Rotation, MeshClass, MeshScale, MeshId, MeshType)
- local Part = Instance.new(className, parent)
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Transparency = Transparency
- Part.Reflectance = Reflectance
- Part.Material = Material
- Part.Name = Name
- Part.Anchored = true
- Part.CanCollide = false
- Part.Locked = true
- Part.Size = Size
- Part.Position = Position
- Part.Rotation = Rotation
- Part.TopSurface = "SmoothNoOutlines"
- Part.BottomSurface = "SmoothNoOutlines"
- Part.FrontSurface = "SmoothNoOutlines"
- Part.BackSurface = "SmoothNoOutlines"
- Part.RightSurface = "SmoothNoOutlines"
- Part.LeftSurface = "SmoothNoOutlines"
- local Mesh = Instance.new(MeshClass, Part)
- Mesh.Scale = MeshScale
- if MeshClass == "SpecialMesh" then
- Mesh.MeshId = MeshId
- Mesh.MeshType = MeshType
- end
- return Part, Mesh
- end
- local Holder = CreatePart("Part", F3, "Bright blue", "SmoothPlastic", 1, 0, "GripPart", Vec(0.6, .2, 0.6), Vec(.7, 1, -272.2), Vec(0, 90, 0), "BlockMesh", Vec(1, 1, 1), _, _)
- Holder.Anchored = false
- local HWeld = Inst("Motor6D", RightArm)
- HWeld.Name = "Grip Joint"
- HWeld.Part0 = RightArm
- HWeld.Part1 = Holder
- HWeld.C0 = Cf(0, -1, 0)
- local Holder2 = CreatePart("Part", F3, "Bright red", "SmoothPlastic", 1, 0, "GripPart", Vec(0.6, .2, 0.6), Vec(.7, 1, -272.2), Vec(0, 90, 0), "BlockMesh", Vec(1, 1, 1), _, _)
- Holder2.Anchored = false
- local HWeld2 = Inst("Motor6D", LeftArm)
- HWeld2.Name = "Grip Joint"
- HWeld2.Part0 = LeftArm
- HWeld2.Part1 = Holder2
- HWeld2.C0 = Cf(0, -1, 0)
- local FrameRate = 1 / 30
- local TimeFrame = 0
- local allowframeloss = false
- local tossremainder = false
- local lastframe = tick()
- ArtificialHB:Fire()
- runServ.Heartbeat:connect(function(s, p)
- TimeFrame = TimeFrame + s
- if TimeFrame >= FrameRate then
- if allowframeloss then
- ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(TimeFrame / FrameRate) do
- ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- TimeFrame = 0
- else
- TimeFrame = TimeFrame - FrameRate * math.floor(TimeFrame / FrameRate)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- coroutine.resume(coroutine.create(function()
- godopthing()
- end))
- local DED = false
- Humanoid.Changed:connect(function()
- if Humanoid.Health < .01 or Humanoid.Parent == nil then
- wait()
- if (Humanoid.Health == 0 and not DED) or (Humanoid.Parent == nil and not DED) then
- print("ded")
- DED = true
- Tekitodos.Parent = workspace
- if Hit_Box and Hit_Box2 then
- Hit_Box.CanCollide = true
- Hit_Box2.CanCollide = true
- end
- debServ:AddItem(Tekitodos, 36)
- end
- end
- if Humanoid.Jump then
- if Debounces.DisableJump then
- Humanoid.Jump = false
- end
- end
- end)
- Player.CharacterRemoving:connect(function()
- if not DED then
- print("ur just gone fam")
- DED = true
- Tekitodos.Parent = workspace
- if Hit_Box and Hit_Box2 then
- Hit_Box.CanCollide = true
- Hit_Box2.CanCollide = true
- end
- debServ:AddItem(Tekitodos, 36)
- end
- end)
- Character.Changed:connect(function()
- if Character.Parent == nil then
- if not DED then
- print("ur just gone fam")
- DED = true
- Tekitodos.Parent = workspace
- if Hit_Box and Hit_Box2 then
- Hit_Box.CanCollide = true
- Hit_Box2.CanCollide = true
- end
- debServ:AddItem(Tekitodos, 36)
- end
- end
- end)
- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- LeftLeg.CustomPhysicalProperties = PhysicalProperties.new(.7, .1, .5, 1.25, 1)
- RightLeg.CustomPhysicalProperties = PhysicalProperties.new(.7, .1, .5, 1.25, 1)
- repeat
- runServ.Stepped:wait()
- until Handle and Hit_Box and Hit_Box2
- print("Handle and Hitbox created")
- local maxAng = Instance.new("DoubleConstrainedValue")
- maxAng.MaxValue = 300
- maxAng.MinValue = 10
- maxAng.Value = 10
- if MorphInfo[1] then
- coroutine.resume(coroutine.create(function()
- while true do
- swait()
- maxAng.Value = RootPart.Velocity.Magnitude
- Morphs[4].DesiredAngle = -rad(maxAng.Value)
- Morphs[4].MaxVelocity = rad(5)
- end
- end))
- end
- -------------------------------------------------------------------------------------------------------------------------------------------------------
- function Protector(object)
- if object:IsA("BasePart") or object:IsA("BodyMover") or object:IsA("JointInstance") or object:IsA("Light") then
- game:GetService("RunService").Stepped:wait()
- if object.Name ~= DecName and Debounces.ProtectionEnabled then
- debServ:AddItem(object, 0)
- if object:IsA("BodyMover") then
- RootPart.Velocity = Vec(0,0,0)
- --just in case m8
- coroutine.resume(coroutine.create(function()
- game:GetService("RunService").Stepped:wait()
- RootPart.Velocity = Vec(0,0,0)
- end))
- --extra protection fam
- end
- end
- end
- end
- function Momentum_Cancel(partfam)
- if partfam ~= nil and Debounces.ProtectionEnabled then
- local function MC()
- if partfam.Velocity.Magnitude > (Humanoid.WalkSpeed+50) and not Debounces.Attacking and not Debounces.DoubleJumping then
- local stopper = Inst("BodyVelocity", partfam)
- stopper.Name = DecName
- stopper.MaxForce = Vec(huge, huge, huge)
- stopper.Velocity = Vec(1, 1, 1)
- debServ:AddItem(stopper, .05)
- end
- if partfam.Anchored then
- partfam.Anchored = false
- end
- end
- partfam.Changed:connect(MC)
- end
- end
- for _, child in pairs(Character:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- Momentum_Cancel(child)
- end
- end
- for _, child in pairs(Tekitodos:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- end
- end
- function MakeText(text, font, duration, tcr, tcg, tcb, scr, scg, scb, cFrame)
- local tpart = Instance.new("Part")
- tpart.Parent = F2
- tpart.Transparency = 1
- tpart.Name = "hoi hoi"
- tpart.Anchored = true
- tpart.CanCollide = false
- tpart.Locked = true
- tpart.Size = Vector3.new(.2,.2,.2)
- tpart.CFrame = cFrame*CFrame.new(math.random(-2,2),0,math.random(-2,2))
- local bill = Instance.new("BillboardGui")
- bill.Parent = tpart
- bill.AlwaysOnTop = true
- bill.Name = "HUHHHHHNAAAA"
- bill.Size = UDim2.new(6, 0, 3, 0)
- bill.StudsOffset = Vector3.new(0, 1, 0)
- local counter = 0
- local textl = Instance.new("TextLabel")
- textl.Parent = bill
- textl.Name = "WHYYYYYYYY"
- textl.BackgroundTransparency = 1
- textl.Size = UDim2.new(1, 0, 1, 0)
- textl.Font = font
- textl.Text = text
- textl.TextColor3 = Color3.new(tcr/255, tcg/255, tcb/255)
- textl.TextScaled = true
- textl.TextStrokeColor3 = Color3.new(scr/255, scg/255, scb/255)
- textl.TextStrokeTransparency = 0
- coroutine.resume(coroutine.create(function()
- while textl.TextTransparency < 1 do
- swait()
- if bill.StudsOffset.Y >= 5 then
- if counter >= duration then
- textl.TextTransparency = textl.TextTransparency+.15
- textl.TextStrokeTransparency = textl.TextStrokeTransparency+.15
- else
- counter = counter+.1
- end
- else
- bill.StudsOffset = Vec(0, bill.StudsOffset.Y+.15, 0)
- end
- end
- debServ:AddItem(bill, 0)
- debServ:AddItem(textl, 0)
- debServ:AddItem(tpart, 0)
- end))
- end
- function Apply_Buff(amount, duration)
- coroutine.resume(coroutine.create(function()
- if amount > 0 and duration > 0 then
- Damage_Buff = Damage_Buff+amount
- MakeText("+"..amount.." Damage", FONT, .3, 170, 170, 170, 0, 0, 0, RootPart.CFrame)
- swait(duration/FrameRate)
- Damage_Buff = Damage_Buff-amount
- MakeText("-"..amount.." Damage", FONT, .3, 170, 170, 170, 0, 0, 0, RootPart.CFrame)
- elseif duration == 0 then
- Damage_Buff = Damage_Buff+amount
- MakeText("+"..amount.." Damage", FONT, .3, 170, 170, 170, 0, 0, 0, RootPart.CFrame)
- end
- end))
- end
- coroutine.resume(coroutine.create(function()
- while true do
- wait(2)
- if Damage_Buff < 1 then
- Damage_Buff = 1
- end
- end
- end))
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function FindHum(parent)
- local hm = nil
- for _, HM in pairs(parent:GetChildren()) do
- if HM:IsA("Humanoid") then
- hm = HM
- end
- end
- return hm
- end
- function Sound(parent, ID, Volume, Pitch, Looped)
- local sound = Inst("Sound", parent)
- sound.SoundId = "http://roblox.com/asset/?id="..ID
- sound.Volume = Volume
- sound.Pitch = Pitch
- sound.Looped = Looped
- sound:Play()
- return sound
- end
- local DamageFunction = function(Hit, IsRan, MinDam, MaxDam, HKB, Knockback, LF, LFD, Comp, DamType, HitEffect, Property, Duration, HDrag, DragDuration, SoEff, SoID, SoPit, SoVol)
- local humanoid = FindHum(Hit.Parent)
- if humanoid and humanoid ~= Humanoid then
- local IsSafe = true
- for _, p in pairs(EnemiesHit) do
- if p[1] == humanoid then
- if p[2] then
- IsSafe = false
- end
- end
- end
- if IsSafe then
- if HitEffect == "None" then
- elseif HitEffect == "Sphere" then
- MagicSphere(Colour1, "Neon", Hit.CFrame, Hit.Size.Magnitude, Hit.Size.Magnitude, Hit.Size.Magnitude, Hit.Size.Magnitude*1.1, Hit.Size.Magnitude*1.1, Hit.Size.Magnitude*1.1, .1)
- elseif HitEffect == "Blood" then
- for i = 0, rand(6,10), 1 do
- MagicSphere4(Colour1, "Neon", Hit.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), 1, 20, 1, .1, 0, .4, 0)
- end
- elseif HitEffect == "L-Blood" then
- for i = 0, rand(6,10), 1 do
- MagicSphere4(Colour1, "Neon", Hit.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), 1, 40, 1, .1, 0, .4, 0)
- end
- elseif HitEffect == "B-Blood" then
- MagicSphere(Colour1, "Neon", Hit.CFrame, 2, 2, 2, 4, 4, 4, .1)
- for i = 0, rand(6,10), 1 do
- MagicSphere4(Colour1, "Neon", Hit.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), 1, 20, 1, .1, 0, .4, 0)
- end
- elseif HitEffect == "Slashed" then
- local r = {rand(-120, 120), rand(-120, 120), rand(-120, 120)}
- MagicSphere(Colour1, "Neon", Hit.CFrame * Euler(rad(r[1]), rad(r[2]), rad(r[3])) , 1, 1, 20, -.05, -.05, 10, .03)
- MagicSphere(Colour2, "SmoothPlastic", Hit.CFrame * Euler(rad(r[1]), rad(r[2]), rad(r[3])) , 1.4, 1.4, 25, -.05, -.05, 10, .03)
- elseif HitEffect == "M-Slashed" then
- for i = 0, rand(6,12) do
- local r = {rand(-120, 120), rand(-120, 120), rand(-120, 120)}
- MagicSphere(Colour1, "Neon", Hit.CFrame * Euler(rad(r[1]), rad(r[2]), rad(r[3])) , 1, 1, 20, -.05, -.05, 10, .03)
- MagicSphere(Colour2, "SmoothPlastic", Hit.CFrame * Euler(rad(r[1]), rad(r[2]), rad(r[3])) , 1.4, 1.4, 25, -.05, -.05, 10, .03)
- end
- end
- local enemy = nil
- for i, p in pairs(EnemiesHit) do
- if p[1] == humanoid then
- enemy = p
- enemy[2] = true
- table.insert(enemy, i)
- end
- end
- if enemy == nil then
- table.insert(EnemiesHit, {humanoid, true, DamType, #EnemiesHit+1})
- enemy = EnemiesHit[#EnemiesHit]
- end
- if humanoid.Parent.Parent ~= workspace then
- humanoid.Parent.Parent = workspace
- end
- local lastState = enemy[3]
- coroutine.resume(coroutine.create(function()
- swait(Duration/FrameRate)
- enemy[2] = false
- end))
- local Damage = 1
- if IsRan then
- Damage = rand(MinDam, MaxDam)
- else
- Damage = MaxDam
- end
- if Debounces.KeyStrokeEnabled then
- retr.Value = retr.Value+.5
- end
- local HadOpHP = false
- if SoEff then
- local HitSound = Sound(Hit, SoID, SoVol, SoPit, false)
- debServ:AddItem(HitSound, 6)
- end
- if Comp then
- if humanoid.MaxHealth >= 50000 or humanoid.MaxHealth == 0 then
- if humanoid.MaxHealth >= 50000 and humanoid.MaxHealth <= 80000 then
- local regen = humanoid.Parent:FindFirstChild("Health")
- if regen then
- debServ:AddItem(regen, 0)
- end
- elseif humanoid.MaxHealth > 50000000 or humanoid.MaxHealth == 0 then
- humanoid.MaxHealth = 100
- HadOpHP = true
- else
- Damage = Damage*(humanoid.MaxHealth/100)
- end
- end
- else
- if humanoid.MaxHealth >= 50000 and humanoid.MaxHealth <= 80000 then
- local regen = humanoid.Parent:FindFirstChild("Health")
- if regen then
- debServ:AddItem(regen, 0)
- end
- elseif humanoid.MaxHealth > 50000000 or humanoid.MaxHealth == 0 then
- humanoid.MaxHealth = 100
- HadOpHP = true
- end
- end
- if Damage_Buff > 0 then
- Damage = Damage*Damage_Buff
- end
- if ObjVals.Awakened and humanoid.Health > 0 then
- if humanoid.Health - Damage <= 0 then
- Apply_Buff(.05, 60*2)
- end
- end
- humanoid.Health = humanoid.Health-Damage
- coroutine.resume(coroutine.create(function()
- if not HitCount[1] then
- HitCount[2] = HitCount[2]+1
- HitCount[3] = HitCount[3]+Damage
- if HitCount[2] >= 2 then
- HitCount[1] = true
- HC:TweenPosition(Ud2(.91, 0, .35, 0), _, "Linear", .01, true)
- local timer = HitCount[4]
- while timer[1] > 0 do
- swait(.01/FrameRate)
- timer[1] = timer[1]-.1
- HCBB.Size = Ud2(timer[1]/timer[2], 0, 1, 0)
- HCBB.Position = Ud2((((-timer[2]+timer[1])*-1)/timer[2])/2, 0, 0, 0)
- HCH.Text = HitCount[2].." Hits"
- HCTD.Text = HitCount[3]
- end
- HC:TweenPosition(Ud2(1, 0, .35, 0), _, "Linear", .3, true)
- HitCount[1] = false
- timer[1] = timer[2]
- HitCount[2] = 0
- HitCount[3] = 0
- end
- else
- HitCount[2] = HitCount[2]+1
- HitCount[3] = HitCount[3]+Damage
- local timer = HitCount[4]
- timer[1] = timer[2]
- end
- end))
- if Damage ~= 0 then
- if Damage >= (humanoid.MaxHealth/5) then
- --Crit hit boi
- MakeText("-"..Damage.."", "SciFi", .3, 170, 0, 0, 255, 85, 0, Hit.CFrame)
- else
- local mtc = BC(Colour1).Color
- MakeText("-"..Damage.."", FONT, .3, mtc.r*255, mtc.g*255, mtc.b*255, 0, 0, 0, Hit.CFrame)
- end
- end
- if LF == true then
- if LFD < 1 then
- LFD = 2
- end
- Humanoid.Health = Humanoid.Health+(Damage/LFD)
- MakeText("+"..(Damage/LFD), FONT, .2, 0, 0, 0, 0, 255, 0, RootPart.CFrame)
- end
- if HKB and DamType ~= "SkyRocket" and DamType ~= "Knockdown2" then
- if Property.Name ~= "Point" then
- local KBCF = Cf(Hit.Position, Property.Position)
- Hit.Velocity = KBCF.lookVector*-Knockback
- else
- Hit.Velocity = Property.CFrame.lookVector*Knockback
- end
- end
- if DamType == "Normal" then
- coroutine.resume(coroutine.create(function()
- repeat swait() until not enemy[2]
- if enemy[3] == lastState or enemy[3] == "Cancel" then
- table.remove(EnemiesHit, enemy[4])
- end
- end))
- elseif DamType == "Stun" then
- MakeText("Stunned", FONT, .3, 255, 255, 0, 0, 0, 0, Hit.CFrame)
- local pos = Inst("BodyPosition", Hit)
- pos.MaxForce = Vec(huge,huge,huge)
- pos.Position = Hit.Position
- local gy = Inst("BodyGyro", Hit)
- gy.MaxTorque = Vec(100, 100, 100)
- gy.CFrame = Hit.CFrame
- debServ:AddItem(pos, (Duration*10))
- debServ:AddItem(gy, (Duration*10))
- coroutine.resume(coroutine.create(function()
- local pro = {Property.Name, Property.CFrame, Property.Position}
- repeat swait() until pos.Parent == nil or enemy[3] == "Cancel"
- if HKB then
- if pro[1] ~= "Point" then
- local KBCF = Cf(Hit.Position, pro[3])
- Hit.Velocity = KBCF.lookVector*-Knockback
- else
- Hit.Velocity = pro[2].lookVector*Knockback
- end
- end
- if enemy[3] == "Cancel" or enemy[3] == lastState then
- debServ:AddItem(pos, 0)
- debServ:AddItem(gy, 0)
- table.remove(EnemiesHit, enemy[4])
- end
- end))
- elseif DamType == "Knockdown" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- coroutine.resume(coroutine.create(function()
- repeat swait() until not enemy[2]
- if enemy[3] == lastState or enemy[3] == "Cancel" then
- table.remove(EnemiesHit, enemy[4])
- end
- end))
- elseif DamType == "Knockdown2" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local fall = Inst("BodyGyro", Hit)
- fall.Name = "MadeFor"..Hit.Parent.Name
- fall.MaxTorque = Vec(huge, 0, huge)
- fall.CFrame = Cf() * Euler(rad(90), 0, 0)
- fall.P = 30000
- if Property.Name ~= "Point" then
- local KBCF = Cf(Hit.Position, Property.Position)
- Hit.Velocity = (KBCF.lookVector*-Knockback[1])+Vec(0, -Knockback[2], 0)
- else
- Hit.Velocity = (Property.CFrame.lookVector*Knockback[1])+Vec(0, -Knockback[2], 0)
- end
- coroutine.resume(coroutine.create(function()
- local ti = 0
- repeat
- ti = ti+.1
- wait(.3)
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- until ti >= (Duration*3) or enemy[3] == "Cancel"
- debServ:AddItem(fall, 0)
- if enemy[3] == lastState or enemy[3] == "Cancel" then
- table.remove(EnemiesHit, enemy[4])
- end
- humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
- end))
- elseif DamType == "SkyRocket" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- if Property.Name ~= "Point" then
- local KBCF = Cf(Hit.Position, Property.Position)
- Hit.Velocity = (KBCF.lookVector*-Knockback[1])+Vec(0, Knockback[2], 0)
- else
- Hit.Velocity = (Property.CFrame.lookVector*Knockback[1])+Vec(0, Knockback[2], 0)
- end
- coroutine.resume(coroutine.create(function()
- repeat swait() until not enemy[2]
- if enemy[3] == lastState or enemy[3] == "Cancel" then
- table.remove(EnemiesHit, enemy[4])
- end
- end))
- elseif DamType == "FreezeStun" then
- MakeText("Stunned", FONT, .3, 0, 0, 0, 255, 170, 0, Hit.CFrame)
- coroutine.resume(coroutine.create(function()
- local ti = 0
- local h = Hit.Parent:FindFirstChild("HumanoidRootPart")
- if not h then
- h = Hit
- end
- local p = h.Position
- local pos = Inst("BodyPosition", h)
- pos.MaxForce = Vec(huge,huge,huge)
- pos.Position = p
- local r = {0, 1}
- repeat
- if r[1] >= r[2] then
- MagicRing2("Bright yellow", "Neon", h.CFrame * Euler(rad(90), 0, 0) , h.Size.Magnitude/3, h.Size.Magnitude/3, .1, .5, .5, .1, .07)
- r[1] = 0
- else
- r[1] = r[1]+.1
- end
- ti = ti+.1
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = true
- end
- end
- if not pos.Parent then
- pos = Inst("BodyPosition", h)
- pos.MaxForce = Vec(huge,huge,huge)
- pos.Position = p
- end
- wait(.3)
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- until ti >= (Duration*5) or enemy[3] == "Cancel"
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- debServ:AddItem(pos, 0)
- if enemy[3] == lastState or enemy[3] == "Cancel" then
- table.remove(EnemiesHit, enemy[4])
- end
- end))
- elseif DamType == "KnockDownFreezeStun" then
- --local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(Hur.Position, (Hur.CFrame * Euler(rad(-90), 0, rad(10))).lookVector.Unit * 40), IL, true, true)
- MakeText("Stunned", FONT, .3, 0, 0, 0, 255, 64, 0, Hit.CFrame)
- coroutine.resume(coroutine.create(function()
- local ti = 0
- local scf = nil
- local IL = {Character, Hit.Parent}
- local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(h.Position, (h.CFrame.lookVector.Unit * 999)), IL, true, true)
- if Ground then
- Hit.CFrame = Cf(Pos) * Euler(rad(-90), 0, 0)
- scf = Cf(Pos) * Euler(rad(-90), 0, 0)
- end
- local h = Hit.Parent:FindFirstChild("HumanoidRootPart")
- if not h then
- h = Hit
- end
- local p = h.Position
- local pos = Inst("BodyPosition", h)
- pos.MaxForce = Vec(huge,huge,huge)
- pos.Position = p
- local r = {0, 1}
- repeat
- if r[1] >= r[2] then
- MagicRing2("New Yeller", "Neon", h.CFrame * Euler(rad(90), 0, 0) , h.Size.Magnitude/3, h.Size.Magnitude/3, .1, .5, .5, .1, .07)
- r[1] = 0
- else
- r[1] = r[1]+.1
- end
- ti = ti+.1
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = true
- end
- end
- if not pos.Parent then
- pos = Inst("BodyPosition", h)
- pos.MaxForce = Vec(huge,huge,huge)
- pos.Position = p
- end
- Hit.CFrame = scf
- wait(.3)
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- until ti >= (Duration*4) or enemy[3] == "Cancel"
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- debServ:AddItem(pos, 0)
- if enemy[3] == lastState or enemy[3] == "Cancel" then
- table.remove(EnemiesHit, enemy[4])
- end
- end))
- end
- if HDrag then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local pos = Inst("BodyPosition", Hit)
- pos.MaxForce = Vec(huge, huge, huge)
- pos.Position = Drag_To_Part.Position
- local d = Inst("NumberValue", pos)
- d.Name = "Duration"
- d.Value = DragDuration
- table.insert(DragTable, pos)
- end
- if HadOpHP then
- coroutine.resume(coroutine.create(function()
- wait()
- Damage = Damage*2
- humanoid.Health = humanoid.Health-Damage
- print("rekted boi")
- MakeText("-"..Damage.."", "Bodoni", .4, 0, 0, 0, 0, 0, 91, Hit.CFrame)
- end))
- end
- end
- end
- end
- function FindNearestHumanoidPart(Position, range)
- local Dis = range
- local Par = nil
- local Noid = nil
- for _, c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- if hum and hum ~= Humanoid then
- for _, p in pairs(hum.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- local mag = (p.Position - Position).magnitude
- if mag <= Dis then
- Par = p
- Dis = mag
- Noid = hum
- end
- end
- end
- end
- end
- return Par, Noid
- end
- function FindNearestHumanoidPartWithIgnoreList(Position, range, IgnoreList)
- local Dis = range
- local Par = nil
- local Noid = nil
- local function CheckIfListed(h)
- local safe = true
- for _, p in pairs(IgnoreList) do
- if p == h then
- safe = false
- end
- end
- return safe
- end
- for _, c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- if hum and hum ~= Humanoid then
- local safe = CheckIfListed(hum)
- if safe then
- for _, p in pairs(hum.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- local mag = ((p.Position - Position).magnitude)-(p.Size.Magnitude/2)
- if mag <= Dis then
- Par = p
- Dis = mag
- Noid = hum
- end
- end
- end
- end
- end
- end
- return Par, Noid
- end
- function FindAllNearestHumanoids(Position, Range)
- local NearestHumanoids = {}
- local function CheckIfListed(h)
- local listed = false
- for i,hu in pairs(NearestHumanoids) do
- if hu[1] == h then
- listed = true
- end
- end
- return listed
- end
- for _, c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- local listed = CheckIfListed(hum)
- if hum and hum ~= Humanoid and not listed then
- local Dis = Range
- local Par = nil
- for _, p in pairs(hum.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- local mag = ((p.Position - Position).magnitude)-(p.Size.Magnitude/2)
- if mag <= Dis then
- Par = p
- Dis = mag
- end
- end
- end
- if Par then
- table.insert(NearestHumanoids, {hum, Par})
- end
- end
- end
- return NearestHumanoids
- end
- function FindAllNearestHumanoidsWithIgnoreList(Position, Range, IgnoreList)
- local NearestHumanoids = {}
- local function CheckIfListedInNH(h)
- local listed = false
- for i,hu in pairs(NearestHumanoids) do
- if hu[1] == h then
- listed = true
- end
- end
- return listed
- end
- for _, c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- local function CheckIfListed(h)
- local safe = true
- for _, p in pairs(IgnoreList) do
- if p == h then
- safe = false
- end
- end
- return safe
- end
- local safe = CheckIfListed(hum)
- local listed = CheckIfListedInNH(hum)
- if hum and hum ~= Humanoid and safe and not listed then
- local Dis = Range
- local Par = nil
- for _, p in pairs(hum.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- local mag = ((p.Position - Position).magnitude)-(p.Size.Magnitude/2)
- if mag <= Dis then
- Par = p
- Dis = mag
- end
- end
- end
- if Par then
- table.insert(NearestHumanoids, {hum, Par})
- end
- end
- end
- return NearestHumanoids
- end
- function MagniDamage(Part, range, isRan, mindam, maxdam, hkb, knock, lf, lfd, comp, DType, hEffect, dur, hd, dd, soe, soid, sopit, sovol)
- for _, c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- if hum and hum ~= Humanoid then
- local Dis = range
- local Par = nil
- for _, p in pairs(hum.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- local mag = ((p.Position - Part.Position).magnitude)-(p.Size.Magnitude/2)
- if mag <= Dis then
- Par = p
- Dis = mag
- end
- end
- end
- if Par then
- DamageFunction(Par, isRan, mindam, maxdam, hkb, knock, lf, lfd, comp, DType, hEffect, Part, dur, hd, dd, soe, soid, sopit, sovol)
- end
- end
- end
- end
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- function Triangle(a, b, c, tcol, tmat)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b-a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- return
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Inst('WedgePart', F3)
- w1.Material = tmat
- w1.BrickColor = BC(tcol)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vec(0.2, width, len1)
- w1.Size = sz
- local sp = Inst("SpecialMesh",w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vec(0,1,1) * sz/w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Transparency = 0.7
- debServ:AddItem(w1,25)
- coroutine.resume(coroutine.create(function()
- for t = .7, 1.045, .045 do
- runServ.Stepped:wait()
- w1.Transparency = t
- end
- debServ:AddItem(w1, 0)
- end))
- w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- table.insert(list,w1)
- end
- if len2 > 0.01 then
- local w2 = Inst('WedgePart', F3)
- w2.Material = tmat
- w2.BrickColor = BC(tcol)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vec(0.2, width, len2)
- w2.Size = sz
- local sp = Inst("SpecialMesh",w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vec(0,1,1) * sz/w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Transparency = 0.7
- debServ:AddItem(w2,25)
- coroutine.resume(coroutine.create(function()
- for t = .7, 1.045, .045 do
- runServ.Stepped:wait()
- w2.Transparency = t
- end
- debServ:AddItem(w2, 0)
- end))
- w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- table.insert(list,w2)
- end
- return unpack(list)
- end
- function Bringer()
- for i, d in pairs(DragTable) do
- if d then
- if d:IsA("BodyPosition") then
- local tem = d:FindFirstChild("Time")
- if not tem then
- tem = Inst("NumberValue", d)
- tem.Name = "Time"
- tem.Value = 0
- end
- local Dur = d:FindFirstChild("Duration")
- if not Dur then
- Dur = Inst("NumberValue", d)
- Dur.Name = "Duration"
- Dur.Value = 1.5
- end
- if tem.Value < Dur.Value then
- tem.Value = tem.Value+.1
- d.P = 20000
- d.Position = Drag_To_Part.Position
- else
- debServ:AddItem(tem, 0)
- debServ:AddItem(Dur, 0)
- debServ:AddItem(d, 0)
- table.remove(DragTable, i)
- end
- end
- end
- end
- end
- ------------------------------------------------------------------------------------------------------------------------------------------------------
- function MagicBlock(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicB", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = cframe*Euler(rand(-50, 50), rand(-50, 50), rand(-50, 50))
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlock2(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicB", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlock3(brickCol, material, cframe, sx, sy, sz, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicB", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlock4(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicB", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- local cf = cframe
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- cf = cf * Cf(xInc, yInc, zInc)
- part.CFrame = cf * Euler(rand(-50, 50), rand(-50, 50), rand(-50, 50))
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlock5(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicB", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame * Cf(xInc, yInc, zInc)
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlock6(brickCol, material, cframe, sx, sy, sz, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicB", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame * Cf(xInc, yInc, zInc)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicCylinder(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicC", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "CylinderMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicCylinder2(brickCol, material, cframe, sx, sy, sz, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicC", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "CylinderMesh", Vec(sx, sy, sz), _, _)
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicWave(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicW", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=20329976", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicWave2(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicW", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=20329976", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame*CFrame.Angles(0, rad(10), 0)
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlast(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicBL", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=1323306", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicBlast2(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagiBL", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=1323306", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame*CFrame.Angles(0, rad(10), 0)
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicSphere(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicS", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "", "Sphere")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicSphere2(brickCol, material, cframe, sx, sy, sz, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicS", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "", "Sphere")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicSphere3(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicS", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "", "Sphere")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame * Cf(xInc, yInc, zInc)
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicSphere4(brickCol, material, cframe, sx, sy, sz, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicS", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "", "Sphere")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame * Cf(xInc, yInc, zInc)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicPettles(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicP", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "", "Sphere")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- local cf = cframe
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- cf = cf * Cf(xInc, yInc, zInc)
- part.CFrame = cf * Euler(rand(-50, 50), rand(-50, 50), rand(-50, 50))
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicPettles2(brickCol, material, cframe, sx, sy, sz, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicP", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "", "Sphere")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- local cf = cframe
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- cf = cf * Cf(xInc, yInc, zInc)
- part.CFrame = cf * Euler(rand(-50, 50), rand(-50, 50), rand(-50, 50))
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicRing(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicR", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = cframe*Euler(rand(-50, 50), rand(-50, 50), rand(-50, 50))
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicRing2(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicR", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicRing3(brickCol, material, cframe, sx, sy, sz, Delay)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicR", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicRing4(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicR", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- local cf = cframe
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- cf = cf * Cf(xInc, yInc, zInc)
- part.CFrame = cf * Euler(rand(-50, 50), rand(-50, 50), rand(-50, 50))
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicRing5(brickCol, material, cframe, sx, sy, sz, a1, a2, a3, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicR", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame * Cf(xInc, yInc, zInc)
- mesh.Scale = mesh.Scale + Vec(a1, a2, a3)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- function MagicRing6(brickCol, material, cframe, sx, sy, sz, Delay, xInc, yInc, zInc)
- local part, mesh = CreatePart("Part", F3, brickCol, material, 0, 0, "MagicR", Vec(.2, .2, .2), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(sx, sy, sz), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- part.CFrame = cframe
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(part, 30)
- debServ:AddItem(mesh, 30)
- while part.Transparency < 1 do
- runServ.Stepped:wait()
- part.CFrame = part.CFrame * Cf(xInc, yInc, zInc)
- part.Transparency = part.Transparency+Delay
- end
- debServ:AddItem(part, 0)
- debServ:AddItem(mesh, 0)
- end))
- end
- ------------------------------------------------------------------------------------------------------------------------------------------------------
- function StopRBLXAnims()
- for _, anim in pairs(Humanoid:GetPlayingAnimationTracks()) do
- anim:Stop()
- anim:Destroy()
- end
- end
- function EquipAnim()
- Humanoid.WalkSpeed = 0
- Animate.Disabled = true
- Debounces.Equipping = true
- StopRBLXAnims()
- RightShoulder.MaxVelocity = 5
- LeftShoulder.MaxVelocity = 5
- RightHip.MaxVelocity = 5
- LeftHip.MaxVelocity = 5
- RightShoulder.DesiredAngle = 0
- LeftShoulder.DesiredAngle = 0
- RightHip.DesiredAngle = 0
- LeftHip.DesiredAngle = 0
- Debounces.DisableJump = true
- WepWeld.Part0 = Holder
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf() * Euler(rad(90), 0, 0)
- WepWeld.C1 = Cf() * Euler(0, rad(180), 0)
- LeftShoulder.Part0 = nil
- LeftShoulder.Part1 = nil
- RightShoulder.Part0 = nil
- RightShoulder.Part1 = nil
- FLeftShoulder.Part0 = Torso
- FLeftShoulder.Part1 = LeftArm
- FLeftShoulder.C0 = NLSC0
- FLeftShoulder.C1 = NLSC1
- FRightShoulder.Part0 = Torso
- FRightShoulder.Part1 = RightArm
- FRightShoulder.C0 = NRSC0
- FRightShoulder.C1 = NRSC1
- RootJoint.Part0 = nil
- RootJoint.Part1 = nil
- FRootJoint.Part0 = RootPart
- FRootJoint.Part1 = Torso
- FRootJoint.C0 = NRJC0
- FRootJoint.C1 = NRJC1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = NLHC0
- FLeftHip.C1 = NLHC1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = NRHC0
- FRightHip.C1 = NRHC1
- FRootJoint.C0= Cf(0, 50, 0)
- FRootJoint.C1= Cf(0, 0, 0)
- wait(.2)
- for i = 0, .5, .1 do
- swait()
- local AnimSpeed = .6
- --HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- --HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- --WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- --WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-30),0,rad(30)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.4)*Euler(rad(50),0,rad(-6)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(30),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.8,0)*Euler(rad(-50),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1.2,-.3)*Euler(rad(-40),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.3,-.8)*Euler(rad(20),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,0,0)*Euler(0,0,0), AnimSpeed)
- end
- local groundC = "White"
- local groundM = "SmoothPlastic"
- local ground, _, _, material = workspace:FindPartOnRay(Ray.new(RootPart.Position, (RootPart.CFrame * Euler(rad(-90), 0, 0)).lookVector.Unit * 999),Character, true, true)
- if ground then
- groundC = ground.BrickColor.Name
- groundM = material
- end
- MagicWave(groundC, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), .4, .2, .4, 2.2, .6, 2.2, .08)
- MagicRing2(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0) * Euler(rad(90), 0, 0), .6, .6, .1, 4.2, 4.2, .2, .08)
- MagicSphere(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), 6, 6, 6, 20.2, 20.2, 20.2, .04)
- MagicRing(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), 1, 1, .1, 4, 4, .2, .04)
- MagicRing(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), .8, .8, .1, 4, 4, .2, .04)
- MagicRing(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), .6, .6, .1, 4, 4, .2, .04)
- MagicRing(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), .4, .4, .1, 4, 4, .2, .04)
- MagicRing(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0), .2, .2, .1, 4, 4, .2, .04)
- MagniDamage(RootPart, 25, true, 21, 22, true, 80, false, 0, true, "Knockdown", "Blood", .1, false, 0, true, HitSounds.Blunt.Med, 1, .5)
- local SlamS = Sound(RootPart, "142070127", 1, 1, false)
- debServ:AddItem(SlamS, 3)
- for i = 0, rand(10, 15), 1 do
- local size = rand(1, 5)
- local part = CreatePart("Part", F3, groundC, groundM, 0, 0, "Block", Vec(size, size, size), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(1, 1, 1), _, _)
- part.CFrame = RootPart.CFrame * Cf(rand(-15, 15), -3, rand(-15, 15)) * Euler(rad(rand(-180, 180)), rad(rand(-180, 180)),rad(rand(-180, 180)))
- coroutine.resume(coroutine.create(function()
- wait(2)
- for t = 0, 1, .1 do
- runServ.Stepped:wait()
- part.Transparency = t
- end
- debServ:AddItem(part, 0)
- end))
- end
- wait(2)
- for i = 0, 3, .1 do
- swait()
- local AnimSpeed = .1
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-30),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- end
- chatServ:Chat(Head, "Let's get started.", 2)
- wait(.5)
- CurrentSpeed[1] = 8
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- Humanoid.JumpPower = 90
- Debounces.Equipped = true
- Debounces.Equipping = false
- Debounces.DisableJump = false
- end
- function ClickCombo()
- Debounces.Attacking = true
- if Mode == 0 then
- elseif Mode == 1 then
- if Attack_Num == 1 then
- Attack_Num = 2
- for i = 0, 1, .1 do
- swait()
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.1)*Euler(rad(80),0,rad(-60)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(0,0,rad(60)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-60),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-4),rad(-10),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.54)*Euler(rad(-6),rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- local slash = Sound(Handle, "234365573", 1, .6, false)
- debServ:AddItem(slash, 3)
- c1 = nil
- c2 = nil
- RootPart.Velocity = RootPart.CFrame.lookVector*50
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 6, 7, true, 15, false, 0, true, "Normal", "None", RootPart, .25, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- local hit2 = Hit_Box2.Touched:connect(function(part) DamageFunction(part, true, 6, 7, true, 15, false, 0, true, "Normal", "None", RootPart, .25, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- for i = 0, .8, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(8),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.2,0.5,-.5)*Euler(0,0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-130),0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.1)*Euler(rad(-20),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(10),0,rad(-30)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(40),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,.3)*Euler(rad(-4),rad(-30),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.15)*Euler(rad(-6),rad(10),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- hit:disconnect()
- hit2:disconnect()
- elseif Attack_Num == 2 then
- Attack_Num = 3
- for i = 0, 1, .1 do
- swait()
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(0),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.2,0.5,-.5)*Euler(0,0,rad(120)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-100),0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.35,-.2)*Euler(rad(30),0,rad(20)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(0,rad(-10),rad(-50)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-10),rad(70),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.3)*Euler(rad(4),rad(-30),rad(8)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.15)*Euler(rad(-6),rad(10),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- local slash = Sound(Handle, "234365549", 1, .8, false)
- debServ:AddItem(slash, 3)
- c1 = nil
- c2 = nil
- RootPart.Velocity = RootPart.CFrame.lookVector*60
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 7, 8, true, 15, false, 0, true, "Normal", "None", RootPart, .25, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- local hit2 = Hit_Box2.Touched:connect(function(part) DamageFunction(part, true, 7, 8, true, 15, false, 0, true, "Normal", "None", RootPart, .25, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- for i = 0, .8, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(0),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-10),0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.1)*Euler(rad(-30),0,rad(-25)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(0,0,rad(30)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.2,0)*Euler(rad(-20),rad(-30),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-20),rad(-10),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,0)*Euler(rad(16),rad(30),rad(-10)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- hit:disconnect()
- hit2:disconnect()
- elseif Attack_Num == 3 then
- Attack_Num = 4
- Humanoid.WalkSpeed = 4
- Debounces.DisableJump = true
- local swing = Sound(RightLeg, "169445092", .7, .8, false)
- debServ:AddItem(swing, 3)
- for i = 0, 1.2, .1 do
- swait()
- MagniDamage(RightLeg, 4, true, 4, 5, false, {0, 52}, false, 0, false, "SkyRocket", "None", .5, false, 0, true, HitSounds.Sharp.Small, 1, .5)
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(rad(-25),0,rad(12)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(-25),0,rad(-12)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(20),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,-.4)*Euler(rad(130),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-22),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- local swing = Sound(RightLeg, "169445073", 1.2, .8, false)
- debServ:AddItem(swing, 3)
- for i = .5, 0, -.1 do
- swait()
- MagniDamage(RightLeg, i*8, false, 0, 0, false, {1, 4}, false, 0, true, "Knockdown2", "Sphere", 0, false, 0, true, HitSounds.Sharp.Small, 1, .5)
- if i <= .3 then
- Humanoid.WalkSpeed = 0
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(rad(-30),0,rad(12)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(-30),0,rad(-12)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(10),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-20),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,-.6)*Euler(rad(22),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(12),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- local ground = workspace:FindPartOnRay(Ray.new(RightLeg.Position, (RightLeg.CFrame * Euler(rad(-90), 0, 0)).lookVector.Unit * 2),Character, true, true)
- if ground then
- local SlamS = Sound(RightLeg, "142070127", 1, 1, false)
- debServ:AddItem(SlamS, 3)
- MagicWave(ground.BrickColor.Name, "SmoothPlastic", RightLeg.CFrame * Cf(0, -.8, 0), .1, .1, .1, .5, .1, .5, .08)
- MagniDamage(RightLeg, 5, true, 5, 6, false, {20, -20}, false, 0, true, "Knockdown2", "L-Blood", .2, false, 0, true, "440145223", 1.3, .5)
- swait(.2/FrameRate)
- else
- MagniDamage(RightLeg, 9, true, 1, 2, false, {0, 10}, false, 0, true, "Knockdown2", "Blood", .2, false, 0, true, HitSounds.Sharp.Small, 1, .5)
- swait(.5/FrameRate)
- end
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- elseif Attack_Num == 4 then
- Attack_Num = 1
- Humanoid.WalkSpeed = 5
- Debounces.DisableJump = true
- for i = 0, 1.2, .1 do
- swait()
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,.6)*Euler(rad(0),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.4,-.4)*Euler(rad(160),0,0), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.3,0.8,-.95)*Euler(rad(130),0,rad(50)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(0,0,rad(40)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(-5),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- local slash = Sound(Handle, "234365549", 1, .5, false)
- debServ:AddItem(slash, 3)
- c1 = nil
- c2 = nil
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 9, 10, true, 5, false, 0, true, "Normal", "Sphere", RootPart, .1, false, _, true, HitSounds.Blunt.Med, 1.4, .4) end)
- local hit2 = Hit_Box2.Touched:connect(function(part) DamageFunction(part, true, 9, 10, true, 5, false, 0, true, "Normal", "Sphere", RootPart, .1, false, _, true, HitSounds.Blunt.Med, 1.4, .4) end)
- Humanoid.WalkSpeed = 0
- for i = 0, .5, .1 do
- swait()
- local x = Hit_Box2
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.8,.6)*Euler(rad(150),0,rad(-40)), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,rad(-5),0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-65),rad(-40)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-20),0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-.5)*Euler(rad(20),0,rad(60)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(10),0,rad(-40)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.6,0)*Euler(0,rad(60),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(rad(10),0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-50),rad(0),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,-.4)*Euler(rad(10),rad(0),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- hit:disconnect()
- hit2:disconnect()
- local ground, pos = workspace:FindPartOnRay(Ray.new(Hit_Box.Position, (Hit_Box.CFrame * Euler(0, rad(-90), 0)).lookVector.Unit * 2), Character, true, true)
- if ground then
- local SlamS = Sound(Hit_Box, "157878578", .3, 1.5, false)
- debServ:AddItem(SlamS, 3)
- MagicWave(ground.BrickColor.Name, "SmoothPlastic", Cf(pos), .3, .3, .3, 1, .5, 1, .08)
- MagniDamage(Hit_Box, 7, true, 6, 7, true, 50, false, 0, true, "Normal", "Blood", .1, false, 0, true, "440145223", 1.3, .5)
- for i = 0, rand(6, 12), 1 do
- local size = rand(.2, .8)
- local part = CreatePart("Part", F3, ground.BrickColor.Name, ground.Material.Name, 0, 0, "Block", Vec(size, size, size), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(1, 1, 1), _, _)
- part.CFrame = Cf(pos) * Cf(rand(-5, 5), 0, rand(-5, 5)) * Euler(rad(rand(-180, 180)), rad(rand(-180, 180)),rad(rand(-180, 180)))
- coroutine.resume(coroutine.create(function()
- wait(2)
- for t = 0, 1, .1 do
- runServ.Stepped:wait()
- part.Transparency = t
- end
- debServ:AddItem(part, 0)
- end))
- end
- swait(.2/FrameRate)
- else
- swait(.4/FrameRate)
- end
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- end
- elseif Mode == 2 then
- elseif Mode == 3 then
- elseif Mode == 4 then
- end
- Debounces.Attacking = false
- coroutine.resume(coroutine.create(function()
- if Attack_Num ~= 1 then
- local ln = Attack_Num
- for i = 0, 20, .1 do
- runServ.Stepped:wait()
- if Attack_Num ~= ln then
- --print("aa, u cliked!")
- break
- end
- end
- if Attack_Num == ln then
- --print("ur slow fam")
- Attack_Num = 1
- end
- end
- end))
- end
- function BlossomingDoom()
- if retr.Value >= 15 then
- Debounces.Attacking = true
- Debounces.DisableJump = true
- retr.Value = retr.Value-15
- local released = false
- local attacking = false
- local bcount = {0, 1}
- Mouse.KeyUp:connect(function(key)
- if key == "z" then
- released = true
- end
- end)
- Humanoid.WalkSpeed = 0
- coroutine.resume(coroutine.create(function()
- while not attacking do
- Humanoid.WalkSpeed = 0
- swait()
- local AnimSpeed = .4
- change = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(0,0,rad(50+2*cos(sine/6))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(100),0,rad(-50-2*cos(sine/6))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(22),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+2*cos(sine/6)),0,rad(40)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1+.1*cos(sine/20),0)*Euler(rad(-30),0,rad(-10)), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(40),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1-.1*cos(sine/20),0)*Euler(rad(17),0,rad(5)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(12),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.7-.1*cos(sine/20),0)*Euler(rad(24),0,rad(-10)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-25),0), AnimSpeed)
- end
- end))
- swait(.1/FrameRate)
- if retr.Value > 0 then
- repeat
- swait()
- bcount[1] = bcount[1]+.1
- if bcount[1] >= 2 then
- bcount[2] = bcount[2]+1
- bcount[1] = 0
- end
- if bcount[2] > 1 then
- retr.Value = retr.Value-.4
- for i = 0, rand(3,6), 1 do
- MagicSphere4(Colour1, "Neon", (Hit_Box2.CFrame * Cf(-.5, 0, 0)) * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), .8, 8, .8, .2, 0, 3, 0)
- end
- if rand(1, 4) == 4 then
- MagicSphere(Colour1, "Neon", Hit_Box2.CFrame * Cf(-.5, 0, 0), 2, 2, 2, 4, 4, 4, .1)
- end
- end
- until released or retr.Value == 0 or bcount[2] >= 6
- end
- attacking = true
- RootPart.Velocity = RootPart.CFrame.lookVector*-30
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 6, 7, true, 50, false, 0, true, "Normal", "None", RootPart, .1, false, _, true, HitSounds.Blunt.Med, 1.4, .4) end)
- local hit2 = Hit_Box2.Touched:connect(function(part) DamageFunction(part, true, 6, 7, true, 50, false, 0, true, "Normal", "None", RootPart, .1, false, _, true, HitSounds.Blunt.Med, 1.4, .4) end)
- c1 = nil
- c2 = nil
- local slash = Sound(Handle, "234365573", 1, 1.1, false)
- debServ:AddItem(slash, 3)
- chatServ:Chat(Head, "Blossoming Doom!", 2)
- for i = 0, .5, .1 do
- swait()
- local x = Hit_Box2
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(rad(170),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(100),0,rad(-20)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(22),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6),0,rad(20)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.1,0)*Euler(rad(10),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(20),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,0)*Euler(rad(-15),0,rad(5)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(15),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,0)*Euler(rad(-8),0,rad(-10)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-20),0), AnimSpeed)
- end
- local look = RootPart.CFrame
- local function Blossom(num)
- coroutine.resume(coroutine.create(function()
- local ed = bcount[2]
- MagicRing2(Colour1, "Neon", look * Cf(0, -3, -6*num) * Euler(rad(90), 0, 0), 1, 1, 1, 1.5, 1.5, 0, .1)
- local orb = CreatePart("Part", F3, Colour1, "Neon", .5, 0, "Point", Vec(1, 1, 1), Vec(0, 0, 0), Vec(0, 0, 0), "SpecialMesh", Vec(6, 6, 6), "", "Sphere")
- orb.CFrame = look * Cf(0, -3, -6*num)
- orb.Anchored = false
- orb.CanCollide = false
- local lau = Sound(orb, 233091161, 1, .8, false)
- debServ:AddItem(lau, 3)
- local vel = Inst("BodyVelocity", orb)
- vel.MaxForce = Vec(0, huge, 0)
- vel.Velocity = Vec(0, 50, 0)
- for i = .5, 1.025, .025 do
- swait()
- MagniDamage(orb, 5, false, 0, .1, false, {0, 65}, false, 0, true, "SkyRocket", "None", 0, false, 0, true, HitSounds.Sharp.Small, 1.4, .4)
- orb.Transparency = i
- MagicBlock(Colour2, "SmoothPlastic", orb.CFrame , 15, 15, 15, 4, 4, 4, .1)
- end
- orb.Anchored = true
- MagicSphere(Colour1, "Neon", orb.CFrame , 50, 50, 50, 10, 10, 10, .1)
- MagniDamage(orb, 20, false, 0, 8*(ed/3), false, {50, 30}, true, 4, true, "SkyRocket", "B-Blood", 0, false, 0, true, "440145223", 1.3, .5)
- for i = 0, rand(10,12), 1 do
- MagicPettles(Colour1, "Neon", orb.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), .15, 10, .15, .1, 4, .1, .04, 0, 2, 0)
- end
- local boom = Sound(orb, "233091183", .6, .8, false)
- debServ:AddItem(boom, 3)
- debServ:AddItem(orb, 3)
- end))
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, bcount[2], 1 do
- Blossom(i)
- swait(.2/FrameRate)
- end
- end))
- hit:disconnect()
- hit2:disconnect()
- swait(.5/FrameRate)
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- Debounces.Attacking = false
- Debounces.DisableJump = false
- end
- end
- function Devour()
- if retr.Value >= 60 then
- Debounces.Attacking = true
- Debounces.DisableJump = true
- retr.Value = retr.Value-60
- local released = false
- local attacking = false
- local ed = {0, 1}
- Mouse.KeyUp:connect(function(key)
- if key == "v" then
- released = true
- end
- end)
- for i = 0, 1, .1 do
- Humanoid.WalkSpeed = 0
- swait()
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(-.3,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),rad(-60),rad(105)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5,.2)*Euler(rad(80),0,rad(75)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(80),0,rad(-20)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6),0,rad(60)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-6),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(60),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.05)*Euler(rad(-3),rad(-10),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-.9,.5)*Euler(0,rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- end
- chatServ:Chat(Head, "Awaken..", 2)
- ObjVals.Eye1.Weld.C0 = Cf(0, .15, -0.003)
- ObjVals.Eye2.Weld.C0 = Cf(0, .15, 0.003)
- coroutine.resume(coroutine.create(function()
- for i = 0, .85, .07 do
- swait()
- ObjVals.Eye1.Mesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.Mesh.Scale = Vec(i, 1.1, .46)
- end
- end))
- for i = 0, .9, .1 do
- swait()
- ObjVals.Eye1.EBMesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.EBMesh.Scale = Vec(i, 1.1, .46)
- end
- Humanoid.WalkSpeed = 3
- if not released and retr.Value > 0 then
- repeat swait()
- ed[1] = ed[1]+.1
- if ed[1] >= 3 then
- ed[2] = ed[2]+1
- ed[1] = 0
- end
- retr.Value = retr.Value-0.5
- if Current_Anim == "Idle" then
- local AnimSpeed = .4
- change = .5
- HWeld.C0=clerp(HWeld.C0,Cf(-.3,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),rad(-60),rad(105)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5+.1*cos(sine/20),.2)*Euler(rad(80+2*cos(sine/20)),0,rad(75)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53+.1*cos(sine/20),0)*Euler(rad(80+2*cos(sine/20)),0,rad(-20)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+1*cos(sine/15)),0,rad(60)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1+.1*cos(sine/20),0)*Euler(rad(-6),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(60),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8-.1*cos(sine/20),.05)*Euler(rad(-3),rad(-10),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-.9-.1*cos(sine/20),.5)*Euler(0,rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- elseif Current_Anim == "Dashing" then
- local AnimSpeed = .4
- change = .5
- HWeld.C0=clerp(HWeld.C0,Cf(-.3,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),rad(-60),rad(105)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5+.1*cos(sine/20),.2)*Euler(rad(80+2*cos(sine/20)),0,rad(75)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53+.1*cos(sine/20),0)*Euler(rad(80+2*cos(sine/20)),0,rad(-20)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+1*cos(sine/15)),0,rad(60)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-6),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(60),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.05)*Euler(rad(-3),rad(-10),rad(10+10*cos(sine/5))), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-.9,.5)*Euler(0,rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-5-10*cos(sine/5)),0,0), AnimSpeed)
- end
- until released or retr.Value == 0 or ed[2] >= 4
- end
- ObjVals.M1.DesiredAngle = rad(35)
- ObjVals.M1.MaxVelocity = rad(2.5)
- ObjVals.M2.DesiredAngle = rad(-35)
- ObjVals.M2.MaxVelocity = rad(2.5)
- local rawr = Sound(Handle, 511715134, 1, 1.5, false)
- debServ:AddItem(rawr, 3)
- chatServ:Chat(Head, "And..", 2)
- ObjVals.Awakened = true
- for i = 0, 3, .1 do
- Humanoid.WalkSpeed = 0
- swait()
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(-.35,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),rad(-65),rad(105)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5,.2)*Euler(rad(80),0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(80),0,rad(-80)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(12),0,rad(70)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-6),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(80),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.05)*Euler(rad(-3),rad(-10),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-.9,.5)*Euler(0,rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- end
- ObjVals.M1.DesiredAngle = rad(0)
- ObjVals.M1.MaxVelocity = rad(.15)
- ObjVals.M2.DesiredAngle = rad(0)
- ObjVals.M2.MaxVelocity = rad(.15)
- local point = CreatePart("Part", F2, "White", "SmoothPlastic", 1, 0, "Point", Vec(1, 1, 1), Vec(0, 0, 0), Vec(0, 0, 0), "BlockMesh", Vec(1, 1, 1), _, _)
- point.Anchored = false
- point.CanCollide = false
- local w = Inst("Weld", point)
- w.Part0 = RootPart
- w.Part1 = point
- w.C0 = Cf(-.5, .4, -6)
- chatServ:Chat(Head, "Devour!", 2)
- for i = 1, 0, -.1 do
- MagicSphere4(Colour1, "Neon", Handle.CFrame * Cf(.6, 1, .5) * Euler(rad(-25), 0, rad(25)), .5, 10, .5, .2, 0, -2, 0)
- MagicSphere4(Colour1, "Neon", Handle.CFrame * Cf(-.6, 1, .5) * Euler(rad(-25), 0, rad(-25)), .5, 10, .5, .2, 0, -2, 0)
- MagicSphere4(Colour1, "Neon", Handle.CFrame * Cf(.6, 1, -.5) * Euler(rad(25), 0, rad(25)), .5, 10, .5, .2, 0, -2, 0)
- MagicSphere4(Colour1, "Neon", Handle.CFrame * Cf(-.6, 1, -.5) * Euler(rad(25), 0, rad(-25)), .5, 10, .5, .2, 0, -2, 0)
- RootPart.Velocity = RootPart.CFrame.lookVector*80
- Humanoid.WalkSpeed = 0
- swait()
- if i > 0.1 then
- MagniDamage(point, 4, false, 0, 0, true, 75, false, 0, true, "Normal", "Sphere", 0, false, 0, true, HitSounds.Sharp.Small, 1.3, .5)
- else
- MagniDamage(point, 6, false, 0, 0, true, -10, false, 0, true, "Normal", "Sphere", 0, false, 0, true, HitSounds.Sharp.Small, 1.3, .5)
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(-.4,-.7,0)*Euler(0,0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),rad(-110),rad(90)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(-90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(60)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(60),0,rad(-80)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(30),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(12),0,rad(-50)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.15,0)*Euler(0,0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(-80),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.4,-.7,.5)*Euler(0,rad(-50),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,.05)*Euler(rad(-3),rad(10),rad(-3)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector*0
- ObjVals.M1.MaxVelocity = rad(4)
- ObjVals.M2.MaxVelocity = rad(4)
- repeat swait() until ObjVals.M1.CurrentAngle < 0.2 and ObjVals.M2.CurrentAngle < 0.2
- MagicSphere(Colour1, "Neon", point.CFrame , 30, 30, 30, 5, 5, 5, .05)
- MagicRing2(Colour1, "Neon", point.CFrame * Euler(rad(90), 0, 0) , 5, 5, .5, 5, 5, .5, .05)
- for i = 0, rand(10,12), 1 do
- MagicPettles(Colour1, "Neon", point.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), .1, 8, .1, .1, 4, .1, .02, 0, 2, 0)
- end
- local slam = Sound(Handle, 383635050, .4, 1.5, false)
- debServ:AddItem(slam, 3)
- repeat swait()
- MagniDamage(point, 8, false, 0, 25*ed[2], true, 110, true, 3, true, "Stun", "B-Blood", .3, false, 0, true, HitSounds.Body.Blood, 1.3, .5)
- until ObjVals.M1.CurrentAngle == 0 and ObjVals.M2.CurrentAngle == 0
- ObjVals.Awakened = false
- debServ:AddItem(point, 0)
- coroutine.resume(coroutine.create(function()
- for i = .85, 0, -.07 do
- swait()
- ObjVals.Eye1.Mesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.Mesh.Scale = Vec(i, 1.1, .46)
- end
- end))
- for i = .9, 0, -.1 do
- swait()
- ObjVals.Eye1.EBMesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.EBMesh.Scale = Vec(i, 1.1, .46)
- end
- ObjVals.Eye1.Mesh.Scale = Vec(0, 1.1, .46)
- ObjVals.Eye2.Mesh.Scale = Vec(0, 1.1, .46)
- ObjVals.Eye1.EBMesh.Scale = Vec(0, 1.1, .46)
- ObjVals.Eye2.EBMesh.Scale = Vec(0, 1.1, .46)
- swait(.6/FrameRate)
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- Debounces.Attacking = false
- Debounces.DisableJump = false
- end
- end
- function Retrive()
- swait(.05/FrameRate)
- local ang = 0
- local k = Mouse.KeyDown:connect(function(key)
- if key == "s" then
- ang = 45
- elseif key == "w" and Current_Anim == "Falling" then
- ang = -45
- end
- end)
- swait(.05/FrameRate)
- if retr.Value >= 10 and MCD.Retrive[1] >= MCD.Retrive[2] then
- Debounces.Attacking = true
- Debounces.DisableJump = true
- retr.Value = retr.Value-10
- Humanoid.WalkSpeed = 0
- for i = 0, 1.5, .1 do
- swait()
- RootPart.Velocity = Vec(0, 0, 0)
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(-.35,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),rad(-65),rad(105)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5,.2)*Euler(rad(80),0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(80),0,rad(-80)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(12),0,rad(70)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-6+ang),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(80),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.05)*Euler(rad(-3+ang),rad(-10),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-.9,.5)*Euler(rad(ang),rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- end
- k:disconnect()
- for i = 0, .5, .1 do
- swait()
- RootPart.Velocity = Vec(0, 0, 0)
- local AnimSpeed = .55
- HWeld.C0=clerp(HWeld.C0,Cf(-.4,-.7,0)*Euler(0,0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),rad(-110),rad(91)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(-90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(60)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(60),0,rad(-80)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(30),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(12),0,rad(-50)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(1,-1.15,0)*Euler(rad(ang),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(-80),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.4,-.7,.5)*Euler(rad(ang),rad(-50),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,.05)*Euler(rad(-3+ang),rad(10),rad(-3)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- MagicRing2("White", "Neon", Handle.CFrame * Euler(rad(90), 0, 0) , 1, 1, .1, 1, 1, .1, .07)
- local l = Inst("Part", F2)
- l.Anchored = true
- l.CanCollide = false
- l.Locked = true
- l.Size = Vec(3.2,3.2,.2)
- l.Transparency = 1
- l.Position = Handle.Position
- l.Rotation = RootPart.Rotation
- local v = Inst("BodyVelocity", l)
- v.MaxForce = Vec(huge, huge, huge)
- local lo = (l.CFrame * Euler(rad(ang), 0, 0)).lookVector
- v.Velocity = lo*20
- coroutine.resume(coroutine.create(function()
- swait(.2/FrameRate)
- MagicRing2(Colour1, "Neon", Handle.CFrame * Euler(rad(90), 0, 0) , 2, 2, .1, 1, 1, .1, .07)
- local bo = Sound(Handle, "144699494", 1, 1.5, false)
- debServ:AddItem(bo, 3)
- v.Velocity = lo*120
- end))
- WepWeld.Part0 = l
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf() * Euler(rad(90), 0, 0)
- l.Anchored = false
- local gg = Inst("BodyGyro", l)
- gg.MaxTorque = Vec(0, 0, 0)
- gg.CFrame = l.CFrame
- gg.MaxTorque = Vec(0, 100, 0)
- local throw = Sound(Holder, "166423113", 1, .4, false)
- debServ:AddItem(throw, 3)
- local look = (RootPart.CFrame * Euler(rad(ang), 0, 0)).lookVector
- if Current_Anim ~= "Falling" then
- look = RootPart.CFrame.lookVector
- end
- local s = -120
- RootPart.Velocity = look*s
- local hit = {false, false, {nil, nil}}
- local timer = {0, 10}
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- repeat swait()
- if s >= 0 then
- Mode0Anims()
- else
- s = s+6
- RootPart.Velocity = look*s
- end
- timer[1] = timer[1]+.1
- local part, pos = workspace:FindPartOnRay(Ray.new(l.Position, l.CFrame.lookVector.Unit * -5.5), Character, true, true)
- if part and not hit[1] then
- local noid = FindHum(part.Parent)
- if noid then
- chatServ:Chat(Head, "You're mine!", 2)
- hit[1] = true
- hit[2] = true
- local h = hit[3]
- h[1] = noid
- h[2] = part
- DamageFunction(part, true, 8, 10, false, 0, false, 0, true, "FreezeStun", "B-Blood", RootPart, .21, false, _, true, HitSounds.Blunt.Med, 1.4, .4)
- Debounces.KeyStrokeEnabled = true
- else
- if part.CanCollide == true then
- local wh = Sound(Handle, "247879481", 1, .8, false)
- debServ:AddItem(wh, 3)
- hit[1] = true
- end
- end
- end
- until hit[1] or timer[1] >= timer[2] or Handle.Position.Y < -250
- Humanoid.WalkSpeed = 0
- Handle.Anchored = true
- WepWeld.Part0 = nil
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf() * Euler(0, 0, 0)
- debServ:AddItem(l, 0)
- debServ:AddItem(v, 0)
- debServ:AddItem(gg, 0)
- Handle.Velocity = Vec(0, 0, 0)
- local other = false
- coroutine.resume(coroutine.create(function()
- repeat swait()
- if InputCommand == "42642626D" and retr.Value >= 55 then
- other = true
- Debounces.Successful_KeyStroke = true
- Debounces.KeyStrokeEnabled = false
- end
- until other or not Debounces.KeyStrokeEnabled
- end))
- if hit[1] then
- local bp = Inst("BodyPosition", RootPart)
- bp.Name = DecName
- bp.Position = RootPart.Position
- bp.MaxForce = Vec(huge, huge, huge)
- for i = 0, 1.2, .1 do
- swait()
- local AnimSpeed = .4
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.6,0)*Euler(rad(-30),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(10),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(rad(-30),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-10),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,5,0)*Euler(rad(-20),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,-.5)*Euler(rad(-8),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,-.4)*Euler(rad(-20),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- chatServ:Chat(Head, "Retrive.", 2)
- swait(.2/FrameRate)
- for i = 0, .4, .1 do
- swait()
- local AnimSpeed = .55
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-32),0,rad(20)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-32),0,rad(-20)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,5,0)*Euler(rad(25),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-35),0,rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(15),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-35),0,rad(-10)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-15),0), AnimSpeed)
- end
- MagicSphere(Colour1, "Neon", Torso.CFrame , 60, 60, 60, -3, -3, -3, .06)
- MagicBlock(Colour2, "SmoothPlastic", Torso.CFrame , 62, 62, 62, -3, -3, -3, .06)
- for i = 0, rand(15,20), 1 do
- MagicSphere4(Colour1, "Neon", Torso.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))) * Cf(0, 10, 0), 5, 5, 5, .06, 0, 10, 0)
- end
- local warp = Sound(RootPart, "181004943", 1, 1.2, false)
- debServ:AddItem(warp, 3)
- Humanoid.AutoRotate = false
- swait(.4/FrameRate)
- HWeld.C0=Cf(-.4,-.7,0)*Euler(0,0,0)
- HWeld.C1=Cf(0,0,0)*Euler(0,0,0)
- WepWeld.C0=Cf(0,0,0)*Euler(rad(-90),rad(-110),rad(91))
- WepWeld.C1=Cf(0,0,0)*Euler(0,rad(-90),0)
- FRightShoulder.C0=Cf(1.5,0.5,0)*Euler(rad(90),0,rad(60))
- FRightShoulder.C1=Cf(0,0.5,0)*Euler(0,0,0)
- FLeftShoulder.C0=Cf(-1.5,0.53,0)*Euler(rad(60),0,rad(-80))
- FLeftShoulder.C1=Cf(0,0.5,0)*Euler(0,rad(30),0)
- Neck.C0=NNC0 *Euler(rad(12),0,rad(-50))
- Neck.C1=NNC1 *Euler(0,0,0)
- FRootJoint.C0=Cf(0,-1.15,0)*Euler(0,0,0)
- FRootJoint.C1=Cf(0,-1,0)*Euler(0,rad(-80),0)
- FRightHip.C0=Cf(1.4,-.7,.5)*Euler(0,rad(-50),rad(10))
- FRightHip.C1=Cf(1,1,0)*Euler(rad(-5),0,0)
- FLeftHip.C0=Cf(-1.5,-.8,.05)*Euler(rad(-3),rad(10),rad(-3))
- FLeftHip.C1=Cf(-1,1,0)*Euler(0,0,0)
- local aaa = false
- if not Debounces.ProtectionEnabled then
- aaa = true
- Debounces.ProtectionEnabled = true
- end
- debServ:AddItem(bp, 0)
- WepWeld.Part0 = Holder
- WepWeld.Part1 = Handle
- MagicSphere(Colour1, "Neon", Torso.CFrame , 60, 60, 60, 3, 3, 3, .06)
- MagicBlock(Colour2, "SmoothPlastic", Torso.CFrame , 62, 62, 62, 3, 3, 3, .06)
- for i = 0, rand(15,20), 1 do
- MagicPettles(Colour1, "Neon", Torso.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), .1, 8, .1, .1, 4, .1, .03, 0, 2, 0)
- end
- local back = Sound(RootPart, "181004943", 1, 2.2, false)
- debServ:AddItem(back, 3)
- swait(.2/FrameRate)
- if aaa then
- Debounces.ProtectionEnabled = false
- end
- Debounces.Can_Double_Jump = true
- RootPart.Velocity = RootPart.CFrame.lookVector*1
- swait(.2/FrameRate)
- Debounces.KeyStrokeEnabled = false
- Handle.Anchored = false
- if hit[2] then
- if other then
- RootPart.Velocity = RootPart.CFrame.lookVector*-20
- ObjVals.Eye1.Weld.C0 = Cf(0, .15, -0.003)
- ObjVals.Eye2.Weld.C0 = Cf(0, .15, 0.003)
- coroutine.resume(coroutine.create(function()
- for i = 0, .85, .07 do
- swait()
- ObjVals.Eye1.Mesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.Mesh.Scale = Vec(i, 1.1, .46)
- end
- end))
- for i = 0, .9, .1 do
- swait()
- ObjVals.Eye1.EBMesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.EBMesh.Scale = Vec(i, 1.1, .46)
- end
- ObjVals.M1.DesiredAngle = rad(40)
- ObjVals.M1.MaxVelocity = rad(2)
- ObjVals.M2.DesiredAngle = rad(-40)
- ObjVals.M2.MaxVelocity = rad(2)
- local rawr = Sound(Handle, 511715134, 1, .9, false)
- debServ:AddItem(rawr, 3)
- local h = hit[3]
- for i, p in pairs(EnemiesHit) do
- if p[1] == h[1] then
- p[2] = false
- p[3] = "Cancel"
- end
- end
- local g = Inst("BodyGyro", h[2])
- g.MaxTorque = Vec(0, 500, 0)
- g.P = 8000
- g.CFrame = Cf(h[2].Position - RootPart.Position)
- DamageFunction(h[2], false, 0, 5, false, 0, false, 0, false, "FreezeStun", "None", RootPart, 1, false, _, true, HitSounds.Body.Blood, 1.4, .4)
- chatServ:Chat(Head, "Now...", 2)
- for i = 0, 2.5, .1 do
- swait()
- local AnimSpeed = .3
- HWeld.C0=clerp(HWeld.C0,Cf(-.35,-1,0)*Euler(rad(6.5),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),rad(-65),rad(105)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5,.2)*Euler(rad(80),0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(80),0,rad(-80)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(12),0,rad(70)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,10)*Euler(rad(-6+ang),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(80),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.05)*Euler(rad(-3+ang),rad(-10),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-.9,.5)*Euler(rad(ang),rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- end
- chatServ:Chat(Head, "Tare..", 2)
- swait(.5/FrameRate)
- retr.Value = retr.Value-55
- RootPart.CFrame = RootPart.CFrame * Cf(0, 0, -45)
- local woosh = Sound(RootPart, 156386031, 1, 1.6, false)
- debServ:AddItem(woosh, 6)
- local nu = 5.5
- for i = nu, -nu, -(nu/2.5) do
- MagicSphere(Colour1, "Neon", RootPart.CFrame * Cf(0, i, 38) , 2.4, 2.4, 60, -.05, -.05, 20, .03)
- MagicSphere(Colour2, "SmoothPlastic", RootPart.CFrame * Cf(0, i, 38) , 2.8, 2.8, 65, -.05, -.05, 20, .03)
- end
- ObjVals.M1.DesiredAngle = rad(0)
- ObjVals.M1.MaxVelocity = rad(60)
- ObjVals.M2.DesiredAngle = rad(0)
- ObjVals.M2.MaxVelocity = rad(60)
- ObjVals.Eye1.Weld.C0 = Cf(0, -.15, -0.003)
- ObjVals.Eye2.Weld.C0 = Cf(0, -.15, 0.003)
- local slam = Sound(Handle, 383635050, .6, 1.5, false)
- debServ:AddItem(slam, 3)
- MagicSphere(Colour1, "Neon", Hit_Box.CFrame * Cf(0, 0, -.1) , 30, 30, 30, 5, 5, 5, .05)
- MagicRing2(Colour1, "Neon", Hit_Box.CFrame * Cf(0, 0, -.1) * Euler(rad(90), 0, 0) , 5, 5, .5, 5, 5, .5, .05)
- for i = 0, rand(10,12), 1 do
- MagicPettles(Colour1, "Neon", Hit_Box.CFrame * Cf(0, 0, -.1) * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), .1, 8, .1, .1, 4, .1, .02, 0, 2, 0)
- end
- for i = 0, .4, .1 do
- swait()
- local AnimSpeed = .8
- HWeld.C0=clerp(HWeld.C0,Cf(-.4,-.7,0)*Euler(0,0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),rad(-110),rad(91)), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(-90),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(60)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(rad(60),0,rad(-80)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(30),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(12),0,rad(-50)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(-.1,-1.15,0)*Euler(rad(ang),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(-80),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.4,-.7,.5)*Euler(rad(ang),rad(-50),rad(10)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(rad(-5),0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,.05)*Euler(rad(-3+ang),rad(10),rad(-3)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- ObjVals.Awakened = true
- for i, p in pairs(EnemiesHit) do
- if p[1] == h[1] then
- p[2] = false
- p[3] = "Cancel"
- end
- end
- debServ:AddItem(g, 0)
- coroutine.resume(coroutine.create(function()
- for i = 1, 20, 1 do
- swait(.05/FrameRate)
- DamageFunction(h[2], false, 0, 1.25, true, rand(-80, 80), true, 3, true, "Stun", "Slashed", RootPart, 0.04, false, _, true, HitSounds.Sharp.Small, 1.4, 1.6)
- end
- swait(.7/FrameRate)
- local kachow = Sound(h[2], 233856079, 1, 1.6, false)
- debServ:AddItem(kachow, 6)
- MagicSphere(Colour1, "Neon", h[2].CFrame , 150, 150, 150, 5, 5, 5, .04)
- for i = 1, 3, 1 do
- MagicRing(Colour1, "Neon", h[2].CFrame , 8*i, 8*i, .5, 5, 5, .5, .04)
- end
- DamageFunction(h[2], false, 0, 20, false, {100, 70}, true, 3, true, "SkyRocket", "B-Blood", RootPart, .3, false, _, true, HitSounds.Blunt.Large, 1.4, 1.6)
- ObjVals.Awakened = false
- end))
- swait(.3/FrameRate)
- ObjVals.M1.DesiredAngle = rad(0)
- ObjVals.M1.MaxVelocity = rad(2.2)
- ObjVals.M2.DesiredAngle = rad(0)
- ObjVals.M2.MaxVelocity = rad(2.2)
- coroutine.resume(coroutine.create(function()
- for i = .85, 0, -.07 do
- swait()
- ObjVals.Eye1.Mesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.Mesh.Scale = Vec(i, 1.1, .46)
- end
- end))
- for i = .9, 0, -.1 do
- swait()
- ObjVals.Eye1.EBMesh.Scale = Vec(i, 1.1, .46)
- ObjVals.Eye2.EBMesh.Scale = Vec(i, 1.1, .46)
- end
- ObjVals.Eye1.Mesh.Scale = Vec(0, 1.1, .46)
- ObjVals.Eye2.Mesh.Scale = Vec(0, 1.1, .46)
- ObjVals.Eye1.EBMesh.Scale = Vec(0, 1.1, .46)
- ObjVals.Eye2.EBMesh.Scale = Vec(0, 1.1, .46)
- MCD.Retrive[1] = -.2
- else
- RootPart.Velocity = RootPart.CFrame.lookVector*30
- for i = 0, .4, .1 do
- swait()
- local AnimSpeed = .55
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(8),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.2,0.5,-.5)*Euler(0,0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-130),0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.1)*Euler(rad(-20),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(10),0,rad(-30)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(40),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,.3)*Euler(rad(-4),rad(-30),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.15)*Euler(rad(-6),rad(10),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- local h = hit[3]
- for i, p in pairs(EnemiesHit) do
- if p[1] == h[1] then
- p[2] = false
- p[3] = "Cancel"
- end
- end
- DamageFunction(h[2], true, 12, 13, true, 15, false, 0, true, "Normal", "None", RootPart, .5, false, _, true, HitSounds.Blunt.Small, 1.4, .4)
- local slash = Sound(Handle, "234365573", 1, .6, false)
- debServ:AddItem(slash, 3)
- c1 = nil
- c2 = nil
- RootPart.Velocity = RootPart.CFrame.lookVector*-50
- local hit3 = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 8, 9, true, 15, false, 0, true, "Normal", "None", RootPart, .25, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- local hit2 = Hit_Box2.Touched:connect(function(part) DamageFunction(part, true, 8, 9, true, 15, false, 0, true, "Normal", "None", RootPart, .25, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- for i = 0, 2.5, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(80)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.1)*Euler(rad(80),0,rad(-60)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(0,0,rad(60)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-60),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-4),rad(-10),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.54)*Euler(rad(-6),rad(50),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- hit3:disconnect()
- hit2:disconnect()
- MCD.Retrive[1] = MCD.Retrive[2]/2.5
- end
- else
- MCD.Retrive[1] = MCD.Retrive[2]/1.05
- end
- Humanoid.AutoRotate = true
- else
- Debounces.KeyStrokeEnabled = false
- Handle.Anchored = false
- WepWeld.Part0 = nil
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf() * Euler(0, 0, 0)
- debServ:AddItem(l, 0)
- debServ:AddItem(v, 0)
- Handle.Velocity = Vec(0, 0, 0)
- MagicSphere(Colour1, "Neon", Hit_Box.CFrame , 60, 60, 60, -3, -3, -3, .06)
- MagicBlock(Colour2, "SmoothPlastic", Hit_Box.CFrame , 62, 62, 62, -3, -3, -3, .06)
- for i = 0, rand(15,20), 1 do
- MagicSphere4(Colour1, "Neon", Hit_Box.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))) * Cf(0, 10, 0), 5, 5, 5, .06, 0, 10, 0)
- end
- local warp = Sound(Hit_Box, "181004943", 1, 1.2, false)
- debServ:AddItem(warp, 3)
- MCD.Retrive[1] = 0
- coroutine.resume(coroutine.create(function()
- swait(.2/FrameRate)
- WepWeld.Part0 = Holder
- WepWeld.Part1 = Handle
- MagicSphere(Colour1, "Neon", Hit_Box.CFrame , 60, 60, 60, 3, 3, 3, .06)
- MagicBlock(Colour2, "SmoothPlastic", Hit_Box.CFrame , 62, 62, 62, 3, 3, 3, .06)
- for i = 0, rand(15,20), 1 do
- MagicPettles(Colour1, "Neon", Hit_Box.CFrame * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), .1, 8, .1, .1, 4, .1, .03, 0, 2, 0)
- end
- local back = Sound(Hit_Box, "181004943", 1, 2.2, false)
- debServ:AddItem(back, 3)
- local chance = rand(1, 5)
- if chance == 1 then
- chatServ:Chat(Head, "Damn..", 2)
- elseif chance == 2 then
- chatServ:Chat(Head, "Someone was lucky...", 2)
- elseif chance == 3 then
- chatServ:Chat(Head, "Impossible..", 2)
- elseif chance == 4 then
- chatServ:Chat(Head, "How'd I miss?", 2)
- elseif chance == 5 then
- chatServ:Chat(Head, "Nothing..", 2)
- end
- end))
- end
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- Debounces.Attacking = false
- Debounces.DisableJump = false
- end
- end
- function CondemningFlames()
- Debounces.Attacking = true
- Debounces.DisableJump = true
- retr.Value = retr.Value-35
- if Current_Anim == "Falling" or Current_Anim == "Jumping" then
- Humanoid.WalkSpeed = 60
- RootPart.Velocity = Vector3.new(0, 225, 0)
- local j = Sound(RootPart,"158149887", .5, .9, false)
- debServ:AddItem(j, 2)
- MagicRing2(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0) * Euler(rad(90), 0, 0), .1, .1, .1, .8, .8, 0, .06)
- local noscope = 0
- for i = 0, 1.6, .1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope+30
- end
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(50),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(50),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10+noscope),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(8),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.5,-.3)*Euler(rad(11),0,0), AnimSpeed)
- end
- end
- for i = 0, 2.5, .1 do
- swait()
- local AnimSpeed = .2
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(-.3,0,0)*Euler(rad(-90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(35),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.1,1.3,0.15)*Euler(rad(190),0,rad(-35)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.1,1.3,0.15)*Euler(rad(190),0,rad(35)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-6),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,.1)*Euler(rad(-10),rad(-8),rad(5)), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.1)*Euler(rad(-10),rad(8),rad(-5)), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- c1 = nil
- c2 = nil
- local slash = Sound(Handle, "234365549", 1, .7, false)
- debServ:AddItem(slash, 3)
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 5, 6, false, {0, 2}, false, 0, true, "Knockdown2", "None", RootPart, 0, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- local hit2 = Hit_Box2.Touched:connect(function(part) DamageFunction(part, true, 5, 6, false, {0, 2}, false, 0, true, "Knockdown2", "None", RootPart, 0, false, _, true, HitSounds.Blunt.Small, 1.4, .4) end)
- for i = 0, .5, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local AnimSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(-.3,0,0)*Euler(rad(-90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(35),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.1,0.5,-0.25)*Euler(rad(55),0,rad(-35)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.1,0.5,-0.25)*Euler(rad(55),0,rad(35)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(18),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.6,0)*Euler(rad(-60),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.7,-.8)*Euler(rad(-20), 0, 0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.7,-.7)*Euler(rad(40), 0, 0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,0,0)*Euler(0,0,0), AnimSpeed)
- end
- if Current_Anim == "Falling" then
- local hitG = false
- repeat swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .1, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- until Current_Anim ~= "Falling"
- end
- Humanoid.WalkSpeed = 0
- hit:disconnect()
- hit2:disconnect()
- chatServ:Chat(Head, "Condemning Flames!", 2)
- MCD.CondemningFlames[1] = 0
- local position = Inst("Part", F3)
- position.Anchored = true
- position.CanCollide = false
- position.Locked = true
- position.Transparency = 1
- position.CFrame = RootPart.CFrame * Cf(0, -3, -8)
- debServ:AddItem(position, 3)
- local blast = Sound(position, "165969964", 1, 1.3, false)
- debServ:AddItem(blast, 3)
- MagicRing2(Colour1, "Neon", position.CFrame * Euler(rad(90), 0, 0) , 4, 4, .5, 5, 5, .5, .04)
- MagicBlast(Colour1, "Neon", position.CFrame * Cf(0, 4, 0) , 2, 10, 2, 3, 10, 3, .06)
- MagicBlast(Colour2, "Neon", position.CFrame * Cf(0, 3, 0) , 1.5, 8, 1.5, -2.5, 8, -2.5, .04)
- MagicBlock(Colour1, "Neon", position.CFrame, 35, 35, 35, 2, 2, 2, .04)
- MagicBlock(Colour2, "SmoothPlastic", position.CFrame, 45, 45, 45, 2, 2, 2, .04)
- MagicWave2(Colour1, "Neon", position.CFrame, 30, 60, 30, -4, -4, -4, .04)
- local IgnoreList = {}
- local rangie = 20
- for i = 0, 4, 1 do
- local po = Inst("Part")
- po.Anchored = true
- po.CanCollide = false
- po.Locked = true
- po.Transparency = 1
- po.CFrame = position.CFrame * Cf(0, rangie*i, 0)
- debServ:AddItem(po, .5)
- MagniDamage(po, rangie, false, 0, 16, true, {40, 50}, true, 3, true, "SkyRocket", "Blood", .1, false, 0, true, HitSounds.Sharp.Large, 1.3, .5)
- local fiyas = FindAllNearestHumanoidsWithIgnoreList(po.Position, rangie, IgnoreList)
- for _, p in pairs(fiyas) do
- if p then
- local noid = p[1]
- local par = p[2]
- if noid and par then
- table.insert(IgnoreList, noid)
- coroutine.resume(coroutine.create(function()
- local fire = true
- coroutine.resume(coroutine.create(function()
- repeat swait(.1/FrameRate)
- if rand(0, 2) == 2 then
- MagicBlock4(Colour2, "Neon", par.CFrame, 15, 15, 15, -.2, -.2, -.2, .02, 0, .5, 0)
- else
- MagicBlock4(Colour1, "Neon", par.CFrame, 15, 15, 15, -.2, -.2, -.2, .02, 0, .5, 0)
- end
- if rand(0, 2) == 2 then
- MagicBlock4(Colour2, "Neon", par.CFrame, 15, 15, 15, -.2, -.2, -.2, .02, 0, .5, 0)
- else
- MagicBlock4(Colour1, "Neon", par.CFrame, 15, 15, 15, -.2, -.2, -.2, .02, 0, .5, 0)
- end
- until not fire
- end))
- for i = 1, 20, 1 do
- swait(1/FrameRate)
- if par and noid then
- DamageFunction(par, false, 0, 2, false, 0, true, 1, true, "Normal", "None", RootPart, 0, false, _, false, _, _, _)
- end
- end
- fire = false
- end))
- end
- end
- end
- end
- swait(.5/FrameRate)
- MCD.CondemningFlames[1] = 0
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- Debounces.Attacking = false
- Debounces.DisableJump = false
- end
- function KeyStrokesAttacks()
- if InputCommand == "26426D" then
- if viewMode == 0 and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Mode == 1 then
- if retr.Value >= 35 and MCD.CondemningFlames[1] >= MCD.CondemningFlames[2] then
- Debounces.Successful_KeyStroke = true
- CondemningFlames()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- end
- end
- end
- ------------------------------------------------------------------------------------------------------------------------------------------------------
- local Input_Time = .8
- local Input_MaxTime = .8
- local Input_Addition = .2
- local Input_Lose = .1
- local Max_Input = 12
- local Running_Timer = false
- function Input_Timer()
- if not Running_Timer then
- --print("Timer Started")
- Running_Timer = true
- repeat wait() Input_Time = Input_Time-Input_Lose until Input_Time <= 0.1 or Debounces.Successful_KeyStroke or string.len(InputCommand) == Max_Input or Debounces.KeyStroke_CoolDown
- local function TweenTransCol(p, newCol, i)
- p.TextColor3 = newCol
- p:TweenPosition(Ud2(.125*i, 0, -3, 0),_, "Linear", .5, true)
- debServ:AddItem(p, 1)
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, .04 do
- swait()
- p.TextTransparency = i
- p.TextStrokeTransparency = i
- end
- end))
- end
- if Input_Time <= 0.1 and not Debounces.Successful_KeyStroke then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(170/255, 0, 0), i)
- end
- end
- InputFrameTable = {}
- InputCommand = ""
- end
- if string.len(InputCommand) == Max_Input then
- wait()
- if not Debounces.Successful_KeyStroke then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(170/255, 0, 0), i)
- end
- end
- InputFrameTable = {}
- InputCommand = ""
- end
- end
- if Debounces.Successful_KeyStroke then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(0, 1, 0), i)
- end
- end
- InputFrameTable = {}
- InputCommand = ""
- end
- if Debounces.KeyStroke_CoolDown then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(1, 170/255, 0), i)
- end
- end
- InputFrameTable = {}
- InputCommand = ""
- end
- Debounces.Successful_KeyStroke = false
- Debounces.KeyStroke_CoolDown = false
- Input_Time = Input_MaxTime
- Running_Timer = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if Debounces.Enabled and string.len(InputCommand) ~= Max_Input then
- if viewMode == 0 then
- if key == "w" or key == "a" or key == "s" or key == "d" or key == "q" or key == "e" or key == "c" or key == "x" then
- if key == "w" then
- InputCommand = InputCommand.."8"
- elseif key == "s" then
- InputCommand = InputCommand.."2"
- elseif key == "a" then
- InputCommand = InputCommand.."4"
- elseif key == "d" then
- InputCommand = InputCommand.."6"
- elseif key == "x" then
- InputCommand = InputCommand.."A"
- elseif key == "c" then
- InputCommand = InputCommand.."B"
- elseif key == "e" then
- InputCommand = InputCommand.."C"
- elseif key == "q" then
- InputCommand = InputCommand.."D"
- end
- local newKP = KPTemplate:Clone()
- newKP.Parent = KP
- newKP.Text = string.upper(key)
- if Input_Time < Input_MaxTime then
- Input_Time = Input_Time+Input_Addition
- end
- table.insert(InputFrameTable, newKP)
- for i, p in pairs(InputFrameTable) do
- if p == newKP then
- newKP:TweenPosition(Ud2(.125*i, 0, 0, 0),_, "Linear", .08, true)
- end
- end
- coroutine.resume(coroutine.create(function()
- KeyStrokesAttacks()
- end))
- Input_Timer()
- end
- end
- end
- end)
- --[[if Mode == 0 then
- elseif Mode == 1 then
- elseif Mode == 2 then
- elseif Mode == 3 then
- elseif Mode == 4 then
- end--]]
- Mouse.Button1Down:connect(function()
- if Debounces.Equipped and not Debounces.Attacking and not Debounces.Equipping and viewMode == 0 then
- ClickCombo()
- end
- end)
- Mouse.KeyDown:connect(function(key)
- --print("Key:", key)
- if key == "0" and Debounces.Equipped and not Debounces.Attacking and not Debounces.Equipping and viewMode == 0 then
- if Current_Anim == "Walking" or Current_Anim == "Idle" then
- Debounces.Dashing = true
- Humanoid.WalkSpeed = CurrentSpeed[1]+CurrentSpeed[2]+45
- swait(.1/FrameRate)
- repeat runServ.Stepped:wait() Humanoid.WalkSpeed = CurrentSpeed[1]+CurrentSpeed[2]+45 until Current_Anim == "Idle" or Current_Anim == "Falling" or Current_Anim == "Jumping" or Debounces.Attacking or Debounces.Equipping or Debounces.Successful_KeyStroke or not Debounces.Dashing
- Debounces.Dashing = false
- if Humanoid.WalkSpeed > CurrentSpeed[1] then
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- end
- --[[elseif Current_Anim == "Dashing" then
- Debounces.Dashing = false
- if Humanoid.WalkSpeed > CurrentSpeed[1] then
- Humanoid.WalkSpeed = CurrentSpeed[1] + CurrentSpeed[2]
- end--]]
- end
- end
- if key == " " and Debounces.Equipped and not Debounces.Equipping and Debounces.Can_Double_Jump and not Debounces.DisableJump then
- Debounces.Can_Double_Jump = false
- Debounces.DoubleJumping = true
- RootPart.Velocity = Vec(0, 140, 0)
- local noscope = 0
- if not Debounces.DoubleJumpAnim then
- Debounces.AnimOverride = true
- Debounces.DoubleJumpAnim = true
- Current_Anim = "Double Jumping"
- local j = Sound(RootPart,"158149887", .5, 1, false)
- debServ:AddItem(j, 2)
- MagicRing2(Colour1, "SmoothPlastic", RootPart.CFrame * Cf(0, -3, 0) * Euler(rad(90), 0, 0), .1, .1, .1, .8, .8, 0, .06)
- if Mode == 0 then
- local noscope = 0
- for i = 0, 1.5, .1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope+30
- end
- if not Debounces.Attacking then
- local AnimSpeed = .4
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(50),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(50),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10+noscope),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(8),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.5,-.3)*Euler(rad(11),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- end
- elseif Mode == 1 then
- local noscope = 0
- for i = 0, 1.6, .1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope+30
- end
- if not Debounces.Attacking then
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(50),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(50),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10+noscope),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(8),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.5,-.3)*Euler(rad(11),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- end
- elseif Mode == 2 then
- elseif Mode == 3 then
- elseif Mode == 4 then
- end
- Current_Anim = "Falling"
- Debounces.DoubleJumpAnim = false
- Debounces.AnimOverride = false
- end
- Debounces.DoubleJumping = false
- end
- if key == "p" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Mode < 2 then
- swait()
- Debounces.KeyStrokeEnabled = not Debounces.KeyStrokeEnabled
- end
- if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Mode == 1 and not Debounces.KeyStrokeEnabled then
- BlossomingDoom()
- end
- if key == "v" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Mode == 1 and not Debounces.KeyStrokeEnabled then
- Devour()
- end
- if key == "x" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Mode == 1 and not Debounces.KeyStrokeEnabled then
- Retrive()
- end
- if key == "c" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Mode == 1 and not Debounces.KeyStrokeEnabled then
- end
- if key == "h" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- retr.Value = retr.MaxValue
- end
- if key == "[" then
- Debounces.ProtectionEnabled = not Debounces.ProtectionEnabled
- local hint = Inst("Hint", Player.PlayerGui)
- local add = "Enabled"
- if not Debounces.ProtectionEnabled then
- add = "Disabled"
- end
- hint.Text = "Protection: "..add
- debServ:AddItem(hint, .7)
- end
- if key == "]" then
- if Overpower == 1 then
- Overpower = 100
- local hint = Inst("Hint", Player.PlayerGui)
- hint.Text = "Overpowered moves enabled."
- debServ:AddItem(hint, .7)
- else
- Overpower = 1
- local hint = Inst("Hint", Player.PlayerGui)
- hint.Text = "Overpowered moves disabled."
- debServ:AddItem(hint, .7)
- end
- end
- end)
- coroutine.resume(coroutine.create(function()
- while true do
- if not Debounces.KeyStrokeEnabled then
- swait(.7/FrameRate)
- retr.Value = retr.Value+1
- else
- swait()
- end
- end
- end))
- retr.Changed:connect(function()
- RMB:TweenSize(Ud2((retr.Value/retr.MaxValue), 0, 1, 0),_, "Linear", .3, true)
- RML.Text = retr.Value
- end)
- local chb = false
- local LH = Humanoid.Health
- coroutine.resume(coroutine.create(function()
- while true do
- runServ.Stepped:wait()
- if GuardH.Value == GuardH.MaxValue then
- for i = 0, 1.2, .1 do
- runServ.Stepped:wait()
- bba.BackgroundColor3 = bba.BackgroundColor3:lerp(Col3(0, 0, 1), .15)
- end
- runServ.Stepped:wait()
- for i = 0, 1.2, .1 do
- runServ.Stepped:wait()
- bba.BackgroundColor3 = bba.BackgroundColor3:lerp(Col3(0, 170/255, 127/255), .15)
- end
- else
- for i = 0, 1.2, .1 do
- runServ.Stepped:wait()
- bba.BackgroundColor3 = bba.BackgroundColor3:lerp(Col3(1, 170/255, 0), .15)
- end
- end
- end
- end))
- local cvh = false
- GuardH.Changed:connect(function()
- if not cvh then
- cvh = true
- bba:TweenSize(Ud2((GuardH.Value/GuardH.MaxValue), 0, 1, 0),_, "Linear", .3, true)
- wait(.05)
- cvh = false
- end
- end)
- Humanoid.Changed:connect(function(prop)
- if not GodMode then
- if Humanoid.Health == Humanoid.MaxHealth then
- for i = 0, 1, .1 do
- runServ.Stepped:wait()
- hpb.BackgroundColor3 = hpb.BackgroundColor3:lerp(Col3(0, 1, 127/255), .2)
- end
- elseif Humanoid.Health < Humanoid.MaxHealth and Humanoid.Health > (Humanoid.MaxHealth/4) then
- for i = 0, 1, .1 do
- runServ.Stepped:wait()
- hpb.BackgroundColor3 = hpb.BackgroundColor3:lerp(Col3(1, 170/255, 0), .2)
- end
- elseif Humanoid.Health <= (Humanoid.MaxHealth/4) then
- for i = 0, 1, .1 do
- runServ.Stepped:wait()
- hpb.BackgroundColor3 = hpb.BackgroundColor3:lerp(Col3(1, 25/255, 0), .2)
- end
- end
- if Humanoid.Health ~= LH then
- if not chb then
- if Humanoid.Health < LH then
- chb = true
- local lh = Humanoid.Health
- hpb.Size = Ud2((Humanoid.Health/Humanoid.MaxHealth), 0, 1, 0)
- local T = 0
- repeat
- T = T+.1
- runServ.Stepped:wait()
- if Humanoid.Health < lh then
- lh = Humanoid.Health
- hpb.Size = Ud2((Humanoid.Health/Humanoid.MaxHealth), 0, 1, 0)
- T = 0
- end
- until T >= 2
- hpdb:TweenSize(Ud2((Humanoid.Health/Humanoid.MaxHealth), 0, 1, 0),_, "Linear", .3, true)
- LH = Humanoid.Health
- chb = false
- else
- chb = true
- hpb:TweenSize(Ud2((Humanoid.Health/Humanoid.MaxHealth), 0, 1, 0),_, "Linear", .3, true)
- hpdb:TweenSize(Ud2((Humanoid.Health/Humanoid.MaxHealth), 0, 1, 0),_, "Linear", .3, true)
- LH = Humanoid.Health
- wait(.3)
- chb = false
- end
- end
- end
- end
- end)
- runServ.RenderStepped:connect(function()
- Bringer()
- db.Text = "Dmg*("..Damage_Buff..")"
- if Debounces.KeyStrokeEnabled then
- KPTemplate.TextColor3 = Col3(1, 1, 1)
- KPTemplate.Text = ">"
- else
- KPTemplate.TextColor3 = Col3(1, 0, 0)
- KPTemplate.Text = "X"
- end
- if not GodMode then
- Humanoid.MaxHealth = Max_Health
- end
- if Debounces.ProtectionEnabled then
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
- else
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, true)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, true)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, true)
- end
- end)
- local SSS = 1
- Humanoid.Running:connect(function(speed)
- if speed > SSS then
- if not Debounces.Dashing and Humanoid.WalkSpeed == CurrentSpeed[1] + CurrentSpeed[2] then
- Current_Anim = "Walking"
- else
- Current_Anim = "Dashing"
- end
- Debounces.Can_Double_Jump = false
- elseif speed < SSS or speed == 0 then
- Current_Anim = "Idle"
- Debounces.Dashing = false
- Debounces.Can_Double_Jump = false
- end
- end)
- Humanoid.FreeFalling:connect(function()
- if Current_Anim ~= "Falling" then
- Current_Anim = "Falling"
- Debounces.Can_Double_Jump = true
- end
- end)
- Humanoid.Jumping:connect(function()
- Current_Anim = "Jumping"
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.JumpAnim and not Debounces.DisableJump then
- Debounces.Can_Double_Jump = true
- Debounces.AnimOverride = true
- Debounces.JumpAnim = true
- if Mode == 0 then
- for i = 0, .8, .1 do
- swait()
- if not Debounces.DoubleJumpAnim and not Debounces.Attacking then
- local AnimSpeed = .4
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.6,0)*Euler(rad(-30),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(10),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(rad(-30),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-10),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-20),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-8),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.5,-.8)*Euler(rad(-20),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- end
- elseif Mode == 1 then
- for i = 0, .8, .1 do
- swait()
- if not Debounces.DoubleJumpAnim and not Debounces.Attacking then
- local AnimSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.6,0)*Euler(rad(-30),0,rad(10)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(10),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(rad(-30),0,rad(-10)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-10),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-15),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-20),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-8),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.5,-.8)*Euler(rad(-20),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- end
- elseif Mode == 2 then
- elseif Mode == 3 then
- elseif Mode == 4 then
- end
- Current_Anim = "Falling"
- Debounces.JumpAnim = false
- Debounces.AnimOverride = false
- end
- end)
- Humanoid.Swimming:connect(function()
- Current_Anim = "Walking"
- Debounces.Can_Double_Jump = true
- end)
- Humanoid.Changed:connect(function()
- if Humanoid.PlatformStand and Debounces.ProtectionEnabled then
- Humanoid.PlatformStand = false
- end
- end)
- EquipAnim()
- function Mode0Anims()
- if Current_Anim == "Idle" then
- local AnimSpeed = .4
- change = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(0,0,rad(12+4*cos(sine/10))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(0,0,rad(-12-4*cos(sine/10))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+2*cos(sine/10)),0,rad(40)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1-.05*cos(sine/10),0)*Euler(rad(-6),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(40),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1+.05*cos(sine/10),.05)*Euler(rad(-3),rad(-10),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-1+.05*cos(sine/10),.5)*Euler(0,rad(40),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-6),0,0), AnimSpeed)
- elseif Current_Anim == "Walking" then
- local AnimSpeed = .4
- change = .65
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(10-30*cos(sine/5)),0,rad(8)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(10+30*cos(sine/5)),0,rad(-8)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+2*cos(sine/10)),0,rad(0+2*cos(sine/5))), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-10),rad(0-4*cos(sine/5)),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(0+30*cos(sine/5)),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(4),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(0-30*cos(sine/5)),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-4),0), AnimSpeed)
- elseif Current_Anim == "Dashing" then
- local AnimSpeed = .4
- change = 1
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5,0)*Euler(rad(20-60*cos(sine/3)),0,rad(4+30*cos(sine/3))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(10*cos(sine/3)),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(20+60*cos(sine/3)),0,rad(4+30*cos(sine/3))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(10*cos(sine/3)),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-16+2*cos(sine/3)),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.1,0)*Euler(rad(-40),rad(0-4*cos(sine/3)),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.6,-1,-.05)*Euler(rad(20+60*cos(sine/3)),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1.1,1,0)*Euler(0,rad(4),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.6,-1,-.05)*Euler(rad(20-60*cos(sine/3)),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1.1,1,0)*Euler(0,rad(-4),0), AnimSpeed)
- elseif Current_Anim == "Falling" then
- local AnimSpeed = .4
- change = .8
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.6,0)*Euler(0,0,rad(50+2*cos(sine/10))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(0,0,rad(-50-2*cos(sine/10))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(20+2*cos(sine/10)),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10),rad(0),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-20-2*cos(sine/10)),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(8+2*cos(sine/10)),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- end
- function Mode1Anims()
- if Current_Anim == "Idle" then
- local AnimSpeed = .4
- change = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(6.5-2*cos(sine/10)),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(0,0,rad(12+4*cos(sine/10))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(0,0,rad(-12-4*cos(sine/10))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+2*cos(sine/10)),0,rad(40)), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.95-.05*cos(sine/10),0)*Euler(rad(-6),0,0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(40),0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1+.05*cos(sine/10),.05)*Euler(rad(-3),rad(-10),0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.4,-1+.05*cos(sine/10),.5)*Euler(0,rad(40),0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(-6),0,0), AnimSpeed)
- elseif Current_Anim == "Walking" then
- local AnimSpeed = .4
- change = .65
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(6),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(12),0,rad(8)), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(10+30*cos(sine/5)),0,rad(-8)), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(6+2*cos(sine/10)),0,rad(0+2*cos(sine/5))), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.95,0)*Euler(rad(-10),rad(0-4*cos(sine/5)),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(0+30*cos(sine/5)),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(4),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(0-30*cos(sine/5)),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-4),0), AnimSpeed)
- elseif Current_Anim == "Dashing" then
- local AnimSpeed = .4
- change = 1
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(10),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.5,.2)*Euler(rad(-10),0,rad(12+4*cos(sine/10))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(70),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(20+60*cos(sine/3)),0,rad(-4+30*cos(sine/3))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-10*cos(sine/3)),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(-16+2*cos(sine/3)),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.1,0)*Euler(rad(-40),rad(0-4*cos(sine/3)),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.6,-1,-.05)*Euler(rad(20+60*cos(sine/3)),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1.1,1,0)*Euler(0,rad(4),0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.6,-1,-.05)*Euler(rad(20-60*cos(sine/3)),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1.1,1,0)*Euler(0,rad(-4),0), AnimSpeed)
- elseif Current_Anim == "Falling" then
- local AnimSpeed = .4
- change = .8
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-6),0,0), AnimSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), AnimSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), AnimSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.6,0)*Euler(0,0,rad(50+2*cos(sine/10))), AnimSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), AnimSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(0,0,rad(-50-2*cos(sine/10))), AnimSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0), AnimSpeed)
- Neck.C0=clerp(Neck.C0,NNC0 *Euler(rad(20+2*cos(sine/10)),0,0), AnimSpeed)
- Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10),rad(0),0), AnimSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-20-2*cos(sine/10)),0,0), AnimSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(8+2*cos(sine/10)),0,0), AnimSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)
- end
- end
- function Mode2Anims()
- if Current_Anim == "Idle" then
- elseif Current_Anim == "Walking" then
- elseif Current_Anim == "Dashing" then
- elseif Current_Anim == "Falling" then
- end
- end
- function Mode3Anims()
- if Current_Anim == "Idle" then
- elseif Current_Anim == "Walking" then
- elseif Current_Anim == "Dashing" then
- elseif Current_Anim == "Falling" then
- end
- end
- function Mode4Anims()
- if Current_Anim == "Idle" then
- elseif Current_Anim == "Walking" then
- elseif Current_Anim == "Dashing" then
- elseif Current_Anim == "Falling" then
- end
- end
- while true do
- swait(.01/FrameRate)
- for i, t in pairs(MCD) do
- if t[1] < t[2] then
- t[1] = t[1]+.03
- end
- end
- sine = sine + change
- if Debounces.Equipped and not Debounces.Attacking and not Debounces.AnimOverride and not Debounces.Equipping then
- if Mode == 0 then
- Mode0Anims()
- elseif Mode == 1 then
- Mode1Anims()
- elseif Mode == 2 then
- Mode2Anims()
- elseif Mode == 3 then
- Mode3Anims()
- elseif Mode == 4 then
- Mode4Anims()
- end
- end
- end
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