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- --dis wus easi xd
- --~Pix
- script.Parent = nil
- Meshes = {Blast = "20329976", Crown = "1323306", Ring = "3270017", Claw = "10681506", Crystal = "9756362", Coil = "9753878", Cloud = "1095708"}
- clangsounds = {"199149119", "199149109", "199149072", "199149025", "199148971"}
- hitsounds = {"131237241", "856713718", "281156569", "281156569", "281156569", "281156569"}
- blocksounds = {"199148933", "199148947"}
- armorsounds = {"199149321", "199149338", "199149367", "199149409", "199149452"}
- woosh = {Heavy1 = "320557353", Heavy2 = "320557382", Heavy3 = "320557453", Heavy4 = "199144226", Heavy5 = "203691447", Heavy6 = "203691467", Heavy7 = "203691492", Light1 = "320557413", Light2 = "320557487", Light3 = "199145095", Light4 = "199145146", Light5 = "199145887", Light6 = "199145913", Light7 = "199145841", Medium1 = "320557518", Medium2 = "320557537", Medium3 = "320557563", Medium4 = "199145204"}
- music = {Breaking = "179281636", FinalReckoning = "357375770", NotDeadYet = "346175829", Intense = "151514610", JumpP1 = "160536628", JumpP2 = "60536666", SonsOfWar = "158929777", WrathOfSea = "165520893", ProtectorsOfEarth = "160542922", SkyTitans = "179282324", ArchAngel = "144043274", Anticipation = "168614529", TheMartyred = "186849544", AwakeP1 = "335631255", AwakeP2 = "335631297", ReadyAimFireP1 = "342455387", ReadyAimFireP2 = "342455399", DarkLordP1 = "209567483", DarkLordP2 = "209567529", BloodDrainP1 = "162914123", BloodDrainP2 = "162914203", DanceOfSwords = "320473062", Opal = "286415112", Calamity = "190454307", Hypnotica = "155968128", Nemisis = "160453802", Breathe = "276963903", GateToTheRift = "270655227", InfernalBeserking = "244143404", Trust = "246184492", AwakeningTheProject = "245121821", BloodPain = "242545577", Chaos = "247241693", NightmareFictionHighStake = "248062278", TheWhiteWeapon = "247236446", Gale = "256851659", ImperialCode = "256848383", Blitzkrieg = "306431437", RhapsodyRage = "348690251", TheGodFist = "348541501", BattleForSoul = "321185592", TheDarkColossus = "305976780", EmpireOfAngels = "302580452", Kronos = "302205297", Exorcist = "299796054", CrimsonFlames = "297799220", UltimatePower = "295753229", DrivingInTheDark = "295753229", AscendToPower = "293860654", GodOfTheSun = "293612495", DarkRider = "293861765", Vengeance = "293375555", SoundOfWar = "293376196", HellsCrusaders = "293012202", Legend = "293011823", RisingSouls = "290524959"}
- misc = {GroundSlam = "199145477", LaserSlash = "199145497", RailGunFire = "199145534", Charge1 = "199145659", Charge2 = "169380469", Charge3 = "169380479", EmptyGun = "203691822", GunShoot = "203691837", Stomp1 = "200632875", Stomp2 = "200632561", TelsaCannonCharge = "169445572", TelsaCannonShoot = "169445602", AncientHymm = "245313442"}
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- it = Instance.new
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- cloaked = false
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- deb = false
- equipped = false
- hand = false
- MMouse = nil
- combo = 0
- mana = 0
- trispeed = 0.2
- attackmode = "none"
- local idle = 0
- local Anim = "Idle"
- local gun = false
- local shoot = false
- ShotTarget = RootPart
- player = nil
- mana = 0
- Humanoid:findFirstChild("Animator"):Destroy()
- print("Harbaceus loaded.")
- mouse = Player:GetMouse()
- RSH = nil
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- Colorpart1 = Torso.BrickColor.r
- Colorpart2 = Torso.BrickColor.g
- Colorpart3 = Torso.BrickColor.b
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- Mouse = Player:GetMouse()
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- swait = function(num)
- if num == 0 or num == nil then
- game:service("RunService").Heartbeat:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Heartbeat:wait(0)
- end
- end
- end
- fat = Instance.new("BindableEvent", script)
- fat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.033333333333333
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if frame <= tf then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- it = Instance.new
- nooutline = function(part)
- part.TopSurface = 10
- end
- part = function(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0, c1)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- wait(0.1)
- local Player = game.Players.localPlayer
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local cam = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local equipped = false
- local attack = false
- local Anim = "Idle"
- local idle = 0
- local sprint = false
- local battlestance = false
- local attacktype = 1
- local state = "none"
- local torsovelocity = RootPart.Velocity * Vector3.new(1, 0, 1).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local on = false
- local grabbed = false
- local skill1 = false
- local skill2 = false
- local skill3 = false
- local skill4 = false
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local co1 = 0
- local co2 = 0
- local co3 = 0
- local co4 = 0
- local inputserv = game:GetService("UserInputService")
- local typing = false
- local crit = false
- local critchance = 2
- local critdamageaddmin = 2
- local critdamageaddmax = 7
- local maxstamina = 100
- local stamina = 0
- local skill1stam = 0
- local skill2stam = 0
- local skill3stam = 0
- local skill4stam = 0
- local recovermana = 4
- local defensevalue = 1.2
- local speedvalue = 1
- local mindamage = 4
- local maxdamage = 7
- local damagevalue = 1
- local cf = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- local scrn = Instance.new("ScreenGui", Player.PlayerGui)
- makeframe = function(par, trans, pos, size, color)
- local frame = Instance.new("Frame", par)
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- return frame
- end
- makelabel = function(par, text)
- local label = Instance.new("TextLabel", par)
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = 0
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.SourceSansBold
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- end
- framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0.06, 0), skillcolorscheme)
- framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0.06, 0), skillcolorscheme)
- framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0.06, 0), skillcolorscheme)
- framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0.06, 0), skillcolorscheme)
- bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(1, 0, 1, 0), skillcolorscheme)
- bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(1, 0, 1, 0), skillcolorscheme)
- bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(1, 0, 1, 0), skillcolorscheme)
- bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(1, 0, 1, 0), skillcolorscheme)
- text1 = makelabel(framesk1, " ")
- text2 = makelabel(framesk2, " ")
- text3 = makelabel(framesk3, " ")
- text4 = makelabel(framesk4, " ")
- staminabar = makeframe(scrn, 1, ud(1, 0, 1, 0), ud(1, 0, 0.03, 0), c3(0.23921568627451, 0.67058823529412, 1))
- staminacover = makeframe(staminabar, 0, ud(0, 0, 0, 0), ud(0, 0, 0, 0), c3(0.23921568627451, 0.67058823529412, 1))
- staminatext = makelabel(staminabar, " ")
- healthbar = makeframe(scrn, 1, ud(0.37, 0, 0.82, 0), ud(0.26, 0, 0.03, 0), c3(1, 1, 0))
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(1, 0, 1, 0), c3(1, 0.18039215686275, 0.1921568627451))
- healthtext = makelabel(healthbar, "HP")
- local stats = Instance.new("Folder", Character)
- stats.Name = "Stats"
- local block = Instance.new("BoolValue", stats)
- block.Name = "Block"
- block.Value = false
- local stun = Instance.new("BoolValue", stats)
- stun.Name = "Stun"
- stun.Value = false
- local defense = Instance.new("NumberValue", stats)
- defense.Name = "Defence"
- defense.Value = defensevalue
- local speed = Instance.new("NumberValue", stats)
- speed.Name = "Speed"
- speed.Value = speedvalue
- local damagea = Instance.new("NumberValue", stats)
- damagea.Name = "Damage"
- damagea.Value = damagevalue
- makeeffect = function(par, size, pos1, trans, trans1, howmuch, delay1, id, type)
- local p = Instance.new("Part", par or workspace)
- p.CFrame = pos1
- p.Anchored = true
- p.Material = "Plastic"
- p.CanCollide = false
- p.TopSurface = 0
- p.Size = Vector3.new(1, 1, 1)
- p.BottomSurface = 0
- p.Transparency = trans
- p.FormFactor = "Custom"
- nooutline(p)
- local mesh = Instance.new("SpecialMesh", p)
- mesh.Scale = size
- if id ~= nil and type == nil then
- mesh.MeshId = "rbxassetid://" .. id
- else
- if id == nil and type ~= nil then
- mesh.MeshType = type
- else
- if id == nil and type == nil then
- mesh.MeshType = "Brick"
- end
- end
- end
- coroutine.wrap(function()
- for i = 0, delay1, 0.1 do
- wait(0.016666666666667)
- p.CFrame = p.CFrame
- mesh.Scale = mesh.Scale + howmuch
- p.Transparency = p.Transparency + trans1
- end
- p:Destroy()
- end)()
- return p
- end
- clangy = function(cframe)
- wait(0.016666666666667)
- local clang = {}
- local dis = 0
- local part = Instance.new("Part", nil)
- part.CFrame = cframe
- part.Anchored = true
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Crimson")
- part.FormFactor = "Custom"
- part.Name = "clanger"
- part.Size = Vector3.new(0.2, 0.2, 0.2)
- part.TopSurface = 10
- part.BottomSurface = 10
- part.RightSurface = 10
- part.LeftSurface = 10
- part.BackSurface = 10
- part.FrontSurface = 10
- part:BreakJoints()
- local mesh = Instance.new("BlockMesh", part)
- coroutine.wrap(function()
- for i = 1, 7 do
- do
- wait(0.016666666666667)
- dis = dis + 0.2
- local partc = part:clone()
- partc.Parent = workspace
- partc.CFrame = part.CFrame * CFrame.fromEulerAnglesXYZ(dis, 0, 0)
- partc.CFrame = partc.CFrame * CFrame.new(0, dis, 0)
- table.insert(clang, partc)
- end
- end
- for i,v in pairs(clang) do
- coroutine.wrap(function()
- for i = 1, 10 do
- wait(0.01)
- v.Transparency = v.Transparency + 0.1
- end
- v:destroy()
- end)()
- end
- end)()
- end
- circle = function(color, pos1)
- local p = Instance.new("Part", m)
- p.BrickColor = BrickColor.new(color)
- p.CFrame = pos1
- p.Anchored = true
- p.Material = "Plastic"
- p.CanCollide = false
- p.TopSurface = 0
- p.Size = Vector3.new(1, 1, 1)
- p.BottomSurface = 0
- p.Transparency = 0.35
- p.FormFactor = "Custom"
- local mesh = Instance.new("CylinderMesh", p)
- mesh.Scale = Vector3.new(0, 0, 0)
- coroutine.wrap(function()
- for i = 0, 5, 0.1 do
- wait(0.016666666666667)
- p.CFrame = p.CFrame
- mesh.Scale = mesh.Scale + Vector3.new(0.5, 0, 0.5)
- p.Transparency = p.Transparency + 0.025
- end
- p:Destroy()
- end)()
- end
- firespaz1 = function(color, pos1)
- local p = Instance.new("Part", m)
- p.BrickColor = BrickColor.new(color)
- p.CFrame = pos1
- p.Anchored = true
- p.Material = "Plastic"
- p.CanCollide = false
- p.TopSurface = 0
- p.Size = Vector3.new(1, 1, 1)
- p.BottomSurface = 0
- p.Transparency = 0.5
- p.FormFactor = "Custom"
- local mesh = Instance.new("BlockMesh", p)
- mesh.Scale = Vector3.new(1, 1, 1)
- coroutine.wrap(function()
- for i = 0, 15, 0.1 do
- wait(0.033333333333333)
- p.CFrame = p.CFrame * CFrame.new(0, 0.1, 0)
- mesh.Scale = mesh.Scale - Vector3.new(0.1, 0.1, 0.1)
- p.Transparency = p.Transparency + 0.025
- end
- p:Destroy()
- end)()
- end
- pickrandom = function(tablesa)
- local randomized = tablesa[math.random(1, #tablesa)]
- return randomized
- end
- sound = function(id, pitch, volume, par, last)
- local s = Instance.new("Sound", par or Torso)
- s.SoundId = "rbxassetid://" .. id
- s.Pitch = pitch or 1
- s.Volume = volume or 1
- wait()
- s:play()
- game.Debris:AddItem(s, last or 120)
- end
- clangy = function(cframe)
- wait(0.016666666666667)
- local clang = {}
- local dis = 0
- local part = Instance.new("Part", nil)
- part.CFrame = cframe
- part.Anchored = true
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Crimson")
- part.FormFactor = "Custom"
- part.Name = "clanger"
- part.Size = Vector3.new(0.2, 0.2, 0.2)
- part.TopSurface = 10
- part.BottomSurface = 10
- part.RightSurface = 10
- part.LeftSurface = 10
- part.BackSurface = 10
- part.FrontSurface = 10
- part:BreakJoints()
- local mesh = Instance.new("BlockMesh", part)
- coroutine.wrap(function()
- for i = 1, 7 do
- do
- wait(0.016666666666667)
- dis = dis + 0.2
- local partc = part:clone()
- partc.Parent = workspace
- partc.CFrame = part.CFrame * CFrame.fromEulerAnglesXYZ(dis, 0, 0)
- partc.CFrame = partc.CFrame * CFrame.new(0, dis, 0)
- table.insert(clang, partc)
- end
- end
- for i,v in pairs(clang) do
- coroutine.wrap(function()
- for i = 1, 10 do
- wait(0.01)
- v.Transparency = v.Transparency + 0.1
- end
- v:destroy()
- end)()
- end
- end)()
- end
- so = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end))
- end
- getclosest = function(obj, dis, player)
- if player.Torso.CFrame.p - obj.magnitude >= dis then
- do return not player end
- do
- local list = {}
- for i,v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") and v:findFirstChild("Torso") and v ~= Character and v.Torso.Position - obj.magnitude <= dis then
- table.insert(list, v)
- end
- end
- do return list end
- -- DECOMPILER ERROR: 3 unprocessed JMP targets
- end
- end
- end
- tag = function(hum, player)
- local creator = Instance.new("ObjectValue", hum)
- creator.Value = player
- creator.Name = "creator"
- end
- untag = function(hum)
- if hum ~= nil then
- local tag = hum:findFirstChild("creator")
- if tag ~= nil then
- tag.Parent = nil
- end
- end
- end
- tagplayer = function(h)
- coroutine.wrap(function()
- tag(h, player)
- wait(1)
- untag(h)
- end)()
- end
- randomizer = function(percent)
- local randomized = math.random(0, 100)
- if randomized <= percent then
- return true
- else
- if percent <= randomized then
- return false
- end
- end
- end
- turncrit = function()
- coroutine.resume(coroutine.create(function()
- print("CRITICAL!")
- crit = true
- wait(0.25)
- crit = false
- end))
- end
- subtractstamina = function(k)
- if k <= stamina then
- stamina = stamina - k
- end
- end
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- swait = function(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- nooutline = function(part)
- part.TopSurface = 10
- end
- part = function(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0, c1)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- local CFrameFromTopBack = function(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
- Triangle = function(a, b, c)
- 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 = a
- else
- -- DECOMPILER ERROR at PC35: Overwrote pending register: R1 in 'AssignReg'
- if edg2 <= c - b.magnitude and edg2 >= 0 then
- a = b
- else
- -- DECOMPILER ERROR at PC46: Overwrote pending register: R2 in 'AssignReg'
- -- DECOMPILER ERROR at PC47: Overwrote pending register: R1 in 'AssignReg'
- if edg3 <= a - c.magnitude and edg3 >= 0 then
- a = c
- else
- assert(false, "unreachable")
- end
- end
- 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 = {}
- local TrailColor = "Dark grey"
- if len1 > 0.01 then
- local w1 = Instance.new("WedgePart", m)
- game:GetService("Debris"):AddItem(w1, 5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = "Custom"
- w1.BrickColor = BrickColor.new(TrailColor)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh", w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects, {w1, "Disappear", 0.01})
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- do
- if len2 > 0.01 then
- local w2 = Instance.new("WedgePart", m)
- game:GetService("Debris"):AddItem(w2, 5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = "Custom"
- w2.BrickColor = BrickColor.new(TrailColor)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh", w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects, {w2, "Disappear", 0.01})
- 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
- do
- return unpack(list)
- end
- end
- end
- so = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end))
- end
- clerp = function(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
- local clerp = CFrame.new().lerp
- QuaternionFromCFrame = function(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
- do
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if i == 0 and m00 or m11 < m22 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
- else
- do
- if 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
- else
- do
- if 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
- end
- end
- end
- end
- end
- QuaternionToCFrame = function(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
- QuaternionSlerp = function(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp = nil, nil
- 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
- do
- startInterp = 1 - t
- finishInterp = t
- 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
- do
- startInterp = t - 1
- finishInterp = t
- 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
- end
- end
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- makegui = function(cframe, text)
- local a = math.random(-10, 10) / 100
- local c = Instance.new("Part")
- c.Transparency = 1
- Instance.new("BodyGyro").Parent = c
- c.Parent = workspace
- c.CFrame = CFrame.new(cframe.p + Vector3.new(0, 1.5, 0))
- local f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- f.position = c.Position + Vector3.new(0, 3, 0)
- f.Parent = c
- game:GetService("Debris"):AddItem(c, 6.5)
- c.CanCollide = false
- c.Parent = workspace
- c.CanCollide = false
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(1, 0, 1, 0)
- bg.StudsOffset = Vector3.new(0, 0, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(1, 0, 1, 0)
- tl.Text = text
- tl.Font = "SourceSansBold"
- tl.FontSize = "Size42"
- if crit == true then
- tl.TextColor3 = Color3.new(0.70588235294118, 0, 0)
- else
- tl.TextColor3 = Color3.new(255, 0.70588235294118, 0.2)
- end
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- coroutine.wrap(function()
- wait(2)
- for i = 1, 10 do
- fat.Event:wait()
- c.Transparency = 1
- tl.TextTransparency = tl.TextTransparency + 0.1
- end
- end)()
- end
- Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, decreaseblock)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- blocked = false
- block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- print(block.className)
- if block.className == "NumberValue" and block.Value > 0 then
- blocked = true
- if decreaseblock == nil then
- block.Value = block.Value - 1
- end
- end
- if block.className == "IntValue" and block.Value > 0 then
- blocked = true
- if decreaseblock ~= nil then
- block.Value = block.Value - 1
- end
- end
- end
- if blocked == false then
- local D = math.random(minim, maxim) * damagea.Value
- if h.Parent:FindFirstChild("Stats") then
- D = D / h.Parent:FindFirstChild("Stats").Defence.Value
- else
- end
- if not h.Parent:FindFirstChild("Stats") then
- do
- h.Health = h.Health - D
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)))
- local D = math.random(minim, maxim) * damagea.Value
- if h.Parent:FindFirstChild("Stats") then
- D = D / h.Parent:FindFirstChild("Stats").Defence.Value
- else
- end
- if not h.Parent:FindFirstChild("Stats") then
- do
- h.Health = h.Health - D / 2
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)))
- if Type == "Knockdown" then
- humanoid = hit.Parent.Humanoid
- humanoid.PlatformStand = true
- coroutine.resume(coroutine.create(function(Humanoid)
- fat.Event:wait()
- Humanoid.PlatformStand = false
- end), humanoid)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Normal" then
- so("http://www.roblox.com/asset/?id=344936315", hit, 1, math.random(100, 200) / 100)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "LaserShot" then
- so("http://www.roblox.com/asset/?id=201858072", hit, 1, math.random(100, 200) / 100)
- so("http://www.roblox.com/asset/?id=180204650", hit, 1, math.random(50, 100) / 100)
- so("http://www.roblox.com/asset/?id=151790502", hit, 1, math.random(100, 200) / 100)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "Up" then
- local bodyVelocity = Instance.new("BodyVelocity")
- bodyVelocity.velocity = vt(0, 60, 0)
- bodyVelocity.P = 5000
- bodyVelocity.maxForce = Vector3.new(8000, 8000, 8000)
- bodyVelocity.Parent = hit
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Snare" then
- bp = Instance.new("BodyPosition")
- bp.P = 2000
- bp.D = 100
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = hit.Parent.Torso.Position
- bp.Parent = hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp, 1)
- else
- if Type == "Target" then
- so("http://www.roblox.com/asset/?id=199144144", hit, 1, math.random(150, 200) / 100)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- hitDeb = true
- AttackPos = 6
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- MagniDamage = function(Part, magni, mindam, maxdam, knock, Type)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, RootPart, 0.2, 1, 3, 1)
- end
- end
- end
- end
- end
- JumpEffect = function(brickcolor, cframe, x1, y1, z1, x2, y2, z2, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe * angles(math.rad(90), 0, 0)
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x2, y2, z2)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- OrbEffect = function(brickcolor, cframe, x1, y1, z1, x2, y2, z2, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x2, y2, z2)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- BlockShockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- CylinderShockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- Laser = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- Laser2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- Laser3 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- SphereShockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- SphereShockwave2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- Shockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- canwalk = true
- canidle = true
- aimtorso = false
- MMouse = mouse
- gyro = Instance.new("BodyGyro")
- gyro.Parent = nil
- gyro.P = 10000000
- gyro.D = 1000
- gyro.MaxTorque = Vector3.new(0, 10000000, 0)
- EquiporUnequip = function()
- attack = true
- if equipped == false then
- equipped = true
- so("http://roblox.com/asset/?id=200633077", Hitbox, 1, 0.8)
- for i = 0, 1, 0.75 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(145), math.rad(0), math.rad(15)), 0.6)
- end
- for i = 0, 1, 0.15 do
- fat.Event:wait()
- hammeraura.Pitch = 0 + 0.8 * i
- hammeraura.Volume = 0 + 1 * i
- EffectPart.Transparency = 1 - 2 * i
- Effect2Part.Transparency = 1 - 2 * i
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(210), math.rad(30), math.rad(30)), 0.6)
- end
- hammeraura.Pitch = 0.8
- hammeraura.Volume = 1
- Handleweld.Part0 = LeftArm
- Handleweld.Part1 = Handle
- Handleweld.C0 = cf(0, 0, -0.5) * angles(math.rad(-30), math.rad(-90), math.rad(0))
- for i = 0, 1, 0.5 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(45)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(135), math.rad(0), math.rad(-30)), 0.45)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, -0.5) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.3)
- end
- attack=false
- else
- do
- if equipped == true then
- equipped = false
- so("http://roblox.com/asset/?id=200633029", Hitbox, 1, 0.8)
- for i = 0, 1, 0.75 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(145), math.rad(0), math.rad(15)), 0.6)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, -0.5) * angles(math.rad(-30), math.rad(-90), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.15 do
- fat.Event:wait()
- hammeraura.Pitch = 0.8 - 0.8 * i
- hammeraura.Volume = 1 - 1 * i
- EffectPart.Transparency = 0 + 2 * i
- Effect2Part.Transparency = 0 + 2 * i
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(210), math.rad(30), math.rad(30)), 0.6)
- Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, -0.5) * angles(math.rad(-30), math.rad(-90), math.rad(0)), 0.3)
- end
- hammeraura.Pitch = 0
- hammeraura.Volume = 0
- Handleweld.Part0 = Torso
- Handleweld.Part1 = Handle
- Handleweld.C0 = cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90))
- for i = 0, 1, 0.75 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(145), math.rad(0), math.rad(15)), 0.6)
- end
- end
- do
- attack = false
- end
- end
- end
- end
- unequipattackone = function()
- attack = true
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(60)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-45)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-60)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-45)), 0.45)
- end
- con1 = LeftArm.Touched:connect(function(hit)
- Damagefunc(hit, 4, 6, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=200632136", LeftArm, 1, 1)
- Torso.Velocity = RootPart.CFrame.lookVector * 25
- for i = 0, 1, 0.25 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(-60)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(-10), math.rad(45)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(45)), 0.45)
- end
- con1:disconnect()
- attack = false
- end
- unequipattacktwo = function()
- canwalk = false
- canidle = false
- attack = true
- Humanoid.WalkSpeed = 0 * speed.Value
- for i = 0, 1, 0.15 do
- fat.Event:wait()
- Humanoid.WalkSpeed = 0 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(-30)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(-10), math.rad(-30)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, -0.25) * angles(math.rad(60), math.rad(0), math.rad(15)), 0.45)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -0.5, -0.5) * angles(math.rad(-30), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * angles(math.rad(20), math.rad(-60), math.rad(0)) * angles(math.rad(-7.5), math.rad(0), math.rad(0)), 0.45)
- end
- con1 = RightLeg.Touched:connect(function(hit)
- Damagefunc(hit, 4, 6, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=200632211", RightLeg, 1, 1)
- Torso.Velocity = RootPart.CFrame.lookVector * 25
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- Humanoid.WalkSpeed = 0 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(15)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(-10), math.rad(-15)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.25, 0.5, 0) * angles(math.rad(60), math.rad(0), math.rad(-45)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(-15)), 0.45)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -0.5, -0.5) * angles(math.rad(75), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * angles(math.rad(-20), math.rad(-60), math.rad(0)) * angles(math.rad(-7.5), math.rad(0), math.rad(0)), 0.45)
- end
- Humanoid.WalkSpeed = 16 * speed.Value
- canwalk = true
- canidle = true
- con1:disconnect()
- attack = false
- end
- unequipattackthree = function()
- attack = true
- for i = 0, 1, 0.15 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * angles(math.rad(10), math.rad(0), math.rad(75)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(-15)), 0.45)
- end
- con1 = RightArm.Touched:connect(function(hit)
- Damagefunc(hit, 4, 6, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=200632136", RightArm, 1, 0.8)
- Torso.Velocity = RootPart.CFrame.lookVector * 25
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(45)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(75)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(-30)), 0.45)
- end
- con1:disconnect()
- attack = false
- end
- unequipattackfour = function()
- canidle = false
- canwalk = false
- attack = true
- for i = 0, 1, 0.15 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25) * angles(math.rad(20), math.rad(0), math.rad(-45)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(30)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(10)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(45)), 0.45)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.75, -0.1) * angles(math.rad(-10), math.rad(75), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1.25, -0.65, -0.25) * angles(math.rad(20), math.rad(-45), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45)
- end
- con1 = RightLeg.Touched:connect(function(hit)
- Damagefunc(hit, 4, 6, 5, "Normal", RootPart, 0.2, 1)
- end)
- con2 = LeftLeg.Touched:connect(function(hit)
- Damagefunc(hit, 4, 6, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=200632370", Torso, 1, 1)
- for i = 0, 1, 0.12 do
- fat.Event:wait()
- Torso.Velocity = RootPart.CFrame.lookVector * 25
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1) * angles(math.rad(-10), math.rad(0), math.rad(45 + 360 * i)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.45)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-75), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-75), math.rad(0), math.rad(0)), 0.45)
- end
- con1:disconnect()
- con2:disconnect()
- canidle = true
- canwalk = true
- attack = false
- end
- equipattackone = function()
- attack = true
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(-5), math.rad(-60)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.5, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.25) * angles(math.rad(165), math.rad(30), math.rad(-60)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, -1) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.3)
- end
- con1 = Hitbox.Touched:connect(function(hit)
- Damagefunc(hit, 5, 10, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=203691447", Hitbox, 1, 0.9)
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-90)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(75)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.75, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.25) * angles(math.rad(255), math.rad(90), math.rad(-165)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1.5, -0.5) * angles(math.rad(-120), math.rad(0), math.rad(0)), 0.3)
- end
- con1:disconnect()
- attack = false
- end
- equipattacktwo = function()
- attack = true
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-105)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(75)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.75, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.25) * angles(math.rad(235), math.rad(90), math.rad(-165)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1.5, -0.5) * angles(math.rad(-120), math.rad(0), math.rad(0)), 0.3)
- end
- con1 = Hitbox.Touched:connect(function(hit)
- Damagefunc(hit, 5, 10, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=203691467", Hitbox, 1, 0.9)
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(-5), math.rad(-45)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.5, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-70)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.25) * angles(math.rad(175), math.rad(30), math.rad(-105)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1.5, -0.5) * angles(math.rad(-120), math.rad(0), math.rad(0)), 0.3)
- end
- con1:disconnect()
- attack = false
- end
- equipattackthree = function()
- attack = true
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1, -0.6, 0) * angles(math.rad(-90), math.rad(45), math.rad(90)), 0.3)
- end
- con1 = Hitbox.Touched:connect(function(hit)
- Damagefunc(hit, 5, 10, 5, "Normal", RootPart, 0.2, 1)
- end)
- for i = 1, 3 do
- so("http://roblox.com/asset/?id=203691492", Hitbox, 1, 0.9)
- for i = 0, 1, 0.1 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30 - 360 * i)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1, -0.6, 0) * angles(math.rad(-90), math.rad(45), math.rad(90)), 0.3)
- end
- end
- con1:disconnect()
- attack = false
- end
- equipattackfour = function()
- attack = true
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(135), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(135), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -0.25, 0) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.3)
- end
- con1 = Hitbox.Touched:connect(function(hit)
- Damagefunc(hit, 5, 10, 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=203691467", Hitbox, 1, 1.1)
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.25, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.25, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -0.25, -0.5) * angles(math.rad(-30), math.rad(30), math.rad(-45)), 0.3)
- end
- con1:disconnect()
- attack = false
- end
- Ability1 = function()
- attack = true
- holdz = true
- local prepare = 1
- damagebonus = 1
- gyro.Parent = RootPart
- for i = 0, 1, 0.15 do
- fat.Event:wait()
- Humanoid.WalkSpeed = 8 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(60)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(60), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1, -0.6, 0) * angles(math.rad(-90), math.rad(45), math.rad(90)), 0.3)
- end
- so("http://roblox.com/asset/?id=2101137", Hitbox, 1, math.random(100, 150) / 100)
- while holdz == true do
- do
- for i = 0, 1, 0.5 do
- fat.Event:wait()
- Humanoid.WalkSpeed = 8 * speed.Value
- BlockShockwave(TorsoColor, cf(Effect2Part.Position), 0.1, 0.1, 0.1, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0 + prepare), math.rad(0), math.rad(-75 - prepare)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(60)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-45 + prepare * 1.5)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(60), math.rad(0), math.rad(45 + prepare * 1.5)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1, -0.6, 0) * angles(math.rad(-90), math.rad(45), math.rad(90)), 0.3)
- end
- end
- prepare = prepare + 1
- damagebonus = damagebonus + 1
- print(damagebonus)
- if holdz == false or damagebonus == 20 then
- damagebonus = damagebonus / 2
- holdz = false
- print("Damage capability multiplied by " .. damagebonus .. ".")
- end
- end
- if holdz == false or damagebonus == 10 then
- holdz = false
- con1 = Hitbox.Touched:connect(function(hit)
- Damagefunc(hit, 5, 5 * (damagebonus / 2), 5, "Normal", RootPart, 0.2, 1)
- end)
- so("http://roblox.com/asset/?id=203691492", Hitbox, 1, 1.1)
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- BlockShockwave(TorsoColor, cf(Effect2Part.Position), 0.1, 0.1, 0.1, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(30 + 360 * i)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1, -0.6, 0) * angles(math.rad(-90), math.rad(45), math.rad(90)), 0.3)
- end
- so("http://roblox.com/asset/?id=203691467", Hitbox, 1, 1.1)
- for i = 0, 1, 0.16 do
- fat.Event:wait()
- if damagebonus == 10 then
- so("http://roblox.com/asset/?id=378352088", Hitbox, 0.25, math.random(120, 140) / 100)
- so("http://roblox.com/asset/?id=340143970", Hitbox, 0.25, math.random(120, 140) / 100)
- local spread = Vector3.new(math.random(-2, 2), math.random(-2, 2), math.random(-2, 2))
- local MainPos = Hitbox.Position
- local MainPos2 = MMouse.Hit.p + spread
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local speed = 0
- local num = 300
- local dropspeed = 0
- coroutine.resume(coroutine.create(function()
- repeat
- fat.Event:wait()
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, ShotTarget.Parent)
- local mag = MainPos - pos.magnitude
- Laser(TorsoColor, CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * (speed / (speed / 2)), 1, -0.175, 0, -0.175, 0.15)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- speed = speed + 0.01
- dropspeed = dropspeed - 0.01
- MouseLook = MouseLook * angles(math.rad(dropspeed), 0, 0)
- if speed >= 1 then
- speed = 1
- end
- if hit ~= nil then
- num = 0
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- so("http://roblox.com/asset/?id=114488148", refpart, 0.5, math.random(120, 140) / 100)
- so("http://roblox.com/asset/?id=340143964", refpart, 0.5, math.random(120, 140) / 100)
- so("http://roblox.com/asset/?id=340143970", refpart, 0.5, math.random(120, 140) / 100)
- Damagefunc(hit, 4, 8, 10, "LaserShot", RootPart, 0)
- MagniDamage(refpart, 2.5, 2, 4, 5, "LaserShot")
- for i = 1, math.random(2, 4) do
- OrbEffect(TorsoColor, cf(refpart.Position), 0.1, 0.1, 0.1, 0.25, 0.25, 0.25, 0.075)
- BlockShockwave(TorsoColor, cf(refpart.Position), 1, 1, 1, 0.25, 0.25, 0.25, 0.075)
- end
- end
- do
- if num <= 0 then
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(MainPos)
- game:GetService("Debris"):AddItem(refpart, 2)
- so("http://roblox.com/asset/?id=114488148", refpart, 0.5, math.random(120, 140) / 100)
- so("http://roblox.com/asset/?id=340143964", refpart, 0.5, math.random(120, 140) / 100)
- so("http://roblox.com/asset/?id=340143970", refpart, 0.5, math.random(120, 140) / 100)
- MagniDamage(refpart, 2.5, 2, 4, 5, "LaserShot")
- for i = 1, math.random(2, 4) do
- OrbEffect(TorsoColor, cf(refpart.Position), 0.1, 0.1, 0.1, 0.25, 0.25, 0.25, 0.075)
- BlockShockwave(TorsoColor, cf(refpart.Position), 1, 1, 1, 0.25, 0.25, 0.25, 0.075)
- end
- end
- end
- until num <= 0
- end))
- end
- do
- do
- Humanoid.WalkSpeed = 8 * speed.Value
- BlockShockwave(TorsoColor, cf(Effect2Part.Position), 0.1, 0.1, 0.1, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(75), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1, -0.6, 0) * angles(math.rad(-90), math.rad(45), math.rad(90)), 0.3)
- -- DECOMPILER ERROR at PC816: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- gyro.Parent = nil
- con1:disconnect()
- Humanoid.WalkSpeed = 16 * speed.Value
- attack = false
- end
- Ability2 = function()
- attack = true
- Humanoid.Jump = true
- for i = 0, 1, 0.12 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5 - 5 * i) * angles(math.rad(20 + 360 * i), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(165), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(165), math.rad(0), math.rad(45)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -0.25, 0) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.3)
- end
- Humanoid.WalkSpeed = 0 * speed.Value
- so("http://roblox.com/asset/?id=203691492", Hitbox, 1, 1.1)
- canwalk = false
- canidle = false
- for i = 0, 1, 0.24 do
- fat.Event:wait()
- Humanoid.WalkSpeed = 0 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)), 0.45)
- RH.C0 = clerp(RH.C0, cf(1, 0, -0.5) * angles(math.rad(20), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-45), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -0.25, -0.5) * angles(math.rad(-30), math.rad(30), math.rad(-45)), 0.45)
- end
- hitfloor = nil
- while hitfloor == nil do
- local hit, pos = rayCast(Hitbox.Position, CFrame.new(Hitbox.Position, Hitbox.Position - Vector3.new(0, 1, 0)).lookVector, 5, Character)
- for i = 0, 1, 0.24 do
- do
- fat.Event:wait()
- Humanoid.WalkSpeed = 0 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)), 0.45)
- RH.C0 = clerp(RH.C0, cf(1, 0, -0.5) * angles(math.rad(20), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-45), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -0.25, -0.5) * angles(math.rad(-30), math.rad(30), math.rad(-45)), 0.45)
- end
- end
- end
- do
- wait()
- actualstartingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- actualstartingrefpart.Anchored = true
- actualstartingrefpart.CFrame = RootPart.CFrame * cf(0, 0, inc)
- game:GetService("Debris"):AddItem(actualstartingrefpart, 5)
- local inc = -5
- for i = 1, 5 do
- Humanoid.WalkSpeed = 0 * speed.Value
- startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = actualstartingrefpart.CFrame * cf(0, 0, inc)
- game:GetService("Debris"):AddItem(startingrefpart, 3)
- local hit, pos = rayCast(startingrefpart.Position, CFrame.new(startingrefpart.Position, startingrefpart.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if hit ~= nil then
- floor = true
- local Color = hit.BrickColor
- local Materials = hit.Material
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 3)
- so("http://roblox.com/asset/?id=203691510", refpart, 1, math.random(80, 120) / 100)
- for i = 1, 10 do
- local actualgroundpart = part(3, workspace, "SmoothPlastic", 0, 0, Color, "Ground", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
- actualgroundpart.Anchored = true
- actualgroundpart.Material = Materials
- actualgroundpart.CanCollide = true
- actualgroundpart.Friction = 1
- actualgroundpart.CFrame = cf(refpart.Position) * cf(math.random(-250, 250) / 100, 0, math.random(-250, 250) / 100) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(actualgroundpart, 5.5)
- coroutine.resume(coroutine.create(function()
- wait(5)
- while 1 do
- swait()
- actualgroundpart.Transparency = actualgroundpart.Transparency + 0.05
- end
- actualgroundpart:Destroy()
- end))
- end
- BlockShockwave(Color, cf(refpart.Position), 1, 1, 1, 1, 1, 1, 0.05)
- SphereShockwave(Color, cf(refpart.Position), 0.1, 0.1, 0.1, 0.5, 1.5, 0.5, 0.025)
- JumpEffect(Color, cf(refpart.Position), 0.5, 0.5, 1, 0.25, 0.25, 0.25, 0.025)
- MagniDamage(refpart, 10, 10, 20, 10, "Normal")
- end
- do
- inc = inc - 5
- for i = 0, 1, 15 do
- fat.Event:wait()
- Humanoid.WalkSpeed = 0 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.45)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)), 0.45)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)), 0.45)
- RH.C0 = clerp(RH.C0, cf(1, 0, -0.5) * angles(math.rad(20), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-45), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -0.25, -0.5) * angles(math.rad(-30), math.rad(30), math.rad(-45)), 0.45)
- end
- -- DECOMPILER ERROR at PC1218: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- canwalk = true
- canidle = true
- Humanoid.WalkSpeed = 16 * speed.Value
- attack = false
- end
- end
- Ability3 = function()
- attack = true
- so("http://roblox.com/asset/?id=200633077", Hitbox, 1, 1.2)
- for i = 0, 1, 0.12 do
- fat.Event:wait()
- Effect2Part.Transparency = 0 + 2 * i
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * angles(math.rad(10), math.rad(0), math.rad(-15)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.5, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-15)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- gyro.Parent = RootPart
- do
- for i = 1, 5 do
- so("http://roblox.com/asset/?id=378352088", Effect2Part, 0.5, math.random(80, 120) / 100)
- so("http://roblox.com/asset/?id=340143970", Effect2Part, 0.5, math.random(80, 120) / 100)
- local spread = Vector3.new(math.random(-2, 2), math.random(-2, 2), math.random(-2, 2))
- local MainPos = Effect2Part.Position
- local MainPos2 = MMouse.Hit.p + spread
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local speed = 10
- local num = 30
- coroutine.resume(coroutine.create(function()
- repeat
- fat.Event:wait()
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, ShotTarget.Parent)
- local mag = (MainPos - pos).magnitude
- Laser(TorsoColor, CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * (speed / (speed / 2)), 1, -0.175, 0, -0.175, 0.15)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- MouseLook = MouseLook * angles(math.rad(-1), 0, 0)
- if hit ~= nil then
- num = 0
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- so("http://roblox.com/asset/?id=114488148", refpart, 0.5, math.random(80, 120) / 100)
- so("http://roblox.com/asset/?id=340143964", refpart, 0.5, math.random(80, 120) / 100)
- so("http://roblox.com/asset/?id=340143970", refpart, 0.5, math.random(80, 120) / 100)
- Damagefunc(hit, 5, 10, 10, "LaserShot", RootPart, 0)
- MagniDamage(refpart, 10, 5, 10, 5, "LaserShot")
- for i = 1, math.random(2, 4) do
- OrbEffect(TorsoColor, cf(refpart.Position), 0.1, 0.1, 0.1, 1, 1, 1, 0.075)
- BlockShockwave(TorsoColor, cf(refpart.Position), 1, 1, 1, 1, 1, 1, 0.075)
- end
- end
- do
- if num <= 0 then
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- so("http://roblox.com/asset/?id=114488148", refpart, 0.5, math.random(80, 120) / 100)
- so("http://roblox.com/asset/?id=340143964", refpart, 0.5, math.random(80, 120) / 100)
- so("http://roblox.com/asset/?id=340143970", refpart, 0.5, math.random(80, 120) / 100)
- MagniDamage(refpart, 10, 5, 10, 5, "LaserShot")
- for i = 1, math.random(2, 4) do
- OrbEffect(TorsoColor, cf(refpart.Position), 0.1, 0.1, 0.1, 1, 1, 1, 0.075)
- BlockShockwave(TorsoColor, cf(refpart.Position), 1, 1, 1, 1, 1, 1, 0.075)
- end
- end
- end
- until num <= 0
- end))
- for i = 1, math.random(2, 4) do
- BlockShockwave(TorsoColor, cf(Effect2Part.Position), 0.1, 0.1, 0.1, 0.5, 0.5, 0.5, 0.125)
- end
- for i = 0, 1, 0.24 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * angles(math.rad(-10), math.rad(0), math.rad(15)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(-15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.5, 0.5, -0.5) * angles(math.rad(105), math.rad(0), math.rad(-90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, 0) * angles(math.rad(105), math.rad(0), math.rad(15)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, 0, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.24 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * angles(math.rad(10), math.rad(0), math.rad(-15)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.5, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-15)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- end
- end
- gyro.Parent = nil
- so("http://roblox.com/asset/?id=200633029", Hitbox, 1, 1.2)
- for i = 0, 1, 0.12 do
- fat.Event:wait()
- Effect2Part.Transparency = 1 - 2 * i
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * angles(math.rad(10), math.rad(0), math.rad(-15)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(15)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.5, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-15)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- attack = false
- end
- mouse.Button1Down:connect(function()
- if attack == false then
- if attacktype == 1 then
- attacktype = 2
- if equipped == false then
- unequipattackone()
- else
- if equipped == true then
- equipattackone()
- end
- end
- else
- if attacktype == 2 then
- attacktype = 3
- if equipped == false then
- unequipattacktwo()
- else
- if equipped == true then
- equipattacktwo()
- end
- end
- else
- if attacktype == 3 then
- attacktype = 4
- if equipped == false then
- unequipattackthree()
- else
- if equipped == true then
- equipattackthree()
- end
- end
- else
- if attacktype == 4 then
- attacktype = 1
- if equipped == false then
- unequipattackfour()
- else
- if equipped == true then
- equipattackfour()
- end
- end
- end
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- fat.Event:wait()
- end
- end
- if attack == false then
- attacktype = 1
- end
- end))
- end)
- idletype = 1
- mouse.KeyDown:connect(function(k)
- k = k:lower()
- if k == "{" and attack == false then
- idle = 300
- idletype = math.random(1, 2)
- end
- if k == "}" and attack == false then
- EquiporUnequip()
- end
- if k == ":" and attack == false and equipped == true and co1 <= cooldown1 and skill1stam <= stamina then
- cooldown1 = 0
- subtractstamina(skill1stam)
- Ability1()
- end
- if k == ">" and attack == false and equipped == true and co2 <= cooldown2 and skill2stam <= stamina then
- cooldown2 = 0
- subtractstamina(skill2stam)
- Ability2()
- end
- if k == "<" and attack == false and equipped == true and co3 <= cooldown3 and skill3stam <= stamina then
- cooldown3 = 0
- subtractstamina(skill3stam)
- Ability3()
- end
- end)
- mouse.KeyUp:connect(function(k)
- k = k:lower()
- if k == "*" and holdz == true then
- holdz = false
- end
- end)
- updateskills = function()
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.033333333333333
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.033333333333333
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.033333333333333
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.033333333333333
- end
- if stamina <= skill1stam then
- bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar4.BackgroundColor3 = skillcolorscheme
- end
- if stamina <= skill2stam then
- bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar3.BackgroundColor3 = skillcolorscheme
- end
- if stamina <= skill3stam then
- bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar1.BackgroundColor3 = skillcolorscheme
- end
- if stamina <= skill4stam then
- bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549)
- else
- bar2.BackgroundColor3 = skillcolorscheme
- end
- if stamina <= maxstamina then
- stamina = stamina + recovermana / 30
- end
- end
- game:GetService("RunService").Heartbeat:connect(function()
- updateskills()
- healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", 0.5)
- staminacover:TweenSize(ud(1 * (stamina / maxstamina), 0, 1, 0), "Out", "Quad", 0.5)
- bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", 0.5)
- bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", 0.5)
- bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", 0.5)
- bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", 0.5)
- end)
- local sine = 0
- local change = 1
- local val = 0
- fat.Event:connect(function()
- gyro.CFrame = CFrame.new(Vector3.new(), mouse.Hit.p - RootPart.CFrame.p.unit * 100)
- sine = sine + change
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true or equipped == false then
- if Anim == "Idle" and attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if idle == 300 and attack == false then
- idletype = math.random(1, 2)
- end
- if RootPart.Velocity.y > 1 and hitfloor == nil then
- Anim = "Jump"
- if attack == false and equipped == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(-15)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.5, -0.5) * angles(math.rad(-15), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.75, -0.25) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90)), 0.15)
- else
- if attack == false and equipped == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.225, 0) * angles(math.rad(90), math.rad(15), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.225, -0.5) * angles(math.rad(-45), math.rad(-135), math.rad(-120)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(1, -0.75, 0) * angles(math.rad(15), math.rad(0), math.rad(-90)), 0.3)
- else
- if attack == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RH.C0 = clerp(RH.C0, cf(1, -0.5, -0.5) * angles(math.rad(-15), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.75, -0.25) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- end
- end
- end
- else
- if RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and equipped == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.75, -0.25) * angles(math.rad(-30), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.75, -0.25) * angles(math.rad(-30), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90)), 0.15)
- else
- if attack == false and equipped == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.225, 0) * angles(math.rad(90), math.rad(15), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.225, -0.5) * angles(math.rad(-45), math.rad(-135), math.rad(-120)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-10), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(1, -0.75, 0) * angles(math.rad(15), math.rad(0), math.rad(-90)), 0.3)
- else
- if attack == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RH.C0 = clerp(RH.C0, cf(1, -0.75, -0.25) * angles(math.rad(-30), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.75, -0.25) * angles(math.rad(-30), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- end
- end
- else
- if torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and equipped == true and idletype == 1 and idle >= 300 then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 30)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10 - 2.5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(-15)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 + 0.025 * math.cos(sine / 30) + math.sin(sine / 30) / 15, 0) * angles(math.rad(5 + 5 * math.cos(sine / 30)), math.rad(0), math.rad(15 - 5 * math.cos(sine / 30))), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 + 0.025 * math.cos(sine / 30) + math.sin(sine / 30) / 15, 0) * angles(math.rad(75), math.rad(0), math.rad(-45)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.1 * math.cos(sine / 30), 0) * angles(math.rad(0), math.rad(75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - 0.1 * math.cos(sine / 30), 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.25, 0.5) * angles(math.rad(75), math.rad(0), math.rad(0)), 0.15)
- else
- if attack == false and equipped == true and idletype == 2 and idle >= 300 then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10 - 2.5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5 + 0.025 * math.cos(sine / 30), -0.5) * angles(math.rad(95 - 5 * math.cos(sine / 30)), math.rad(0), math.rad(-45)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5 + 0.025 * math.cos(sine / 30), -0.5) * angles(math.rad(95 - 5 * math.cos(sine / 30)), math.rad(0), math.rad(45)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.1 * math.cos(sine / 30), 0.1) * angles(math.rad(5), math.rad(75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - 0.1 * math.cos(sine / 30), 0.1) * angles(math.rad(5), math.rad(-75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- Handleweld.C0 = clerp(Handleweld.C0, cf(0.5, -1.75, -1 + 0.1 * math.cos(sine / 30)) * angles(math.rad(-180 + 2.5 * math.cos(sine / 30)), math.rad(0 + 2.5 * math.cos(sine / 30)), math.rad(-45)), 0.15)
- else
- if attack == false and equipped == false and idletype == 1 and idle >= 300 then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.25 + 0.025 * math.cos(sine / 30) + math.sin(sine / 30) / 15, 0.25) * angles(math.rad(-45), math.rad(0), math.rad(-45)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.25 + 0.025 * math.cos(sine / 30) + math.sin(sine / 30) / 15, 0.25) * angles(math.rad(-45), math.rad(0), math.rad(45)), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.1 * math.cos(sine / 30), 0.1) * angles(math.rad(0), math.rad(75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - 0.1 * math.cos(sine / 30), 0.1) * angles(math.rad(0), math.rad(-75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90)), 0.15)
- else
- if attack == false and equipped == false and idletype == 2 and idle >= 300 then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.1 + 0.1 * math.cos(sine / 30)) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.15)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5 * math.cos(sine / 30)) + -math.sin(sine / 30) / 15, math.rad(0), math.rad(15)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.25, 0.5 + 0.025 * math.cos(sine / 30) + math.sin(sine / 30) / 15, -0.25) * angles(math.rad(80 - 5 * math.cos(sine / 30)), math.rad(0), math.rad(-45)), 0.15)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 + 0.025 * math.cos(sine / 30) + math.sin(sine / 30) / 15, 0) * angles(math.rad(15 + 5 * math.cos(sine / 30)), math.rad(0), math.rad(-15 + 5 * math.cos(sine / 30))), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0.1 - 0.1 * math.cos(sine / 30), -0.5) * angles(math.rad(10), math.rad(75), math.rad(0)) * angles(math.rad(2.5), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - 0.1 * math.cos(sine / 30), 0) * angles(math.rad(-60), math.rad(-75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.15)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90)), 0.15)
- else
- if attack == false and equipped == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 20)) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(-5), math.rad(-30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.525 + 0.025 * math.cos(sine / 20) + math.sin(sine / 20) / 20, 0) * angles(math.rad(0), math.rad(0), math.rad(10 - 5 * math.cos(sine / 20))), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.525 + 0.025 * math.cos(sine / 20) + math.sin(sine / 20) / 20, 0) * angles(math.rad(0), math.rad(0), math.rad(-10 + 5 * math.cos(sine / 20))), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.1 * math.cos(sine / 20), 0) * angles(math.rad(7.5), math.rad(60), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9 - 0.1 * math.cos(sine / 20), 0) * angles(math.rad(-7.5), math.rad(-75), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90)), 0.15)
- else
- if attack == false and equipped == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 20)) * angles(math.rad(10), math.rad(-5), math.rad(-45)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(5), math.rad(45)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.225 + 0.025 * math.cos(sine / 20) + math.sin(sine / 20) / 20, 0) * angles(math.rad(90), math.rad(15), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.225 + 0.025 * math.cos(sine / 20) + math.sin(sine / 20) / 20, -0.5) * angles(math.rad(-45), math.rad(-135), math.rad(-120)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9 - 0.1 * math.cos(sine / 20), 0) * angles(math.rad(-5), math.rad(75), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.2, -0.9 - 0.1 * math.cos(sine / 20), 0.2) * angles(math.rad(5), math.rad(-45), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(1, -0.75, 0) * angles(math.rad(15), math.rad(0), math.rad(-90)), 0.3)
- else
- if attack == true and canidle == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- end
- end
- end
- end
- end
- end
- end
- else
- if torvel > 2 and hitfloor ~= nil then
- Anim = "Walk"
- if attack == false and equipped == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 18 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.1 * math.cos(sine / 4)) * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 8))), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-5 * math.cos(sine / 8)) + Head.RotVelocity.Y / 15), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(45 * math.cos(sine / 8)) + math.sin(sine / 8) / 4, math.rad(0), math.rad(5)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-45 * math.cos(sine / 8)) + -math.sin(sine / 8) / 4, math.rad(0), math.rad(-5)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1 - 0.5 * math.cos(sine / 8) / 2, 0.25 * math.cos(sine / 8) / 2) * angles(math.rad(-15 - 45 * math.cos(sine / 8)) + -math.sin(sine / 8) / 2.5, math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1 + 0.5 * math.cos(sine / 8) / 2, -0.25 * math.cos(sine / 8) / 2) * angles(math.rad(-15 + 45 * math.cos(sine / 8)) + math.sin(sine / 8) / 2.5, math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(-1.5, 0.5, 0.75) * angles(math.rad(-90), math.rad(-45), math.rad(90)), 0.15)
- else
- if attack == false and equipped == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.2 * math.cos(sine / 3)) * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(-45 + 5 * math.cos(sine / 6))), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(5), math.rad(45 - 5 * math.cos(sine / 6)) + Head.RotVelocity.Y / 15), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.225, 0) * angles(math.rad(90), math.rad(15), math.rad(-30)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.225, -0.5) * angles(math.rad(-45), math.rad(-135), math.rad(-120)), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.8 + 0.2 * math.cos(sine / 6) / 2, -1, 0.5 * math.cos(sine / 6) / 2) * angles(math.rad(-5 - 30 * math.cos(sine / 6)) + -math.sin(sine / 6) / 2.5, math.rad(90), math.rad(0)) * angles(math.rad(-30 * math.cos(sine / 6) + -math.sin(sine / 6) / 2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1 - 0.2 * math.cos(sine / 6) / 2, -0.8, -0.5 * math.cos(sine / 6) / 2) * angles(math.rad(-5 + 30 * math.cos(sine / 6)) + math.sin(sine / 6) / 2.5, math.rad(-90), math.rad(0)) * angles(math.rad(-30 * math.cos(sine / 6) + math.sin(sine / 6) / 2.5), math.rad(0), math.rad(0)), 0.3)
- Handleweld.C0 = clerp(Handleweld.C0, cf(1, -0.75, 0) * angles(math.rad(15), math.rad(0), math.rad(-90)), 0.3)
- else
- if attack == true and canwalk == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- change = 2
- RH.C0 = clerp(RH.C0, cf(1, -1 - 0.5 * math.cos(sine / 8) / 2, 0.25 * math.cos(sine / 8) / 2) * angles(math.rad(-15 - 45 * math.cos(sine / 8)) + -math.sin(sine / 8) / 2.5, math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1 + 0.5 * math.cos(sine / 8) / 2, -0.25 * math.cos(sine / 8) / 2) * angles(math.rad(-15 + 45 * math.cos(sine / 8)) + math.sin(sine / 8) / 2.5, math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3)
- end
- end
- end
- end
- end
- end
- end
- end
- end)
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