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- --MADE BY OneLegend (NOT THE SCRIPT) REGULAR SCRIPT: Go to line 8 and put your name where it says "YOUR NAME HERE"
- Plrs = game:GetService("Players")
- me = Plrs.sandoval12
- char = me.Character
- Modelname = "xWep"
- Toolname = "Drage"
- Able = true
- Selected = false
- Deb = true
- Hurt = false
- CritMultiplier = 1.6
- ComboOn = false
- AbleToBreak = false
- CounterKey = false
- Attack = 1
- AddDamage = 0
- AddDamageX = 1
- AddShield = 0
- Dmgs = {Smash = {"Smash", 25, 2, 3, false}, Slash = {"Slash", 18, 1, 3, false}, SideSlash = {"SideSlash", 18, 1, 3, false},
- DoubleSlash = {"Double Slash", 20, 1, 2, false}, Spin = {"Spin Slash", 30, 2, 5, true, 30}, Boom = {"Boom", 60, 6, 6, true, 50, 16},
- RageMode = {"RAGE", 8, 1.35, 1, 50}, Counter = {"Counter", 25, 1, 1, true, 15}, RageSlash = {"Rage Slash", 40, 3, 7, true, 30}}
- RageMode = false
- Mode = Dmgs.Slash
- AbleAll = true
- necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Aim = false
- LineColor = "White"
- EffectColor3 = "Bright red"
- EffectColor2 = "White"
- EffectColor = "Pastel Blue"
- MainColor = "Navy blue"
- BladeColor = "Pastel Blue"
- BlockBars = {}
- MaxRage = 100
- Rage = MaxRage
- CritChance = 5 --Percent
- for _, v in pairs(char:children()) do
- if v.Name == "Block" then v:remove() end
- end
- BlockRealPowa = 4
- Block = Instance.new("BoolValue")
- Block.Name = "Block"
- Block.Value = false
- BlockPower = Instance.new("IntValue")
- BlockPower.Name = "BlockPower"
- BlockPower.Value = BlockRealPowa
- BlockPower.Parent = Block
- Block.Parent = char
- CA = CFrame.Angles
- CN = CFrame.new
- MR = math.rad
- MP = math.pi
- MD = math.deg
- MH = math.huge
- MRA = math.random
- EffPos = CFrame.new(0, 0.5, 0)
- Sounds = {
- Equip = {"rbxasset://sounds//unsheath.wav", 0.7, 0.6},
- Hit = {"http://www.roblox.com/asset/?id=2801263", 0.9, 0.6},
- Block = {"", 1, 0.5},
- Slash = {"rbxasset://sounds//swordslash.wav", 2, 0.8},
- SmashHit = {"rbxasset://sounds\\metal.ogg", 1.5, 0.8},
- Jump = {"rbxasset://sounds/swoosh.wav", 1, 1},
- Boom = {"http://www.roblox.com/asset?id=1369158", 1.2, 1},
- SmashBoom = {"http://www.roblox.com/asset/?id=2760979", 0.25, 1},
- Jump2 = {"http://www.roblox.com/asset/?id=2101148", 2, 1},
- GoRage = {"http://www.roblox.com/asset/?id=2767090", 1, 1},
- Shout = {"http://www.roblox.com/asset/?id=2676305", 1.1, 0.8},
- RageOff = {"http://www.roblox.com/asset/?id=3264793", 1.6, 0.6},
- }
- Add = {
- Sphere = function(P)
- local m = Instance.new("SpecialMesh",P)
- m.MeshType = "Sphere"
- return m
- end,
- BP = function(P)
- local bp = Instance.new("BodyPosition",P)
- bp.maxForce = Vector3.new(MH, MH, MH)
- bp.P = 14000
- return bp
- end,
- BG = function(P)
- local bg = Instance.new("BodyGyro",P)
- bg.maxTorque = Vector3.new(MH, MH, MH)
- bg.P = 14000
- return bg
- end,
- Mesh = function(P, ID, x, y, z)
- local m = Instance.new("SpecialMesh")
- m.MeshId = ID
- m.Scale = Vector3.new(x, y, z)
- m.Parent = P
- return m
- end,
- Head = function(P)
- local s = Instance.new("SpecialMesh")
- s.MeshType = "Head"
- s.Parent = P
- return s
- end,
- Sound = function(P, ID, vol, pitch)
- local s = Instance.new("Sound")
- s.SoundId = ID
- s.Volume = vol
- s.Pitch = pitch
- s.Parent = P
- return s
- end
- }
- function RC(Pos, Dir, Max, Ignore)
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore)
- end
- function RayC(Start, En, MaxDist, Ignore)
- return RC(Start, (En - Start), MaxDist, Ignore)
- end
- function Notime(func, tim)
- coroutine.resume(coroutine.create(function()
- if tim then
- wait(tim)
- end
- func()
- end))
- end
- function waitChild(parent, name)
- local child = parent:findFirstChild(name)
- if child then return child end
- while true do
- child = parent.ChildAdded:wait()
- if child.Name == name then return child end
- end
- end
- function ComputePos(pos1, pos2)
- local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
- return CFrame.new(pos1, pos3)
- end
- function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)
- local p = Instance.new("Part")
- p.formFactor = "Custom"
- p.Anchored = Anchor
- p.CanCollide = Collide
- p.Transparency = Tran
- p.Reflectance = Ref
- p.BrickColor = BrickColor.new(Color)
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Size = Vector3.new(X, Y, Z)
- if Break then
- p:BreakJoints()
- else p:MakeJoints() end
- p.Parent = Parent
- p.Locked = true
- return p
- end
- function Weld(p0, p1, x, y, z, a, b, c)
- local w = Instance.new("Weld")
- w.Parent = p0
- w.Part0 = p0
- w.Part1 = p1
- w.C1 = CN(x,y,z) * CA(a,b,c)
- return w
- end
- torso = char.Torso
- neck = torso.Neck
- hum = char.Humanoid
- Rarm = char["Right Arm"]
- Larm = char["Left Arm"]
- Rleg = char["Right Leg"]
- Lleg = char["Left Leg"]
- hc = Instance.new("Humanoid")
- hc.Health = 0
- hc.MaxHealth = 0
- function getHumanoid(c)
- local h = nil
- for i,v in pairs(c:children()) do
- if v:IsA("Humanoid") and c ~= char then
- if v.Health > 0 then
- h = v
- end
- end
- end
- return h
- end
- function getCharacters(where, pos, dist)
- local chars = {}
- for _, v in pairs(where:children()) do
- local hum = getHumanoid(v)
- local tors = v:findFirstChild("Torso")
- if tors ~= nil and hum ~= nil then
- local anypart = nil
- for _,k in pairs(v:children()) do
- if k:IsA("BasePart") then
- if (k.Position - pos).magnitude <= dist then
- anypart = k
- break
- end
- end
- end
- if anypart then
- table.insert(chars, {v, tors, hum})
- end
- end
- end
- return chars
- end
- function PlaySound(id, pitch, vol)
- local s = Add.Sound(nil, id, vol, pitch)
- if pitch ~= nil then
- if tonumber(pitch) then
- s.Pitch = tonumber(pitch)
- end
- end
- if vol ~= nil then
- if tonumber(vol) then
- s.Volume = tonumber(vol)
- end
- end
- s.Parent = torso
- s.PlayOnRemove = true
- Notime(function()
- wait()
- s:remove()
- end)
- end
- function playz(sound)
- PlaySound(sound[1], sound[2], sound[3])
- end
- PlrGui = waitChild(me, "PlayerGui")
- for _, v in pairs(char:children()) do if v.Name == Modelname then v:remove() end end
- for _, v in pairs(PlrGui:children()) do
- if v.Name == "HealthGUI" or v.Name == "MyGui" then
- v:remove()
- end
- end
- function EditGui(obj, parent, size, position, bgcolor, bordercolor, transparency, text, textcolor, auto)
- obj.Size = size
- obj.Position = position
- obj.BackgroundColor3 = bgcolor
- obj.BorderColor3 = bordercolor
- obj.BackgroundTransparency = transparency
- if obj:IsA("TextLabel") or obj:IsA("TextButton") then
- obj.Text = text
- obj.TextColor3 = textcolor
- end
- if obj:IsA("ImageButton") or obj:IsA("TextButton") then
- obj.AutoButtonColor = auto
- obj.MouseButton1Down:connect(function()
- RemoveOptions()
- end)
- end
- obj.Parent = parent
- end
- C3 = Color3.new
- UD = UDim2.new
- Sc = Instance.new("ScreenGui", PlrGui)
- Sc.Name = "MyGui"
- Fr = Instance.new("Frame")
- EditGui(Fr, Sc, UD(0, 60, 0, 250), UD(1, -70, 0.5, -125), C3(0.1, 0.2, 0.5), C3(), 0)
- HealthBack = Instance.new("Frame")
- EditGui(HealthBack, Fr, UD(0, 25, 1, -20), UD(0, 3, 0, 10), C3(0.2, 0, 0), C3(), 0)
- RageBack = Instance.new("Frame")
- EditGui(RageBack, Fr, UD(0, 25, 1, -20), UD(1, -27, 0, 10), C3(0.2, 0, 0), C3(), 0)
- local hp = hum.Health/hum.MaxHealth
- if hp > 1 then hp = 1 elseif hp < 0 then hp = 0 end
- HealthBar = Instance.new("ImageLabel")
- EditGui(HealthBar, HealthBack, UD(1, 0, hp, 0), UD(0, 0, 0, 0), C3(0.1, 0.65, 0), C3(), 0)
- HealthBar.Image = "http://www.roblox.com/asset/?id=50051953"
- RageBar = Instance.new("ImageLabel")
- EditGui(RageBar, RageBack, UD(1, 0, Rage/MaxRage, 0), UD(0, 0, 0, 0), C3(1, 0.6, 0.15), C3(), 0)
- RageBar.Image = "http://www.roblox.com/asset/?id=50051953"
- RageAmount = Instance.new("TextLabel")
- EditGui(RageAmount, RageBack, UD(1, 0, 0, 0), UD(0, 0, 0, 0), C3(1, 0.6, 0.15), C3(), 0, Rage, C3(1,1,1))
- RageAmount.TextYAlignment = "Top"
- AimButton = Instance.new("TextButton")
- EditGui(AimButton, Fr, UD(1, 0, 0, 35), UD(0, 0, 1, 0), C3(0.9, 0.2, 0.3), C3(), 0, "AIM: OFF", C3(), true)
- AimButton.TextWrap = true
- AimButton.Font = "ArialBold"
- AimButton.FontSize = "Size14"
- AimButton.MouseButton1Down:connect(function()
- if Aim then
- Aim = false
- AimButton.Text = "AIM: OFF"
- AimButton.BackgroundColor3 = C3(0.9, 0.2, 0.3)
- else
- Aim = true
- AimButton.Text = "AIM: ON"
- AimButton.BackgroundColor3 = C3(0.3, 0.85, 0.1)
- end
- end)
- for i = 1, BlockRealPowa do
- local gui = Instance.new("ImageLabel")
- EditGui(gui, Fr, UD(0, 16, 0, 16), UD(0, -18, 0.5, 20*(i-1)-((BlockRealPowa*20)/2)), C3(), C3(), 1)
- gui.Image = "http://www.roblox.com/asset/?id=48908046"
- table.insert(BlockBars, gui)
- end
- BlockPower.Changed:connect(function()
- for _, v in pairs(BlockBars) do
- v.Image = ""
- end
- for i = 1, BlockPower.Value do
- local gui = BlockBars[i]
- if gui then
- gui.Image = "http://www.roblox.com/asset/?id=48908046"
- end
- end
- end)
- Mo = Instance.new("Model")
- Mo.Name = Modelname
- RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0)
- LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0)
- RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0)
- LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)
- RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0)
- LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0)
- RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0)
- LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)
- HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- HBW = Weld(Rarm, HB, 0, 0, 1, MP/2, 0, 0)
- HW = Weld(HB, nil, 0, 0, 0, 0, 0, 0)
- SW = Weld(Larm, nil, -0.5, 0, 0.3, MP/2, 0, 0)
- TH = Weld(torso, nil, 0, 2.5, 0, MR(145), 0, 0)
- TH.C0 = CN(0, -0.3, 0.75) * CA(0, MP/2, 0)
- Weapon = Instance.new("Model")
- Weapon.Name = "Weapon"
- Handle = Part(Weapon, false, false, 0, 0, MainColor, 0.4, 1.8, 0.4)
- Add.Head(Handle)
- Tip1 = Part(Weapon, false, false, 0, 0, "Deep blue", 0.45, 1.2, 0.45)
- Add.Head(Tip1)
- Weld(Handle, Tip1, 0, 0, 0, 0, 0, 0)
- Tip2 = Part(Weapon, false, false, 0, 0, "Bright blue", 0.5, 0.5, 0.5)
- Weld(Handle, Tip2, 0, 0.9, 0, 0, 0, 0)
- Add.Mesh(Tip2, "http://www.roblox.com/asset/?id=9756362", 0.75, 0.5, 0.75)
- Tip3 = Part(Weapon, false, false, 0, 0, "Deep blue", 0.7, 0.3, 1.2)
- Weld(Handle, Tip3, 0, -0.9, 0, 0, 0, 0)
- Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=9756362", 0.7, 0.35, 1.35)
- Tip4 = Part(Weapon, false, false, 0, 0, "Deep blue", 0.6, 0.2, 1.8)
- Weld(Handle, Tip4, 0, -0.9, 0, 0, 0, 0)
- Tip5 = Part(Weapon, false, false, 0, 0, "Bright blue", 0.6, 0.6, 0.3)
- Weld(Tip4, Tip5, 0, -0.4, -0.85, MR(-15), 0, 0)
- Tip6 = Part(Weapon, false, false, 0, 0, "Bright blue", 0.6, 0.6, 0.3)
- Weld(Tip4, Tip6, 0, -0.4, 0.85, MR(15), 0, 0)
- Blades = {}
- for i = 0, 180, 180 do
- for x = -20, 20, 40 do
- local lol = i-90
- local lol2 = math.abs(lol/480)
- local lol3 = x/90
- local Blade1 = Part(Weapon, false, false, 0, 0.3, BladeColor, 0.2, 3.5, 0.6)
- Instance.new("BlockMesh",Blade1).Scale = Vector3.new(0.2, 1, 0.99)
- local w = Weld(Tip4, Blade1, lol2, 0, -lol3, 0, 0, 0)
- w.C0 = CN(0, 1.7, 0) * CA(0, MR(i+x), 0)
- table.insert(Blades, Blade1)
- end
- end
- Tip7 = Part(Weapon, false, false, 0, 0.3, BladeColor, 0.3, 1.3, 0.7)
- Add.Mesh(Tip7, "http://www.roblox.com/asset/?id=9756362", 0.31, 1.4, 0.8)
- Weld(Tip4, Tip7, 0, -3.45, 0, 0, 0, 0)
- table.insert(Blades, Tip7)
- TH.Part1 = Handle
- Shield = Instance.new("Model")
- Shield.Name = "Shield"
- SHandle = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.9, 0.4)
- SW.Part1 = SHandle
- for i = 65, 115, 25 do
- local STip1 = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.5, 0.4)
- local w = Weld(SHandle, STip1, 0.8, 0, 0, 0, 0, 0)
- w.C0 = CN(-0.5, 0.2, 0) * CA(0, 0, MR(i))
- end
- for i = -65, -115, -25 do
- local STip1 = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.5, 0.4)
- local w = Weld(SHandle, STip1, 0.8, 0, 0, 0, 0, 0)
- w.C0 = CN(-0.5, -0.2, 0) * CA(0, 0, MR(i))
- end
- SHandle2 = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.9, 0.4)
- Weld(SHandle, SHandle2, 1, 0, 0, 0, 0, 0)
- ShieldMain = Part(Weapon, false, false, 0, 0, "Medium grey", 0.3, 3.5, 1.1)
- ShieldW = Weld(SHandle2, ShieldMain, 0, 0, 0, 0, 0, 0)
- ShieldW.C0 = CN(0, -0.2, 0) * CA(0, MR(-5), 0)
- STip1 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 0.4, 1.15)
- Weld(ShieldMain, STip1, 0, -1.75, 0, 0, 0, 0)
- STip2 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 0.4, 1.15)
- Weld(ShieldMain, STip2, 0, 1.75, 0, 0, 0, 0)
- for i = -15, 15, 30 do
- local ShieldPlate = Part(Weapon, false, false, 0, 0, "Medium grey", 0.3, 3.5, 1.1)
- local w = Weld(ShieldMain, ShieldPlate, 3.5, 0, 0, 0, 0, 0)
- w.C0 = CN(3.5, 0, 0) * CA(0, math.rad(i), 0)
- for x = -1.75, 1.75, 1.75*2 do
- local STip3 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 0.4, 1.15)
- Weld(ShieldPlate, STip3, 0, x, 0, 0, 0, 0)
- end
- local i2 = i/40
- local STip3 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 3.9, 0.4)
- Weld(ShieldPlate, STip3, 0, 0, -i2, 0, 0, 0)
- end
- Weapon.Parent = Mo
- Shield.Parent = Mo
- Mo.Parent = char
- function ShowDamage(Dmg, Par, Crit, block)
- local Pos = Par.CFrame * CN(0, 2.5, 0)
- local M = Instance.new("Model")
- local Loldmg = Dmg
- if Loldmg < 0 then
- Loldmg = 0
- end
- if tostring(Loldmg):sub(1,1) == "-" then
- Loldmg = tostring(Loldmg):sub(2)
- end
- M.Name = Loldmg
- local Col = "Bright red"
- if Crit then Col = "Bright yellow" elseif block then Col = "Bright blue" end
- local P = Part(M, false, false, 0, 0, Col, 0.8, 0.3, 0.8, true)
- P.CFrame = CN(Par.Position)
- P.Name = "Head"
- local BP = Add.BP(P)
- BP.position = Pos.p
- BP.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- BP.P = 11000
- Add.BG(P)
- local H = hc:clone()
- H.Parent = M
- H.MaxHealth = 0
- H.Health = 0
- M.Parent = workspace
- Notime(function()
- wait(1.5)
- M:remove()
- end)
- end
- function Damage(P, Hum, dmg, crit, block)
- if Hum then
- if Hum.Health > 0 then
- local Damg = dmg
- if crit then
- Damg = dmg*CritMultiplier
- end
- Damg = math.ceil(((Damg+AddDamage)*AddDamageX)-0.5)
- Hum.Health = Hum.Health - Damg
- ShowDamage(Damg, P, crit, block)
- end
- end
- end
- function ShieldDamage(mode, blockval, blockpowerval, crit)
- if blockval and blockpowerval then
- local ShieldDmg = mode[3]+AddShield
- if crit then
- ShieldDmg = mode[4]+AddShield
- end
- if blockpowerval then
- blockpowerval.Value = blockpowerval.Value - ShieldDmg
- if blockpowerval.Value < 1 then
- blockval.Value = false
- end
- end
- end
- end
- function getBlock(c)
- local block, blockpow = nil
- local blockin = false
- for _,v in pairs(c:children()) do
- if v.Name == "Block" and v:IsA("BoolValue") then
- block = v
- blockin = v.Value
- local bp = v:findFirstChild("BlockPower")
- if bp then
- blockpow = bp
- end
- end
- end
- return block, blockpow, blockin
- end
- function TouchDamage(hit)
- local Hum = getHumanoid(hit.Parent)
- if Hum and Deb and Hurt then
- Deb = false
- local Crit = false
- local BlockVal, BlockPowaVal, Blawk = getBlock(Hum.Parent)
- local BlockPowa = 0
- local blocksound = Sounds.SmashHit
- if math.random(1,100/CritChance) == 1 then
- Crit = true
- end
- local Damg = math.random(Mode[2]/3, Mode[2])
- if Blawk then
- Damg = 0
- ShieldDamage(Mode, BlockVal, BlockPowaVal, Crit)
- if BlockPowaVal then
- if BlockPowaVal.Value < 1 then
- blocksound = Sounds.Equip
- end
- end
- end
- if Mode[5] == false and RageMode == false and Blawk == false then
- Rage = Rage + math.ceil(Damg*0.75-0.5)
- end
- if Blawk then
- PlaySound(blocksound[1], blocksound[2]-0.15, blocksound[3])
- else
- PlaySound(Sounds.Hit[1], Sounds.Hit[2], Sounds.Hit[3])
- end
- Damage(hit, Hum, Damg, Crit, Blawk)
- if Mode == Dmgs.Spin then
- Notime(function()
- wait(0.35)
- Deb = true
- end)
- end
- end
- end
- for _, v in pairs(Blades) do
- v.Touched:connect(TouchDamage)
- end
- if script.Parent.className ~= "HopperBin" then
- H = Instance.new("HopperBin", me.Backpack)
- H.Name = Toolname
- script.Parent = H
- end
- Bin = script.Parent
- EffectOn = false
- function StartEffect(color)
- EffectOn = true
- local lastPoint = Tip7.CFrame * EffPos.p
- Notime(function()
- while EffectOn do
- wait()
- local pos = Tip7.CFrame * EffPos.p
- local magn = (lastPoint - pos).magnitude
- local col = LineColor
- if color and col ~= EffectColor3 then
- col = color
- end
- local p = Part(workspace, true, false, 0.1, 0, col, 0.3, 1, 0.3, true)
- local mesh = Add.Head(p)
- mesh.Scale = Vector3.new(1, magn+0.1, 1)
- p.CFrame = CN(lastPoint, pos) * CA(-MP/2, 0, 0) * CN(0, magn/2+0.05, 0)
- lastPoint = pos
- Notime(function()
- wait(0.05)
- for i = 0, 1, 0.12 do
- p.Transparency = 0.1+0.9*i
- mesh.Scale = Vector3.new(1-1*i, magn+0.1-0.1*i, 1-1*i)
- wait()
- end
- p:remove()
- end)
- end
- end)
- end
- function EndEffect()
- EffectOn = false
- end
- function Detach()
- RAW.Part1 = nil
- LAW.Part1 = nil
- RLW.Part1 = nil
- LLW.Part1 = nil
- RAW.C0 = CN()
- LAW.C0 = CN()
- RLW.C0 = CN()
- LLW.C0 = CN()
- end
- function Normalize()
- RAW.C0 = CA(MR(40), MR(50), 0)
- LAW.C0 = CA(MR(20), MR(-20), MR(-20))
- HW.C0 = CA(0, 0, 0)
- neck.C0 = necko
- end
- SelectAnim = function()
- RAW.Part1 = Rarm
- HW.Part1 = nil
- TH.Part1 = Handle
- for i = 0.1, 1, 0.14 do
- RAW.C0 = CA(MR(220*i), MR(-30*i), MR(-35*i)) * CN(0.4*i, 0, 0)
- neck.C0 = necko * CA(MR(-10*i), 0, MR(-60*i))
- wait()
- end
- PlaySound(Sounds.Equip[1], Sounds.Equip[2], Sounds.Equip[3])
- HW.C0 = CN(0.4, 0, 0) * CA(MR(-60), MR(10), MR(100))
- HW.Part1 = Handle
- TH.Part1 = nil
- LAW.Part1 = Larm
- for i = 0.09, 1, 0.11 do
- RAW.C0 = CA(MR(220-70*i), MR(-30+25*i), MR(-35+70*i)) * CN(0.4-0.4*i, 0, 0)
- HW.C0 = CN(0.4-0.4*i, 0, 0) * CA(MR(-60+40*i), MR(10-10*i), MR(100-40*i))
- LAW.C0 = CA(MR(20*i), MR(-20*i), MR(-20*i))
- neck.C0 = necko * CA(MR(-10+10*i), 0, MR(-60+40*i))
- wait()
- end
- for i = 0.14, 1, 0.25 do
- RAW.C0 = CA(MR(150-60*i), MR(-5+15*i), MR(35-10*i))
- HW.C0 = CA(MR(-20+20*i), 0, MR(60-30*i))
- neck.C0 = necko * CA(0, 0, MR(-60+40+5*i))
- wait()
- end
- for i = 0.1, 1, 0.14 do
- RAW.C0 = CA(MR(90-50*i), MR(10+40*i), MR(25-25*i))
- HW.C0 = CA(0, 0, MR(30-30*i))
- neck.C0 = necko * CA(0, 0, MR(-15+15*i))
- wait()
- end
- Normalize()
- end
- DeselectAnim = function()
- for i = 0.09, 1, 0.14 do
- RAW.C0 = CA(MR(40+100*i), MR(50-50*i), MR(20*i))
- LAW.C0 = CA(MR(20-20*i), MR(-20+20*i), MR(-20+20*i))
- HW.C0 = CN(0.4*i, 0, 0) * CA(MR(-30*i), MR(5*i), MR(20*i))
- neck.C0 = necko * CA(MR(-5*i), 0, MR(-35*i))
- wait()
- end
- LAW.Part1 = nil
- for i = 0.08, 1, 0.14 do
- RAW.C0 = CA(MR(140+80*i), MR(-30*i), MR(20-55*i))
- HW.C0 = CN(0.4, 0, 0) * CA(MR(-30-30*i), MR(5+5*i), MR(20+80*i))
- neck.C0 = necko * CA(MR(-5-10*i), 0, MR(-35-25*i))
- wait()
- end
- HW.Part1 = nil
- TH.Part1 = Handle
- for i = 0.09, 1, 0.18 do
- RAW.C0 = CA(MR(220-220*i), MR(-30+30*i), MR(20-55+35*i))
- neck.C0 = necko * CA(MR(-5-10+15*i), 0, MR(-35-25+60*i))
- wait()
- end
- neck.C0 = necko
- Detach()
- end
- function setatk(s, e)
- Notime(function()
- Attack = e
- wait(0.25)
- Attack = s
- end)
- end
- Attacks = {
- function()
- Attack = 1
- Able = false
- for i = 0.1, 1, 0.2 do
- RAW.C0 = CA(MR(40+90*i), MR(50-60*i), 0)
- HW.C0 = CA(0, 0, 0)
- LAW.C0 = CA(MR(20+55*i), MR(-20), MR(-20+60*i))
- neck.C0 = necko * CA(MR(-10*i), 0, MR(-25*i))
- wait()
- end
- PlaySound(Sounds.Slash[1], Sounds.Slash[2], Sounds.Slash[3])
- for i = 0.16, 1, 0.33 do
- RAW.C0 = CA(MR(130+5*i), MR(-10-20*i), 0)
- HW.C0 = CA(0, 0, 0)
- LAW.C0 = CA(MR(75+5*i), MR(-20), MR(40+5*i))
- neck.C0 = necko * CA(MR(-10-5*i), 0, MR(-25-5*i))
- wait()
- end
- Hurt = true
- Deb = true
- StartEffect()
- Mode = Dmgs.Slash
- for i = 0.11, 1, 0.22 do
- RAW.C0 = CA(MR(135-115*i), MR(-30), MR(-50*i)) * CN(0, -0.7*i, 0)
- HW.C0 = CA(MR(-70*i), 0, 0)
- LAW.C0 = CA(MR(80-120*i), MR(-20+20*i), MR(45-45*i))
- neck.C0 = necko * CA(MR(-15+30*i), 0, MR(-30+45*i))
- wait()
- end
- EndEffect()
- Hurt = false
- setatk(1,2)
- Able = true
- for i = 0.2, 1, 0.25 do
- RAW.C0 = CA(MR(20-18*i), MR(-30), MR(-50-3*i)) * CN(0, -0.7-0.05*i, 0)
- HW.C0 = CA(MR(-70-5*i), 0, 0)
- neck.C0 = necko * CA(MR(15+3*i), 0, MR(15+3*i))
- wait()
- end
- wait(0.1)
- for i = 0.1, 1, 0.15 do
- if Able == false then return end
- RAW.C0 = CA(MR(2+38*i), MR(-30+80*i), MR(-53+53*i)) * CN(0, -0.75+0.75*i, 0)
- HW.C0 = CA(MR(-75+75*i), 0, 0)
- LAW.C0 = CA(MR(-40+60*i), MR(-20+20-20*i), MR(-20*i))
- neck.C0 = necko * CA(MR(15+3-18*i), 0, MR(15+3-18*i))
- wait()
- end
- Normalize()
- end,
- function()
- Attack = 2
- Able = false
- PlaySound(Sounds.Slash[1], Sounds.Slash[2]+0.1, Sounds.Slash[3])
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(10+80*i), MR(-30+30*i), MR(-55+35*i)) * CN(0, -0.75+0.35*i, 0)
- LAW.C0 = CA(MR(-40), 0, 0)
- HW.C0 = CA(MR(-75+75*i), 0, MR(90*i))
- neck.C0 = necko * CA(MR(18-13*i), 0, MR(18+22*i))
- wait()
- end
- Hurt = true
- Deb = true
- StartEffect()
- Mode = Dmgs.SideSlash
- for i = 0.09, 1, 0.17 do
- RAW.C0 = CA(MR(90-40*i), 0, MR(-20+110*i)) * CN(0, -0.4+0.4*i, 0)
- HW.C0 = CA(0, MR(-65*i), MR(90))
- LAW.C0 = CA(MR(-40+120*i), MR(-20*i), MR(50*i)) * CN(0, -0.6*i, 0)
- neck.C0 = necko * CA(MR(5), 0, MR(40-90*i))
- wait()
- end
- EndEffect()
- Hurt = false
- Deb = false
- setatk(1,3)
- Able = true
- for i = 0.12, 1, 0.25 do
- RAW.C0 = CA(MR(50-5*i), 0, MR(90+10*i))
- HW.C0 = CA(0, MR(-65-5*i), MR(90))
- LAW.C0 = CA(MR(-40+120), MR(-20), MR(50+5*i)) * CN(0, -0.6, 0)
- neck.C0 = necko * CA(MR(5), 0, MR(40-90-5*i))
- wait()
- end
- wait(0.08)
- for i = 0.05, 1, 0.1 do
- if Able == false then return end
- RAW.C0 = CA(MR(45-5*i), MR(50*i), MR(100-100*i)) * CN(0, 0, 0)
- HW.C0 = CA(0, MR(-70+70*i), MR(90-90*i))
- LAW.C0 = CA(MR(-40+120-60*i), MR(-20), MR(55-75*i)) * CN(0, -0.6+0.6*i, 0)
- neck.C0 = necko * CA(MR(5-5*i), 0, MR(-55+55*i))
- wait()
- end
- Normalize()
- end,
- function()
- Able = false
- for i = 0.05, 1, 0.08 do
- RAW.C0 = CA(MR(50+130*i), 0, MR(90-125*i)) * CN(0, -1*i, 0)
- HW.C0 = CA(0, MR(-65-35*i), MR(90-90*i))
- LAW.C0 = CA(MR(80+100*i), MR(-20+20*i), MR(50-15*i)) * CN(0, -0.6-0.4*i, 0)
- neck.C0 = necko * CA(MR(5-25*i), 0, MR(-50+50*i))
- wait()
- end
- PlaySound(Sounds.Slash[1], Sounds.Slash[2]+0.05, Sounds.Slash[3])
- for i = 0.13, 1, 0.25 do
- RAW.C0 = CA(MR(180+10*i), 0, MR(-35)) * CN(0, -1, 0)
- HW.C0 = CA(0, MR(-100), 0)
- LAW.C0 = CA(MR(180+10*i), 0, MR(35)) * CN(0, -1, 0)
- neck.C0 = necko * CA(MR(5-25-5*i), 0, 0)
- wait()
- end
- StartEffect()
- Hurt = true
- Deb = true
- Mode = Dmgs.Smash
- for i = 0.06, 1, 0.12 do
- RAW.C0 = CA(MR(190-160*i), 0, MR(-35)) * CN(0, -1+0.2*i, 0)
- HW.C0 = CA(MR(-20*i), MR(-100-40*i), MR(40*i))
- LAW.C0 = CA(MR(190-160*i), 0, MR(35)) * CN(0, -1+0.2*i, 0)
- neck.C0 = necko * CA(MR(-25+45*i), 0, 0)
- wait()
- end
- PlaySound(Sounds.SmashHit[1], Sounds.SmashHit[2], Sounds.SmashHit[3])
- EndEffect()
- Hurt = false
- Deb = false
- for i = 0.2, 1, 0.5 do
- RAW.C0 = CA(MR(30+15*i), 0, MR(-35)) * CN(0, -0.8+0.4*i, 0)
- HW.C0 = CA(MR(-20), MR(-140), MR(40))
- LAW.C0 = CA(MR(30+15*i), 0, MR(35)) * CN(0, -0.8+0.4*i, 0)
- neck.C0 = necko * CA(MR(20), 0, 0)
- wait()
- end
- setatk(1,4)
- Able = true
- for i = 0.16, 1, 0.33 do
- if not Able then return end
- RAW.C0 = CA(MR(30+15-15*i), 0, MR(-35)) * CN(0, -0.8+0.4-0.2*i, 0)
- HW.C0 = CA(MR(-20), MR(-140), MR(40))
- LAW.C0 = CA(MR(30+15-15*i), 0, MR(35)) * CN(0, -0.8+0.4-0.2*i, 0)
- neck.C0 = necko * CA(MR(20), 0, 0)
- wait()
- end
- for i = 0.05, 1, 0.1 do
- if not Able then return end
- RAW.C0 = CA(MR(30+10*i), MR(50*i), MR(-35+35*i)) * CN(0, -0.8+0.4-0.2+0.6*i, 0)
- HW.C0 = CA(MR(-20+20*i), MR(-140+140*i), MR(40-40*i))
- LAW.C0 = CA(MR(30+15-15-10*i), MR(-20*i), MR(35-55*i)) * CN(0, -0.8+0.4-0.2+0.6*i, 0)
- neck.C0 = necko * CA(MR(20-20*i), 0, 0)
- wait()
- end
- Normalize()
- end,
- function()
- Able = false
- for i = 0.06, 1, 0.12 do
- RAW.C0 = CA(MR(30), MR(-20*i), MR(-35-25*i)) * CN(0, -0.8, 0)
- HW.C0 = CA(MR(-20-60*i), MR(-140-40*i), MR(40-40*i))
- LAW.C0 = CA(MR(30-110*i), 0, MR(35-35*i)) * CN(0, -0.8+0.8*i, 0)
- neck.C0 = necko * CA(MR(20-15*i), 0, MR(10*i))
- wait()
- end
- Mode = Dmgs.DoubleSlash
- StartEffect()
- playz(Sounds.Slash)
- Hurt = true
- Deb = true
- for i = 0.07, 1, 0.14 do
- RAW.C0 = CA(MR(30+120*i), MR(-20), MR(-60+80*i)) * CN(0, -0.8+0.8*i, 0)
- HW.C0 = CA(MR(-80+60*i), MR(180), 0)
- LAW.C0 = CA(MR(-50+100*i), 0, MR(30*i))
- neck.C0 = necko * CA(MR(5-25*i), 0, MR(10-30*i))
- wait()
- end
- EndEffect()
- Hurt = false
- for i = 0.17, 1, 0.33 do
- RAW.C0 = CA(MR(150+15*i), MR(-20), MR(20+5*i))
- HW.C0 = CA(MR(-20), MR(180), 0)
- LAW.C0 = CA(MR(50+5*i), 0, MR(30+10*i))
- neck.C0 = necko * CA(MR(-20-5*i), 0, MR(-20))
- wait()
- end
- for i = 0.13, 1, 0.25 do
- RAW.C0 = CA(MR(165-15*i), MR(-20+50*i), MR(25-75*i))
- HW.C0 = CA(MR(-20-20*i), MR(180), 0)
- LAW.C0 = CA(MR(55+45*i), 0, MR(40-30*i))
- neck.C0 = necko * CA(MR(-25), 0, MR(-20+35*i))
- wait()
- end
- StartEffect()
- Hurt = true
- Deb = true
- playz(Sounds.Slash)
- for i = 0.08, 1, 0.16 do
- RAW.C0 = CA(MR(150-110*i), MR(30), MR(-50+65*i))
- HW.C0 = CA(MR(-40-40*i), MR(180), 0)
- LAW.C0 = CA(MR(100-50*i), MR(-30*i), MR(10+30*i)) * CN(0, -1.1*i, 0)
- neck.C0 = necko * CA(MR(-25+45*i), 0, MR(15-30*i))
- wait()
- end
- EndEffect()
- Hurt = false
- for i = 0.13, 1, 0.25 do
- RAW.C0 = CA(MR(40-5*i), MR(30), MR(15+5*i))
- HW.C0 = CA(MR(-80-5*i), MR(180), 0)
- LAW.C0 = CA(MR(50), MR(-30), MR(40)) * CN(0, -1.1-0.1*i, 0)
- neck.C0 = necko * CA(MR(20+5*i), 0, MR(-15-5*i))
- wait()
- end
- for i = 0.09, 1, 0.16 do
- RAW.C0 = CA(MR(35+5*i), MR(30+20*i), MR(20-20*i))
- HW.C0 = CA(MR(-85+85*i), MR(180+180*i), 0)
- LAW.C0 = CA(MR(50-30*i), MR(-30+10*i), MR(40-60*i)) * CN(0, -1.2+1.2*i, 0)
- neck.C0 = necko * CA(MR(25-25*i), 0, MR(-20+20*i))
- wait()
- end
- Normalize()
- Able = true
- Attack = 1
- end
- }
- SpinSlash = function(plaic)
- if Rage < Dmgs.Spin[6] then return end
- Rage = Rage - Dmgs.Spin[6]
- local cf = torso.CFrame
- local CF = ComputePos(cf.p, cf * CN(0, 0, -2))
- if plaic then
- CF = ComputePos(cf.p, plaic)
- end
- AbleAll = false
- local bg = Add.BG(torso)
- bg.cframe = CF
- for i = 0.07, 1, 0.14 do
- RAW.C0 = CA(MR(40+50*i), MR(50-65*i), 0)
- HW.C0 = CA(0, 0, MR(90*i))
- LAW.C0 = CA(MR(20-20*i), MR(-20+20*i), MR(-20-60*i))
- neck.C0 = necko * CA(0, 0, MR(-30*i))
- bg.cframe = CF * CA(0, MR(30*i), 0)
- wait()
- end
- StartEffect()
- Hurt = true
- Deb = true
- Mode = Dmgs.Spin
- Notime(function()
- while Hurt do
- PlaySound(Sounds.Slash[1], Sounds.Slash[2]+0.35, Sounds.Slash[3])
- wait(0.15)
- end
- end)
- for i = 0.04, 1, 0.06 do
- RAW.C0 = CA(MR(90-10*i), MR(-15), MR(90*i))
- HW.C0 = CA(0, MR(-70*i), MR(90))
- LAW.C0 = CA(MR(90*i), 0, MR(-20-60+120*i)) * CN(0, -0.7*i, 0)
- neck.C0 = necko * CA(0, 0, MR(-30+20*i))
- bg.cframe = CF * CA(0, MR(30-380*i), 0)
- wait()
- end
- EndEffect()
- for i = 0.09, 1, 0.17 do
- RAW.C0 = CA(MR(80), MR(-15), MR(90))
- HW.C0 = CA(0, MR(-70-10*i), MR(90))
- LAW.C0 = CA(MR(90), 0, MR(-20-60+120+20*i)) * CN(0, -0.7, 0)
- neck.C0 = necko * CA(0, 0, MR(-10+60*i))
- bg.cframe = CF * CA(0, MR(-350-60*i), 0)
- wait()
- end
- Hurt = false
- Deb = false
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(80-40*i), MR(-15+65*i), MR(90-90*i))
- HW.C0 = CA(0, MR(-80+80*i), MR(90-90*i))
- LAW.C0 = CA(MR(90-70*i), MR(-20*i), MR(60-80*i)) * CN(0, -0.7+0.7*i, 0)
- neck.C0 = necko * CA(0, 0, MR(-10+60-50*i))
- bg.cframe = CF * CA(0, MR(-410+50*i), 0)
- wait()
- end
- bg:remove()
- Normalize()
- AbleAll = true
- end
- Flawp = function(plaic)
- local cf = torso.CFrame
- local CF = ComputePos(cf.p, cf * CN(0, 0, -2))
- if plaic then
- CF = ComputePos(cf.p, plaic)
- end
- local cf2 = CF * CN(0, -1.1, -1)
- local Dist = 8
- local Hit1, Pos1 = RayC(CF.p, (CF * CN(0, -1, 0)).p, 4, char)
- local Hit2, Pos2 = RayC((CF * CN(0, 0, -Dist*2)).p, (CF * CN(0, -1, -Dist*2)).p, 4, char)
- local Hit3, Pos3 = RayC(CF.p, (CF * CN(0, 0, -Dist*2)).p, Dist*2, char)
- if Rage < Dmgs.Boom[6] then return end
- if Hit1 and Hit2 then
- Rage = Rage - Dmgs.Boom[6]
- local bp = Add.BP(torso)
- bp.position = cf.p
- local bg = Add.BG(torso)
- bg.cframe = CF
- AbleAll = false
- RLW.Part1 = Rleg
- LLW.Part1 = Lleg
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(40+30*i), MR(50-50*i), MR(25*i))
- LAW.C0 = CA(MR(20+50*i), MR(-20+20*i), MR(-20-5*i))
- HW.C0 = CA(MR(25*i), 0, 0)
- RLW.C0 = CN(0, 1*i, -1*i)
- LLW.C0 = CA(MR(-90*i), 0, 0) * CN(0, 0.5*i, -0.2*i)
- neck.C0 = necko * CA(MR(20*i), 0, 0)
- bp.position = CF * CN(0, -1*i, -1*i).p
- wait()
- end
- local Center = cf2 * CN(0, 0, -Dist)
- hum.PlatformStand = true
- PlaySound(Sounds.Jump[1], Sounds.Jump[2], Sounds.Jump[3])
- for i = 0.06, 1, 0.1 do
- RAW.C0 = CA(MR(70-160*i), 0, MR(25+15*i))
- LAW.C0 = CA(MR(70-160*i), 0, MR(-25-15*i))
- HW.C0 = CA(MR(25), 0, 0)
- RLW.C0 = CN(0, 1-1*i, -1+1*i)
- LLW.C0 = CA(MR(-90+70*i), 0, 0) * CN(0, 0.5+0.7*i, -0.2-0.3*i)
- neck.C0 = necko * CA(MR(20-50*i), 0, 0)
- bp.position = Center * CA(MR(180-45*i), 0, 0) * CN(0, 0, -Dist).p
- bg.cframe = CF * CA(MR(-90*i), 0, 0)
- wait()
- end
- for i = 0.06, 1, 0.1 do
- RAW.C0 = CA(MR(-90-90*i), 0, MR(40+50*i))
- LAW.C0 = CA(MR(-90-90*i), 0, MR(-40-50*i))
- HW.C0 = CA(MR(25-25*i), 0, MR(-90*i))
- RLW.C0 = CN(0, 0, 0)
- LLW.C0 = CA(MR(-20+20*i), 0, 0) * CN(0, 1.2-1.2*i, -0.5+0.5*i)
- bp.position = Center * CA(MR(135-45*i), 0, 0) * CN(0, 0, -Dist).p
- bg.cframe = CF * CA(MR(-90-90*i), 0, 0)
- wait()
- end
- StartEffect()
- for i = 0.06, 1, 0.1 do
- RAW.C0 = CA(MR(180+10*i), 0, MR(90-130*i)) * CN(0, -1*i, 0)
- LAW.C0 = CA(MR(180+10*i), 0, MR(-90+130*i)) * CN(0, -1*i, 0)
- HW.C0 = CA(0, 0, MR(-90-90*i))
- RLW.C0 = CN(0, 0, 0)
- LLW.C0 = CA(0, 0, 0) * CN(0, 0, 0)
- bp.position = Center * CA(MR(90-45*i), 0, 0) * CN(0, 0, -Dist).p
- bg.cframe = CF * CA(MR(-180-90*i), 0, 0)
- wait()
- end
- playz(Sounds.Slash)
- for i = 0.06, 1, 0.1 do
- RAW.C0 = CA(MR(190-100*i), 0, MR(-40)) * CN(0, -1-0.2*i, 0)
- LAW.C0 = CA(MR(190-80*i), MR(-25*i), MR(40-15*i)) * CN(0, -1-0.2*i, 0)
- HW.C0 = CA(0, MR(-45*i), MR(-180))
- RLW.C0 = CN(0, 1*i, -1*i)
- LLW.C0 = CA(MR(-20-70*i), 0, 0) * CN(0, 1.2-0.7*i, -0.5+0.3*i)
- neck.C0 = necko * CA(MR(-30+60*i), 0, 0)
- bp.position = Center * CA(MR(45-45*i), 0, 0) * CN(0, 0, -Dist).p
- bg.cframe = CF * CA(MR(-270-90*i), 0, 0)
- wait()
- end
- Mode = Dmgs.Boom
- EndEffect()
- RAW.C0 = CA(MR(90), 0, MR(-40)) * CN(0, -1.2, 0)
- LAW.C0 = CA(MR(110), MR(-25), MR(25)) * CN(0, -1.2, 0)
- HW.C0 = CA(0, MR(-45), MR(-180))
- RLW.C0 = CN(0, 1, -1)
- LLW.C0 = CA(MR(-90), 0, 0) * CN(0, 0.5, -0.2)
- bp.position = Center * CN(0, 0, -Dist).p
- bg.cframe = CF * CA(0, 0, 0)
- local PosEff = Center * CN(0, -2, -Dist-2.5)
- Notime(function()
- playz(Sounds.Boom)
- local disst = Dmgs.Boom[7]
- local chars = getCharacters(workspace, PosEff.p, disst)
- for _,v in pairs(chars) do
- local c, t, h = v[1], v[2], v[3]
- local d = (t.Position - PosEff.p).magnitude
- local bl, bp, blo = getBlock(c)
- if blo then
- ShieldDamage(Dmgs.Boom, bl, bp, false)
- end
- d = d/4
- if d < 1 then d = 1 end
- Damage(t, h, Dmgs.Boom[2]/d, false, false)
- for _,k in pairs(c:children()) do
- if k:IsA("BasePart") then
- k.Velocity = CFrame.new(PosEff.p, k.Position).lookVector * 40 + Vector3.new(0, 50, 0)
- end
- end
- h.PlatformStand = true
- Notime(function() h.PlatformStand = false end, 0.2)
- end
- local eff = Instance.new("Model",workspace)
- eff.Name = "Effect"
- local wave = Part(eff, true, false, 0, 0, EffectColor, 1, 1, 1, true)
- wave.CFrame = PosEff
- local wavem = Add.Mesh(wave, "http://www.roblox.com/asset/?id=20329976", 3, 2, 3)
- local ball = Part(eff, true, false, 0, 0, EffectColor2, 1, 1, 1, true)
- ball.CFrame = PosEff
- local ballm = Add.Sphere(ball)
- ballm.Scale = Vector3.new(2, 5, 2)
- local diamond = Part(eff, true, false, 0, 0, EffectColor, 1, 1, 1, true)
- diamond.CFrame = PosEff
- local diamondm = Add.Mesh(diamond, "http://www.roblox.com/asset/?id=9756362", 7, 0.5, 7)
- for i = 0, 1, 0.05 do
- wait()
- wave.CFrame = PosEff * CFrame.Angles(0, MR(180*i), 0)
- wave.Transparency = i
- wavem.Scale = Vector3.new(3+(disst*1.15)*i, 2+(disst/1.4)*i, 3+(disst*1.15)*i)
- ball.Transparency = i
- ballm.Scale = Vector3.new(1+(disst*2)*i, 5+(disst*1.2)*i, 1+(disst*2)*i)
- diamond.Transparency = i
- diamondm.Scale = Vector3.new(7-6.5*i, 0.5+(disst*2)*i, 7-6.5*i)
- end
- wait()
- eff:remove()
- end)
- wait(0.4)
- for i = 0.07, 1, 0.1 do
- RAW.C0 = CA(MR(90+50*i), 0, MR(-40)) * CN(0, -1.2+0.4*i, -0.4*i)
- LAW.C0 = CA(MR(110+30*i), MR(-25+25*i), MR(25+15*i)) * CN(0, -1.2+0.4*i, -0.4*i)
- HW.C0 = CA(MR(-30*i), MR(-45+45*i), MR(-180-30*i)) * CN(0, -0.7*i, 0)
- RLW.C0 = CN(0, 1-1*i, -1+1*i)
- LLW.C0 = CA(MR(-90+90*i), 0, 0) * CN(0, 0.5-0.5*i, -0.2+0.2*i)
- neck.C0 = necko * CA(MR(30-15*i), 0, 0)
- bp.position = Center * CN(0, 1.4*i, -Dist-1*i).p
- wait()
- end
- bp:remove()
- bg:remove()
- hum.PlatformStand = false
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(140-100*i), MR(50*i), MR(-40+40*i)) * CN(0, -0.8+0.8*i, -0.4+0.4*i)
- LAW.C0 = CA(MR(140-190*i), 0, MR(40-80*i)) * CN(0, -0.8+0.8*i, -0.4+0.4*i)
- HW.C0 = CA(MR(-30+30*i), 0, MR(-210-150*i)) * CN(0, -0.7+0.7*i, 0)
- RLW.C0 = CN()
- LLW.C0 = CN()
- neck.C0 = necko * CA(MR(15-15*i), 0, 0)
- bp.position = Center * CN(0, 1.4-0.4*i, -Dist-1-0.3*i).p
- wait()
- end
- RLW.Part1 = nil
- LLW.Part1 = nil
- for i = 0.1, 1, 0.2 do
- LAW.C0 = CA(MR(-50+70*i), MR(-20*i), MR(-40+20*i))
- wait()
- end
- Normalize()
- AbleAll = true
- end
- end
- function Raeg()
- if Rage < Dmgs.RageMode[5] then return end
- if RageMode == false and AbleAll and Able then
- AbleAll = false
- local CF = ComputePos(torso.Position, torso.CFrame * CN(0, 0, -2))
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(40-70*i), MR(50-45*i), MR(10*i))
- LAW.C0 = CA(MR(20-50*i), MR(-20+15*i), MR(-20+10*i))
- HW.C0 = CA(MR(20*i), 0, 0)
- wait()
- end
- for i = 0.12, 1, 0.25 do
- RAW.C0 = CA(MR(-30-10*i), MR(5-5*i), MR(10-5*i))
- LAW.C0 = CA(MR(-30-10*i), MR(-5+5*i), MR(-10+5*i))
- HW.C0 = CA(MR(20+5*i), 0, 0)
- wait()
- end
- hum.Jump = true
- playz(Sounds.Jump2)
- CF = ComputePos(torso.Position, torso.CFrame * CN(0, 0, -2))
- local p = Part(workspace, true, false, 0, 0, "Bright red", 0.2, 0.2, 0.2, true)
- p.CFrame = CF * CN(0, -2, 0)
- local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 3, 1)
- Notime(function()
- for i = 0, 1, 0.08 do
- wait()
- m.Scale = Vector3.new(1+5*i, 3-2.5*i, 1+5*i)
- p.Transparency = i
- end
- p:remove()
- end)
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(-40+220*i), 0, MR(5+35*i))
- LAW.C0 = CA(MR(-40+220*i), 0, MR(-5-35*i))
- HW.C0 = CA(MR(25-115*i), MR(90*i), MR(45*i))
- wait()
- end
- for i = 0.12, 1, 0.25 do
- RAW.C0 = CA(MR(180+8*i), 0, MR(40))
- LAW.C0 = CA(MR(180+8*i), 0, MR(-40))
- HW.C0 = CA(MR(-90), MR(90), MR(45))
- wait()
- end
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(188-98*i), 0, MR(40-80*i)) * CN(0, -1*i, 0)
- LAW.C0 = CA(MR(188-98*i), 0, MR(-40+80*i)) * CN(0, -1*i, 0)
- HW.C0 = CA(MR(-90+90*i), MR(90+45*i), MR(45-45*i))
- wait()
- end
- playz(Sounds.GoRage)
- local p2 = Part(workspace, false, false, 1, 0, EffectColor3, 1, 1, 1, true)
- Weld(Tip4, p2, 0, -2, 0, 0, 0, 0)
- local m2 = Add.Sphere(p2)
- m2.Scale = Vector3.new(0.2, 2, 0.5)
- for i = 0, 1, 0.06 do
- p2.Transparency = 1-1*i
- m2.Scale = Vector3.new(0.2+0.7*i, 2+3*i, 0.5+1.6*i)
- wait()
- end
- for _,v in pairs(Blades) do
- v.BrickColor = BrickColor.new(EffectColor3)
- end
- wait(0.5)
- for i = 0, 1, 0.1 do
- p2.Transparency = i
- wait()
- end
- p2:remove()
- playz(Sounds.Shout)
- for i = 0.1, 1, 0.1 do
- RAW.C0 = CA(MR(90-50*i), MR(50*i), MR(-40+40*i)) * CN(0, -1+1*i, 0)
- LAW.C0 = CA(MR(90-70*i), MR(-20*i), MR(-40+80-60*i)) * CN(0, -1+1*i, 0)
- HW.C0 = CA(0, MR(135+45*i), 0)
- wait()
- end
- Normalize()
- AbleAll = true
- RageMode = true
- AddDamage = Dmgs.RageMode[2]
- AddDamageX = Dmgs.RageMode[3]
- AddShield = Dmgs.RageMode[4]
- LineColor = EffectColor3
- Notime(function()
- repeat
- wait()
- Rage = Rage - 0.45
- until Rage < 1
- RageMode = false
- AddDamage = 0
- AddShield = 0
- AddDamageX = 1
- LineColor = "White"
- local p3 = Part(workspace, false, false, 1, 0, BladeColor, 1, 1, 1, true)
- Weld(Tip4, p3, 0, -2, 0, 0, 0, 0)
- local m3 = Add.Sphere(p3)
- m3.Scale = Vector3.new(0.85, 4.9, 1.8)
- playz(Sounds.RageOff)
- for i = 0.1, 1, 0.1 do
- p3.Transparency = 1-1*i
- wait()
- end
- p.Transparency = 0
- for _,v in pairs(Blades) do
- v.BrickColor = BrickColor.new(BladeColor)
- end
- wait(0.2)
- for i = 0.2, 1, 0.2 do
- p3.Transparency = 1*i
- m3.Scale = Vector3.new(0.85+2*i, 4.9+9*i, 1.8+4.5*i)
- wait()
- end
- p3:remove()
- end)
- end
- end
- function RageSlash(plaic)
- if Rage < Dmgs.RageSlash[6] then return end
- local cf = torso.CFrame
- local CF = ComputePos(cf.p, cf * CN(0, 0, -2))
- if plaic then
- CF = ComputePos(cf.p, plaic)
- local bg = Add.BG(torso)
- bg.cframe = CF
- Notime(function() bg:remove() end, 0.4)
- end
- Rage = Rage - Dmgs.RageSlash[6]
- AbleAll = false
- for i = 0.05, 1, 0.1 do
- RAW.C0 = CA(MR(40+105*i), MR(50-50*i), MR(-35*i)) * CN(0.15*i, -1*i, 0)
- LAW.C0 = CA(MR(20+125*i), MR(-20+20*i), MR(-20+55*i)) * CN(-0.15*i, -1*i, 0)
- HW.C0 = CA(0, MR(-35*i), 0)
- neck.C0 = necko * CA(MR(-20*i), 0, 0)
- wait()
- end
- for i = 0.09, 1, 0.18 do
- RAW.C0 = CA(MR(145+55*i), 0, MR(-35)) * CN(0.15, -1, 0)
- LAW.C0 = CA(MR(145+55*i), 0, MR(35)) * CN(-0.15, -1, 0)
- HW.C0 = CA(0, MR(-35), 0)
- neck.C0 = necko * CA(MR(-20-20*i), 0, 0)
- wait()
- end
- PlaySound(Sounds.Slash[1], Sounds.Slash[2]-0.7, Sounds.Slash[3])
- for i = 0.12, 1, 0.25 do
- RAW.C0 = CA(MR(200+10*i), 0, MR(-35)) * CN(0.15, -1, 0)
- LAW.C0 = CA(MR(200+10*i), 0, MR(35)) * CN(-0.15, -1, 0)
- HW.C0 = CA(0, MR(-35), 0)
- neck.C0 = necko * CA(MR(-20-20-5*i), 0, 0)
- wait()
- end
- Mode = Dmgs.RageSlash
- StartEffect("Neon orange")
- Hurt = true
- Deb = true
- for i = 0.07, 1, 0.14 do
- RAW.C0 = CA(MR(210-160*i), 0, MR(-35)) * CN(0.15, -1, 0)
- LAW.C0 = CA(MR(210-150*i), MR(-30*i), MR(35)) * CN(-0.15, -1, 0)
- HW.C0 = CA(MR(-70*i), MR(-35), MR(-35*i))
- neck.C0 = necko * CA(MR(-45+80*i), 0, 0)
- wait()
- end
- EndEffect()
- Hurt = false
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(50-15*i), 0, MR(-35)) * CN(0.15, -1, 0)
- LAW.C0 = CA(MR(60-15*i), MR(-30), MR(35)) * CN(-0.15, -1, 0)
- HW.C0 = CA(MR(-70-15*i), MR(-35), MR(-35-7*i))
- neck.C0 = necko * CA(MR(-45+80+5*i), 0, 0)
- wait()
- end
- for i = 0.07, 1, 0.14 do
- RAW.C0 = CA(MR(35+5*i), MR(50*i), MR(-35+35*i)) * CN(0.15-0.15*i, -1+1*i, 0)
- LAW.C0 = CA(MR(45-25*i), MR(-30+10*i), MR(35-55*i)) * CN(-0.15+0.15*i, -1+1*i, 0)
- HW.C0 = CA(MR(-70-15+85*i), MR(-35+35*i), MR(-35-7+42*i))
- neck.C0 = necko * CA(MR(-45+80+5-40*i), 0, 0)
- wait()
- end
- Normalize()
- AbleAll = true
- end
- --RAW ORIGINAL = CA(MR(40), MR(50), 0)
- --LAW ORIGINAL = CA(MR(20), MR(-20), MR(-20))
- --HW ORIGINAL = CA(0, 0, 0)
- function Counter()
- local cf = torso.CFrame
- local CF = CFrame.new(cf.p, cf * CN(0, 0, -2).p)
- local bg = Add.BG(torso)
- bg.cframe = CF
- for i = 0.1, 1, 0.2 do
- RAW.C0 = CA(MR(-50+50*i), MR(-35), MR(80*i))
- LAW.C0 = CA(MR(90-20*i), 0, MR(80-20*i)) * CN(-0.75+0.25*i, -0.8+0.5*i, 0)
- HW.C0 = CA(MR(20-60*i), 0, 0)
- bg.cframe = CF * CA(0, MR(-35*i), 0)
- neck.C0 = necko * CA(0, 0, MR(35*i))
- wait()
- end
- StartEffect()
- Hurt = true
- Deb = true
- Mode = Dmgs.Counter
- playz(Sounds.Slash)
- for i = 0.09, 1, 0.18 do
- RAW.C0 = CA(0, MR(-35+130*i), MR(80)) * CN(0, -0.3*i, 0)
- LAW.C0 = CA(MR(70-130*i), 0, MR(60-60*i)) * CN(-0.5+0.5*i, -0.3+0.3*i, 0)
- HW.C0 = CA(MR(-40+40*i), 0, 0)
- bg.cframe = CF * CA(0, MR(-35+80*i), 0)
- neck.C0 = necko * CA(0, 0, MR(35-80*i))
- wait()
- end
- EndEffect()
- Hurt = false
- for i = 0.12, 1, 0.25 do
- RAW.C0 = CA(0, MR(95+10*i), MR(80)) * CN(0, -0.3, 0)
- LAW.C0 = CA(MR(-60-10*i), 0, 0)
- HW.C0 = CA(MR(5*i), 0, 0)
- bg.cframe = CF * CA(0, MR(45+5*i), 0)
- neck.C0 = necko * CA(0, 0, MR(-45-5*i))
- wait()
- end
- for i = 0.06, 1, 0.12 do
- RAW.C0 = CA(MR(40*i), MR(105-55*i), MR(80-80*i)) * CN(0, -0.3+0.3*i, 0)
- LAW.C0 = CA(MR(-70+90*i), MR(-20*i), MR(-20*i))
- HW.C0 = CA(MR(5-5*i), 0, 0)
- bg.cframe = CF * CA(0, MR(50-50*i), 0)
- neck.C0 = necko * CA(0, 0, MR(-50+50*i))
- wait()
- end
- Normalize()
- bg:remove()
- end
- function Bloc()
- if AbleAll and Able then
- AbleAll = false
- Block.Value = true
- for i = 0, 1, 0.15 do
- if not Block then break end
- RAW.C0 = CA(MR(40-90*i), MR(50-85*i), 0)
- LAW.C0 = CA(MR(20+70*i), MR(-20+20*i), MR(-20+100*i)) * CN(-0.75*i, -0.8*i, 0)
- HW.C0 = CA(MR(20*i), 0, 0)
- wait()
- end
- RAW.C0 = CA(MR(40-90), MR(50-85), 0)
- LAW.C0 = CA(MR(20+70), MR(-20+20), MR(-20+100)) * CN(-0.75, -0.8, 0)
- HW.C0 = CA(MR(20), 0, 0)
- PlaySound(Sounds.SmashHit[1], Sounds.SmashHit[2]-0.6, Sounds.SmashHit[3])
- repeat
- wait()
- if BlockPower.Value < 1 then
- Block.Value = false
- BlockPower.Value = BlockRealPowa
- end
- until Block.Value == false
- if CounterKey and Rage >= Dmgs.Counter[6] then
- Rage = Rage - Dmgs.Counter[6]
- Counter()
- else
- for i = 1, 0, -0.2 do
- RAW.C0 = CA(MR(40-90*i), MR(50-85*i), 0)
- LAW.C0 = CA(MR(20+70*i), MR(-20+20*i), MR(-20+100*i)) * CN(-0.75*i, -0.8*i, 0)
- HW.C0 = CA(MR(20*i), 0, 0)
- wait()
- end
- Normalize()
- end
- AbleAll = true
- end
- end
- function Clicked(mousepos)
- if Block.Value == false and Able and AbleAll then
- if Aim then
- Notime(function()
- local bg = Add.BG(torso)
- bg.cframe = ComputePos(torso.Position, mousepos)
- bg.P = 5500
- wait(0.4)
- bg:remove()
- end)
- end
- Attacks[Attack]()
- end
- end
- function KeyDown(key, mouse)
- key = key:lower()
- if Able then
- local aimplace = nil
- if Aim then
- aimplace = mouse.Hit.p
- end
- if key == string.char(48) then
- Notime(function()
- local k = nil
- repeat
- k = mouse.KeyUp:wait()
- until k == string.char(48)
- Block.Value = false
- end)
- Bloc()
- elseif key == "e" then
- if Block.Value == false and AbleAll then
- SpinSlash(aimplace)
- end
- elseif key == "r" then
- if Block.Value == false and AbleAll then
- Flawp(aimplace)
- end
- elseif key == "f" then
- if Block.Value == false and AbleAll then
- Raeg()
- end
- elseif key == "t" then
- Notime(function()
- local k = nil
- CounterKey = true
- repeat
- k = mouse.KeyUp:wait()
- until k == "t"
- CounterKey = false
- end)
- elseif key == "q" then
- if Block.Value == false and AbleAll then
- local a = nil
- if Aim then
- a = mouse.Hit.p
- end
- RageSlash(a)
- end
- end
- end
- end
- Select = function(mouse)
- SelectAnim()
- Selected = true
- mouse.Button1Down:connect(function()
- if Able then
- Clicked(mouse.Hit.p)
- end
- end)
- mouse.KeyDown:connect(function(key)
- KeyDown(key, mouse)
- end)
- end
- Deselect = function(mouse)
- Selected = false
- DeselectAnim()
- end
- Bin.Selected:connect(Select)
- Bin.Deselected:connect(Deselect)
- Notime(function()
- local parent = char.Parent
- while char.Parent == parent do
- wait()
- if Rage > MaxRage then Rage = MaxRage elseif Rage < 0 then Rage = 0 end
- RageBar.Size = UD(1, 0, Rage/MaxRage, 0)
- RageBar.Position = UD(0, 0, 1-(Rage/MaxRage), 0)
- RageAmount.Text = math.floor(Rage)
- local hp2 = hum.Health/hum.MaxHealth
- if hp2 > 1 then hp2 = 1 elseif hp2 < 0 then hp2 = 0 end
- HealthBar.Size = UD(1, 0, hp2, 0)
- if Block.Value then
- hum.WalkSpeed = 10
- elseif RageMode and Block.Value then
- hum.WalkSpeed = 16
- elseif RageMode then
- hum.WalkSpeed = 19
- else
- hum.WalkSpeed = 16
- end
- end
- end)
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