Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Player = game:GetService("Players").TheAngryN00B
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- ModelName = "Weapon"
- attack = false
- attacktype = 1
- Hitdeb = 0
- Neck = Torso.Neck
- local neckcf0 = Neck.C0
- ----------------------------
- --Customize
- Rage = 0
- MaxRage = 100
- mindamage = 40
- maxdamage = 65
- crtmaxdamage = 85
- omindamage = mindamage
- omaxdamage = maxdamage
- ocrtmaxdamage = crtmaxdamage
- crtrate = 100/5
- --100%/critpercentage
- blockpower = 4
- oblkbrkr = 3
- blkbrkr = 3
- blockbreaker = oblkbrkr
- ws = 16
- maxCharge = 5
- handlecolor = BrickColor.new("Dark stone grey")
- bcolor = BrickColor.new("Mid grey")
- gemcolor = BrickColor.new("Bright yellow")
- ToolName = "Dekagren"
- ---------------------------------------------------------------------------------------------------------------------------------------
- if Character:findFirstChild("EquippedVal",true) ~= nil then
- Character:findFirstChild("EquippedVal",true).Parent = nil
- end
- Character.Humanoid.WalkSpeed = ws
- ev = Instance.new("BoolValue",Character)
- ev.Name = "EquippedVal"
- ev.Value = false
- if Character:findFirstChild("Block",true) ~= nil then
- Character:findFirstChild("Block",true).Parent = nil
- end
- blk = Instance.new("BoolValue",Character)
- blk.Name = "Block"
- blk.Value = false
- blkc = Instance.new("IntValue",blk)
- blkc.Name = "BlockPower"
- blkc.Value = blockpower
- --player
- player = nil
- --welds
- RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld")
- --what anim
- anim = "none"
- --other var
- player = Player
- ch = Character
- --save shoulders
- AoETrue = {}
- RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
- function RWFunc()
- RW.Part1 = ch["Right Arm"]
- RSH.Part1 = nil
- end
- function LWFunc()
- LW.Part1 = ch["Left Arm"]
- LSH.Part1 = nil
- end
- function RWLFunc()
- RWL.Part1 = ch["Right Leg"]
- RHL.Part1 = nil
- ch["Right Leg"].Name = "RightLeg"
- RightLeg.CanCollide = false
- end
- function LWLFunc()
- LWL.Part1 = ch["Left Leg"]
- LHL.Part1 = nil
- ch["Left Leg"].Name = "LeftLeg"
- LeftLeg.CanCollide = true
- end
- function RWLRem()
- RightLeg.Name = "Right Leg"
- RWL.Part1 = nil
- RHL.Part1 = ch["Right Leg"]
- RightLeg.CanCollide = false
- end
- function LWLRem()
- LeftLeg.Name = "Left Leg"
- LWL.Part1 = nil
- LHL.Part1 = ch["Left Leg"]
- LeftLeg.CanCollide = false
- end
- function RWRem()
- RW.Part1 = nil
- RSH.Part1 = ch["Right Arm"]
- end
- function LWRem()
- LW.Part1 = nil
- LSH.Part1 = ch["Left Arm"]
- end
- if Character:findFirstChild(ModelName,true) ~= nil then
- Character:findFirstChild(ModelName,true).Parent = nil
- RHL.Part1 = ch["Right Leg"]
- LHL.Part1 = ch["Left Leg"]
- RSH.Part1 = ch["Right Arm"]
- LSH.Part1 = ch["Left Arm"]
- end
- local swordholder = Instance.new("Model")
- swordholder.Name = ModelName
- swordholder.Parent = Character
- --derp
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.Parent = swordholder
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Parent = swordholder
- --
- RWL.Part0 = ch.Torso
- RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- RWL.Parent = swordholder
- --
- LWL.Part0 = ch.Torso
- LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- LWL.Parent = swordholder
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(1,1,1)
- local msh2 = Instance.new("BlockMesh")
- msh2.Scale = Vector3.new(1,1,1)
- local msh3 = Instance.new("BlockMesh")
- msh3.Scale = Vector3.new(1,0.8,1)
- msh3.Offset = Vector3.new(0,0.5,0)
- local msh4 = Instance.new("SpecialMesh")
- msh4.Scale = Vector3.new(1,1,1)
- msh4.MeshType = "Wedge"
- local msh5 = Instance.new("SpecialMesh")
- msh5.Scale = Vector3.new(1,1,1)
- msh5.MeshType = "Wedge"
- local msh6 = Instance.new("BlockMesh")
- msh6.Scale = Vector3.new(1,1,1)
- local msh7 = Instance.new("BlockMesh")
- msh7.Scale = Vector3.new(1,1,1)
- local msh8 = Instance.new("SpecialMesh")
- msh8.Scale = Vector3.new(1,1,2.7)*0.75
- msh8.MeshId = "http://www.roblox.com/asset/?id=3270017"
- local msh9 = Instance.new("SpecialMesh")
- msh9.Scale = Vector3.new(1,1,1)*0.5
- msh9.MeshId = "http://www.roblox.com/Asset/?id=9756362"
- local msh10 = Instance.new("BlockMesh")
- msh10.Scale = Vector3.new(1,1,1)
- local msh11 = Instance.new("BlockMesh")
- msh11.Scale = Vector3.new(1,1,1)
- local prt1 = Instance.new("Part")
- prt1.formFactor = 3
- prt1.CanCollide = false
- prt1.Name = "Handle"
- prt1.Locked = true
- prt1.Size = Vector3.new(0.3,2.5,0.3)
- prt1.Parent = swordholder
- msh1.Parent = prt1
- prt1.BrickColor = handlecolor
- local prt2 = Instance.new("Part")
- prt2.formFactor = 3
- prt2.CanCollide = false
- prt2.Name = "Handle2"
- prt2.Locked = true
- prt2.Size = Vector3.new(2,0.2,0.5)
- prt2.Parent = swordholder
- msh2.Parent = prt2
- prt2.BrickColor = handlecolor
- local prt3 = Instance.new("Part")
- prt3.formFactor = 3
- prt3.CanCollide = false
- prt3.Name = "Blade"
- prt3.Locked = true
- prt3.Size = Vector3.new(1.5,6,0.2)
- prt3.Parent = swordholder
- msh3.Parent = prt3
- prt3.BrickColor = bcolor
- local prt4 = Instance.new("Part")
- prt4.formFactor = 3
- prt4.CanCollide = false
- prt4.Name = "BladeTip1"
- prt4.Locked = true
- prt4.Size = Vector3.new(0.2,1.2,0.75)
- prt4.Parent = swordholder
- msh4.Parent = prt4
- prt4.BrickColor = bcolor
- local prt5 = Instance.new("Part")
- prt5.formFactor = 3
- prt5.CanCollide = false
- prt5.Name = "BladeTip2"
- prt5.Locked = true
- prt5.Size = Vector3.new(0.2,1.2,0.75)
- prt5.Parent = swordholder
- msh5.Parent = prt5
- prt5.BrickColor = bcolor
- local prt6 = Instance.new("Part")
- prt6.formFactor = 3
- prt6.CanCollide = false
- prt6.Name = "HandleP"
- prt6.Locked = true
- prt6.Size = Vector3.new(0.5,0.2,0.5)
- prt6.Parent = swordholder
- msh6.Parent = prt6
- prt6.BrickColor = gemcolor
- local prt7 = Instance.new("Part")
- prt7.formFactor = 3
- prt7.CanCollide = false
- prt7.Name = "HandleP"
- prt7.Locked = true
- prt7.Size = Vector3.new(0.5,0.2,0.5)
- prt7.Parent = swordholder
- msh7.Parent = prt7
- prt7.BrickColor = gemcolor
- local prt8 = Instance.new("Part")
- prt8.formFactor = 3
- prt8.CanCollide = false
- prt8.Name = "HandleP"
- prt8.Locked = true
- prt8.Size = Vector3.new(0.2,0.2,0.2)
- prt8.Parent = swordholder
- msh8.Parent = prt8
- prt8.BrickColor = handlecolor
- local prt9 = Instance.new("Part")
- prt9.formFactor = 3
- prt9.CanCollide = false
- prt9.Name = "HandleP"
- prt9.Locked = true
- prt9.Size = Vector3.new(0.2,0.2,0.2)
- prt9.Parent = swordholder
- msh9.Parent = prt9
- prt9.BrickColor = gemcolor
- local prt10 = Instance.new("Part")
- prt10.formFactor = 3
- prt10.CanCollide = false
- prt10.Name = "BladeP"
- prt10.Locked = true
- prt10.Size = Vector3.new(0.2,4,0.205)
- prt10.Parent = swordholder
- msh10.Parent = prt10
- prt10.BrickColor = gemcolor
- local prt11 = Instance.new("Part")
- prt11.formFactor = 3
- prt11.CanCollide = false
- prt11.Name = "BladeP"
- prt11.Locked = true
- prt11.Size = Vector3.new(0.2,4,0.205)
- prt11.Parent = swordholder
- msh11.Parent = prt11
- prt11.BrickColor = gemcolor
- local w1 = Instance.new("Weld")
- w1.Parent = prt1
- w1.Part0 = prt1
- local w2 = Instance.new("Weld")
- w2.Parent = prt2
- w2.Part0 = prt2
- w2.Part1 = prt1
- w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w2.C0 = CFrame.new(0, 1.25,0) * CFrame.Angles(0, 0, 0)
- local w3 = Instance.new("Weld")
- w3.Parent = prt3
- w3.Part0 = prt3
- w3.Part1 = prt1
- w3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.new(0, 4.25,0) * CFrame.Angles(0, 0, 0)
- local w4 = Instance.new("Weld")
- w4.Parent = prt4
- w4.Part0 = prt4
- w4.Part1 = prt1
- w4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w4.C0 = CFrame.new(0, -6.75,0.375) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(180))
- local w5 = Instance.new("Weld")
- w5.Parent = prt5
- w5.Part0 = prt5
- w5.Part1 = prt1
- w5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w5.C0 = CFrame.new(0, -6.75,0.375) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(180))
- local w6 = Instance.new("Weld")
- w6.Parent = prt6
- w6.Part0 = prt6
- w6.Part1 = prt1
- w6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w6.C0 = CFrame.new(0, 1.05,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local w7 = Instance.new("Weld")
- w7.Parent = prt7
- w7.Part0 = prt7
- w7.Part1 = prt1
- w7.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w7.C0 = CFrame.new(0, -0.05,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local w8 = Instance.new("Weld")
- w8.Parent = prt8
- w8.Part0 = prt8
- w8.Part1 = prt1
- w8.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w8.C0 = CFrame.new(0, -1.25,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))local w8 = Instance.new("Weld")
- local w9 = Instance.new("Weld")
- w9.Parent = prt9
- w9.Part0 = prt9
- w9.Part1 = prt1
- w9.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w9.C0 = CFrame.new(0, -1.25,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local w10 = Instance.new("Weld")
- w10.Parent = prt10
- w10.Part0 = prt10
- w10.Part1 = prt1
- w10.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w10.C0 = CFrame.new(0.5, 3.25,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local w11 = Instance.new("Weld")
- w11.Parent = prt11
- w11.Part0 = prt11
- w11.Part1 = prt1
- w11.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w11.C0 = CFrame.new(-0.5, 3.25,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local RAP = Instance.new("Part")
- RAP.formFactor = 0
- RAP.CanCollide = false
- RAP.Name = "RAPart"
- RAP.Locked = true
- RAP.Size = Vector3.new(1,1,1)
- RAP.Parent = swordholder
- RAP.Transparency = 1
- local w = Instance.new("Weld")
- w.Parent = RAP
- w.Part0 = RAP
- w.Part1 = RightArm
- w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0)
- function unequipweld()
- w1.Part1 = Torso
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, math.rad(0), math.rad(0)) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180), math.rad(35)) * CFrame.new(-1.65, -2.75, -0.6)
- end
- unequipweld()
- function equipweld()
- w1.Part1 = RAP
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- end
- function ss(parent,p) --Slash
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function uss(parent,p) --unsheath
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function cs(parent,p) --Magic Charge
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- return SlashSound
- end
- function ls(parent,p) --Lazer Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ts(parent,p)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function fs(parent,p) --Fire Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ms(parent,p) --Metal Cling Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\metal.ogg"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function bs(parent,p) --Berserk Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function es(parent,p) --Earth Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\stone3.ogg"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- --
- function returndmg()
- mindamage = omindamage
- maxdamage = omaxdamage
- crtmaxdamage = ocrtmaxdamage
- end
- function subdmg(sub)
- mindamage = omindamage - sub
- maxdamage = omaxdamage - sub
- crtmaxdamage = ocrtmaxdamage - sub
- end
- function prcntdmg(sub)
- mindamage = math.floor(omindamage - (omindamage*(sub/100)))
- maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100)))
- crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
- end
- function tagHumanoid(humanoid, player)
- local creator_tag = Instance.new("ObjectValue")
- creator_tag.Value = player
- creator_tag.Name = "creator"
- creator_tag.Parent = humanoid
- end
- function untagHumanoid(humanoid)
- if humanoid ~= nil then
- local tag = humanoid:findFirstChild("creator")
- if tag ~= nil then
- tag.Parent = nil
- end
- end
- end
- local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function hideanim()
- attack = true
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -1+0.5*i) * CFrame.Angles(math.rad(30+90*i),math.rad(-45+45*i),math.rad(-20+10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1+0.75*i, 0.5*i, -0.5-0.5*i) * CFrame.Angles(math.rad(45+45*i),math.rad(0),math.rad(45+25*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-30*i),0,math.rad(-20*i))
- end
- for i = 0 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5+0.5*i, -0.5+0.5*i) * CFrame.Angles(math.rad(120+90*i),math.rad(90*i),math.rad(10-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-10*i), 0, 0)
- LW.C0 = CFrame.new(-0.25+0.5*i, 0.5, -1+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(70+30*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90-45*i), math.rad(0), math.rad(90-45*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-30-10*i),0,math.rad(-20-20*i))
- end
- unequipweld()
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 1-0.5*i, 0) * CFrame.Angles(math.rad(210-210*i),math.rad(90-90*i),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-10+10*i), 0, 0)
- LW.C0 = CFrame.new(0.25-1.75*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90-90*i),math.rad(0),math.rad(100-100*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45+45*i), 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-40+40*i),0,math.rad(-40+40*i))
- end
- LWRem()
- RWRem()
- attack = false
- end
- function equipanim()
- attack = true
- RWFunc()
- for i = 0, 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5+0.5*i, 0) * CFrame.Angles(math.rad(200*i),math.rad(90*i),0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-30*i),0,math.rad(-20*i))
- end
- equipweld()
- w1.C0 = CFrame.Angles(math.rad(-135), math.rad(0), math.rad(90-45)) * CFrame.new(0, 0, -0.5)
- LWFunc()
- uss(Head,1)
- for i = 0, 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 1-0.5*i, 0) * CFrame.Angles(math.rad(200-90*i),math.rad(90-90*i),math.rad(20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-10+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(22.5*i),math.rad(0),math.rad(22.5*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-135+45*i), math.rad(0), math.rad(45+45*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-30+10*i),0,math.rad(-20-10*i))
- end
- for i = 0, 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(110-90*i),math.rad(-45*i),math.rad(20-40*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5-0.5*i, -0.5*i) * CFrame.Angles(math.rad(22.5+22.5*i),math.rad(0),math.rad(22.5+22.5*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-20+40*i),0,math.rad(-30+30*i))
- end
- for i = 0, 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(20-20*i),math.rad(-45),math.rad(-20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0, -0.5) * CFrame.Angles(math.rad(45-20*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(20+5*i),0,math.rad(0))
- end
- for i = 0, 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(30*i),math.rad(-45),math.rad(-20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0, -0.5) * CFrame.Angles(math.rad(25+20*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(25-25*i),0,math.rad(0))
- end
- Neck.C0 = neckcf0
- attack = false
- end
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = ToolName
- script.Parent = Tool
- end
- Bin = script.Parent
- function damagesplat(dmg,hit,crit,blocked)
- local mo = Instance.new("Model")
- mo.Name = dmg
- local pa = Instance.new("Part",mo)
- pa.formFactor = 3
- pa.Size = Vector3.new(0.8,0.3,0.8)
- if crit then
- pa.BrickColor = BrickColor.new("Bright yellow")
- elseif not crit then
- pa.BrickColor = BrickColor.new("Bright red")
- end
- if blocked then pa.BrickColor = BrickColor.new("Bright blue") end
- pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0)
- pa.Name = "Head"
- local hah = Instance.new("Humanoid")
- hah.Parent = mo
- hah.MaxHealth = 0
- hah.Health = 0
- local bp = Instance.new("BodyPosition")
- bp.P = 14000
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = hit.Position + Vector3.new(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- wait()
- mo.Parent = workspace
- bp.Parent = pa
- wait(1.4)
- mo:remove()
- end))
- end
- function damage(hum,dmg,critornot)
- damagesplat(dmg,hum.Torso,critornot)
- hum:TakeDamage(dmg)
- coroutine.resume(coroutine.create(function()
- tagHumanoid(hum,Player)
- wait(1)
- untagHumanoid(hum)
- end))
- end
- function AddRage(add)
- Rage = Rage + add
- if Rage > MaxRage then
- Rage = MaxRage
- end
- end
- function OT(hit) --Normal Damage
- if Hitdeb == 1 then return end
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
- if hum.Health <= 0 then return end
- if hit.Parent:findFirstChild("Block") ~= nil then
- if hit.Parent.Block.Value then
- damagesplat(0,hum.Torso,false,true)
- AddRage(5)
- Hitdeb = 1
- if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
- if hit.Parent.Block.BlockPower.Value <= 1 then
- hit.Parent.Block.Value = false
- elseif hit.Parent.Block.BlockPower.Value > 1 then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
- elseif critrandomizer == 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
- end
- end
- end
- return end end
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- AddRage(rndmdamage/2)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- AddRage(rndmdamage/2)
- end
- Hitdeb = 1
- end
- end
- function OT2(hit) --Bash Damage
- if Hitdeb == 1 then return end
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
- if hum.Health <= 0 then return end
- local vel = Instance.new("BodyVelocity",hum.Torso)
- vel.maxForce = Vector3.new(1,1,1) * math.huge
- vel.P = vel.P * 2
- vel.velocity = Vector3.new(0,2,0) + CFrame.new(prt2.Position,hum.Torso.Position).lookVector * 75
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- vel.Parent=nil
- end))
- if hit.Parent:findFirstChild("Block") ~= nil then
- if hit.Parent.Block.Value then
- damagesplat(0,hum.Torso,false,true)
- AddRage(5)
- Hitdeb = 1
- if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
- if hit.Parent.Block.BlockPower.Value <= 1 then
- hit.Parent.Block.Value = false
- elseif hit.Parent.Block.BlockPower.Value > 1 then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
- elseif critrandomizer == 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
- end
- end
- end
- return end end
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- AddRage(rndmdamage/2)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- AddRage(rndmdamage/2)
- end
- Hitdeb = 1
- end
- end
- function OTNR(hit) --No rage Damage
- if Hitdeb == 1 then return end
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
- if hit.Parent:findFirstChild("Block") ~= nil then
- if hit.Parent.Block.Value then
- damagesplat(0,hum.Torso,false,true)
- AddRage(5)
- Hitdeb = 1
- if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
- if hit.Parent.Block.BlockPower.Value <= 1 then
- hit.Parent.Block.Value = false
- elseif hit.Parent.Block.BlockPower.Value > 1 then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
- elseif critrandomizer == 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
- end
- end
- end
- return end end
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- Hitdeb = 1
- end
- end
- function AoE(p,magnitude)
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local mag = (head.Position - p).magnitude;
- if mag <= magnitude and c[i].Name ~= Character.Name then
- local foundd = false
- for ii = 1 , #AoETrue do
- if AoETrue[ii] == c[i].Name then
- foundd = true
- end
- end
- if foundd then
- end
- --
- if not foundd then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage) + bonusdmg
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage) + bonusdmg
- damage(hum,rndmdamage,true)
- end
- table.insert(AoETrue,c[i].Name)
- end
- end
- end
- end
- end
- for ii = 1 , #AoETrue do
- table.remove(AoETrue,#AoETrue)
- end
- end
- --
- --
- function effect(Color,Ref,LP,P1)
- local effectsmsh = Instance.new("BlockMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,1,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.2,mg,0.2)
- effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i)
- end
- wait()
- effectsg.Parent = nil
- end))
- end
- --
- con = nil
- function dmgcnnct()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- con = prt3.Touched:connect(OT)
- end
- function sidebshcnnct()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- con = prt3.Touched:connect(OT2)
- end
- function nrdmgcnnct()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- con = prt3.Touched:connect(OTNR)
- end
- function dmgdc()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- end
- function rptddmg(value,des,inc)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(inc)
- Hitdeb = 0
- until value == des
- end))
- end
- function atktype(s,e)
- coroutine.resume(coroutine.create(function ()
- attacktype = e
- wait(0.5)
- attacktype = s
- end))
- end
- function Guard()
- attack = true
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -1+0.5*i) * CFrame.Angles(math.rad(30+80*i),math.rad(-45+150*i),math.rad(-20+20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(20*i), 0, 0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5*i, -0.5+0.25*i) * CFrame.Angles(math.rad(45+40*i),math.rad(0),math.rad(45-45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90-20*i), math.rad(0), math.rad(90-90*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(15*i),0,0)
- end
- blk.Value = true
- ms(Head,1.5)
- repeat
- wait(0.1)
- until not buttonhold or not blk.Value
- blk.Value = false
- if blkc.Value < 1 then
- local T = Instance.new("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = Instance.new("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = Instance.new("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- uss(Head,0.5)
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(110),math.rad(105+20*i),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(20-15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25) * CFrame.Angles(math.rad(85-45*i),math.rad(0),math.rad(-65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-110), math.rad(0), math.rad(0)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(15+20*i),0,math.rad(65*i))
- wt.C0 = CFrame.Angles(0, math.rad(-60*i), 0)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(110),math.rad(125),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(5-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(-65-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-110), math.rad(0), math.rad(0)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(35),0,math.rad(65+25*i))
- wt.C0 = CFrame.Angles(0, math.rad(-60-30*i), 0)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5-0.5*i) * CFrame.Angles(math.rad(110-40*i),math.rad(125-125*i),math.rad(-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.25*i, 0.5-0.5*i, -0.25-0.25*i) * CFrame.Angles(math.rad(40+5*i),math.rad(0),math.rad(-75+120*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-110+20*i), math.rad(0), math.rad(90*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(35-35*i),0,math.rad(85-85*i))
- wt.C0 = CFrame.Angles(0, math.rad(-90+80*i), 0)
- end
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(70-40*i),math.rad(-45*i),math.rad(-10-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.25+0.25*i, 0, -0.5) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(0))
- wt.C0 = CFrame.Angles(0, math.rad(-10+10*i), 0)
- end
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- T.Parent = nil
- Torso.Transparency = 0
- elseif blkc.Value >= 1 then
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5-0.5*i) * CFrame.Angles(math.rad(110-80*i),math.rad(105-150*i),math.rad(-20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(20-20*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5-0.5*i, -0.25-0.25*i) * CFrame.Angles(math.rad(85-40*i),math.rad(0),math.rad(45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-110+20*i), math.rad(0), math.rad(90*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(15-15*i),0,0)
- end
- end
- blkc.Value = blockpower
- attack = false
- end
- function ChargedSlash()
- attack = true
- local T = Instance.new("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = Instance.new("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = Instance.new("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- Character.Humanoid.WalkSpeed = ws/2
- for i = 0.1 , 1 , 0.05 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -1+1*i) * CFrame.Angles(math.rad(30+190*i),math.rad(-45+55*i),math.rad(-20+10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1+1.5*i, 1*i, -0.5) * CFrame.Angles(math.rad(45+45*i),math.rad(0),math.rad(45+65*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- wt.C0 = CFrame.Angles(0, math.rad(45*i), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,math.rad(0))
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(220+10*i),math.rad(10),math.rad(-10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(0.5, 1, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(110+25*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45-5*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- wt.C0 = CFrame.Angles(0, math.rad(45), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10-10*i),0,math.rad(0))
- end
- local ii = 0
- if hold then
- repeat
- if ii >= maxCharge then
- ii = maxCharge
- wait()
- elseif ii < maxCharge then
- if Rage >= 5 then
- wait(0.75/2)
- ii = ii + 1
- subdmg(-10*ii)
- oblkbrkr = oblkbrkr + 1
- if ii >= maxCharge then
- uss(Head,0.75)
- else
- uss(Head,1.5)
- end
- Rage = Rage - 5
- for z = 1 , 2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- if ii >= maxCharge then
- shellb1.Size = Vector3.new(1.4,1.4,1.4) * (math.random(10,50)/10)
- else
- shellb1.Size = Vector3.new(0.8,0.8,0.8) * (math.random(10,50)/10)
- end
- shellb1.CFrame = CFrame.new(prt1.CFrame.p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright yellow")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame * CFrame.Angles(0.1,0.1,0.1)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- wait(0.75/2)
- else
- wait()
- end
- end
- until not hold or Rage < 5
- end
- local lp = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(230-130*i),math.rad(10-10*i),math.rad(-10-35*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(0.5-1*i, 1, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(135-150*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-50+10*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5+1*i)
- wt.C0 = CFrame.Angles(0, math.rad(45-10*i), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-20+30*i),0,math.rad(0))
- if i > 0.4 then if ii ~= 0 then nrdmgcnnct() elseif ii == 0 then dmgcnnct() end end
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(130*i), 0, 0)
- LW.C0 = CFrame.new(-0.5, 1-0.5*i, -0.5) * CFrame.Angles(math.rad(90-70*i),math.rad(-20*i),math.rad(-15+45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-40+40*i), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, 0.5)
- wt.C0 = CFrame.Angles(0, math.rad(35-5*i), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(10+20*i),0,math.rad(0))
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(130), 0, 0)
- LW.C0 = CFrame.new(-0.5, 0.5, -0.5) * CFrame.Angles(math.rad(20),math.rad(-20),math.rad(30))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, 0.5)
- wt.C0 = CFrame.Angles(0, math.rad(40), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30),0,math.rad(0))
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- coroutine.resume(coroutine.create(function()
- local pp = CFrame.new(prt5.Position + Vector3.new(0,3,0))
- local ht,ps = rayCast(pp.p, (CFrame.new(pp.p,pp.p - Vector3.new(0,3,0))).lookVector, 3, Character)
- if ht ~= nil then
- local meshb1 = Instance.new("SpecialMesh")
- meshb1.Scale = Vector3.new(3,5,3)
- meshb1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(.2,.2,.2)
- shellb1.CFrame = CFrame.new(ps+Vector3.new(0,2.25,0))
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- shellb1.BrickColor = ht.BrickColor
- shellb1.CanCollide = false
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,0.1,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(3+1*i,5+1*i,3+1*i)
- end
- shellb1.Parent=nil
- end
- end))
- ms(Head,0.1)
- dmgdc()
- wait(0.25)
- returndmg()
- oblkbrkr = blkbrkr
- for i = 0.1 , 1 , 0.15 do
- wait()
- wt.C0 = CFrame.Angles(0, math.rad(30-30*i), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-30*i),0,math.rad(0))
- end
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- T.Parent = nil
- Torso.Transparency = 0
- Neck.C0 = neckcf0
- Character.Humanoid.WalkSpeed = ws
- wait(0.1)
- attack = false
- atktype(1,2)
- for i = 0.1 , 1 , 0.05 do
- if attack then return end
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5-0.5*i) * CFrame.Angles(math.rad(90-60*i),math.rad(-45*i),math.rad(-45+25*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(130-130*i), 0, 0)
- LW.C0 = CFrame.new(-0.5-0.5*i, 0.5-0.5*i, -0.5) * CFrame.Angles(math.rad(20+25*i),math.rad(-20+20*i),math.rad(30+15*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, 0.5-1*i)
- end
- returnwelds()
- wait(0.25)
- end
- function SideBash()
- attack = true
- wait(0.1)
- local T = Instance.new("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = Instance.new("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = Instance.new("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- Character.Humanoid.WalkSpeed = 0
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(90-90*i),math.rad(-45*i),math.rad(-45+45*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(130-160*i), 0, 0)
- LW.C0 = CFrame.new(-0.5, 0.5, -0.5) * CFrame.Angles(math.rad(20),math.rad(-20),math.rad(30))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30*i), math.rad(90)) * CFrame.new(0, 0, 0.5-1*i)
- w1.C1 = CFrame.Angles(0,0,math.rad(45*i))
- wt.C0 = CFrame.Angles(0, math.rad(30*i), 0)
- end
- local lp = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- sidebshcnnct()
- prcntdmg(50)
- ss(Head,1.5)
- for i = 0 , 1 , 0.2 do
- wait()
- wt.C0 = CFrame.Angles(0, math.rad(30-100*i), 0)
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(0),math.rad(-45),math.rad(10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-30), 0, 0)
- LW.C0 = CFrame.new(-0.5, 0.5, -0.5) * CFrame.Angles(math.rad(20),math.rad(-20),math.rad(30))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30), math.rad(90)) * CFrame.new(0, 0, -0.5)
- w1.C1 = CFrame.Angles(0,0,math.rad(45))
- wt.C0 = CFrame.Angles(0, math.rad(-70-10*i), 0)
- end
- wait(0.25)
- for i = 0.1 , 1 , 0.1 do
- wait()
- wt.C0 = CFrame.Angles(0, math.rad(-80+80*i), 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30-30*i), math.rad(90)) * CFrame.new(0, 0, -0.5)
- w1.C1 = CFrame.Angles(0,0,math.rad(45-45*i))
- end
- dmgdc()
- Character.Humanoid.WalkSpeed = ws
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- T.Parent = nil
- Torso.Transparency = 0
- wait(0.15)
- attack = false
- atktype(1,3)
- for i = 0.1 , 1 , 0.1 do
- if attack then return end
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5-0.5*i) * CFrame.Angles(math.rad(30*i),math.rad(-45),math.rad(10-30*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-30+30*i), 0, 0)
- LW.C0 = CFrame.new(-0.5-0.5*i, 0.5-0.5*i, -0.5) * CFrame.Angles(math.rad(20+25*i),math.rad(-20+20*i),math.rad(30+15*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- end
- end
- function SpinSlash()
- attack = true
- wait(0.1)
- local T = Instance.new("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = Instance.new("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = Instance.new("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- for i = 0.1 , 1 , 0.05 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(90*i),math.rad(-45+180*i),math.rad(10-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-30), 0, 0)
- LW.C0 = CFrame.new(-0.5-0.25*i, 0.5, -0.5) * CFrame.Angles(math.rad(20+10*i),math.rad(-20+30*i),math.rad(30))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5+1*i)
- wt.C0 = CFrame.Angles(0,math.rad(-45*i),0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(20*i),0,math.rad(45*i))
- end
- ss(Head,1)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(135),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-30-15*i), 0, 0)
- LW.C0 = CFrame.new(-0.75, 0.5, -0.5) * CFrame.Angles(math.rad(30-10*i),math.rad(10),math.rad(30))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, 0.5)
- wt.C0 = CFrame.Angles(0,math.rad(-45),0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(20+10*i),0,math.rad(45+10*i))
- end
- local lp = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- dmgcnnct()
- prcntdmg(25)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(135-10*i),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-45+90*i), 0, 0)
- LW.C0 = CFrame.new(-0.75-0.75*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(20+25*i),math.rad(10),math.rad(30-45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, 0.5)
- wt.C0 = CFrame.Angles(0,math.rad(-45+180*i),0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-30*i),0,math.rad(55-180*i))
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- Hitdeb = 0
- ss(Head,1)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(125),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45+45*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45+20*i),math.rad(10),math.rad(-15-20*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, 0.5)
- wt.C0 = CFrame.Angles(0,math.rad(135+225*i),0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(-125-235*i))
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(125),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(90+110*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(65),math.rad(10),math.rad(-35))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(135*i), math.rad(90)) * CFrame.new(0, 0, 0.5-0.5*i)
- wt.C0 = CFrame.Angles(0,math.rad(45*i),0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(-45*i))
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- dmgdc()
- returndmg()
- for i = 0.1 , 1 , 0.1 do
- wait()
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(-45+22.5*i))
- wt.C0 = CFrame.Angles(0,math.rad(45-45*i),0)
- end
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- T.Parent = nil
- Torso.Transparency = 0
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(125-62.5*i),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(200-100*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(65),math.rad(10),math.rad(-35))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(135), math.rad(90)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(-22.5+22.5*i))
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.Angles(math.rad(90-60*i),math.rad(62.5-107.5*i),math.rad(-20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-100*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5-0.5*i, -0.5*i) * CFrame.Angles(math.rad(65-20*i),math.rad(10-10*i),math.rad(-35+80*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(135-135*i), math.rad(90)) * CFrame.new(0, 0, -0.5*i)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(0))
- end
- wait(0.15)
- attack = false
- end
- function SmashWalls()
- if Rage < 10 then return end
- Rage = Rage - 10
- attack = true
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5+0.25*i, -1+0.5*i) * CFrame.Angles(math.rad(30+90*i),math.rad(-45+45*i),math.rad(-20-15*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5*i, -0.5) * CFrame.Angles(math.rad(45+35*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90-45*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-20*i),0,math.rad(0))
- end
- for i = 0.2 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1, 0.75, -0.5) * CFrame.Angles(math.rad(120+10*i),math.rad(0),math.rad(-35-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.Angles(math.rad(80+10*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(45)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-20-5*i),0,math.rad(0))
- end
- local lp = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- for i = 0.15 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1, 0.75-0.25*i, -0.5) * CFrame.Angles(math.rad(130-110*i),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5-0.25*i, -0.5) * CFrame.Angles(math.rad(90-90*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(65*i), math.rad(45)) * CFrame.new(0, 0, -0.5+0.5*i)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-25+35*i),0,math.rad(0))
- local Point = prt3.CFrame * CFrame.new(0,prt3.Size.Y/-2,0)
- effect("White",0.5,lp,Point)
- lp = Point
- end
- ms(Head,0.25)
- coroutine.resume(coroutine.create(function()
- local pp = CFrame.new(prt5.Position + Vector3.new(0,3,0))
- local ht,ps = rayCast(pp.p, (CFrame.new(pp.p,pp.p - Vector3.new(0,3,0))).lookVector, 3, Character)
- if ht ~= nil then
- local meshb1 = Instance.new("SpecialMesh")
- meshb1.Scale = Vector3.new(3,5,3)
- meshb1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(.2,.2,.2)
- shellb1.CFrame = CFrame.new(ps+Vector3.new(0,2.25,0))
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- shellb1.BrickColor = ht.BrickColor
- shellb1.CanCollide = false
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,0.1,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(3+1*i,5+1*i,3+1*i)
- end
- shellb1.Parent=nil
- end
- end))
- coroutine.resume(coroutine.create(function()
- local trs = Torso.CFrame
- local hit,pos = rayCast(Torso.Position, trs.lookVector, 20, Workspace)
- for i = 1 , (trs.p-pos).magnitude/4 do
- wait() wait() wait()
- local meshb = Instance.new("SpecialMesh")
- meshb.Scale = Vector3.new(0,0,0)
- meshb.MeshType = "Brick"
- local pp = trs + trs.lookVector * (i*4)
- local ht,ps = rayCast(pp.p, (CFrame.new(pp.p,pp.p - Vector3.new(0,50,0))).lookVector, 50, Character)
- if ht ~= nil then
- local shellb = Instance.new("Part")
- meshb.Parent = shellb
- shellb.Anchored = true
- shellb.formFactor = 3
- shellb.Size = Vector3.new(3.5,1,3.5)
- shellb.CFrame = CFrame.new(ps+Vector3.new(0,-0.5,0))
- shellb.Parent = swordholder
- shellb.Transparency = 0
- shellb.Material = ht.Material
- shellb.BrickColor = ht.BrickColor
- shellb.CanCollide = true
- local meshb1 = Instance.new("SpecialMesh")
- meshb1.Scale = Vector3.new(3,2,3)
- meshb1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(1,1,1)
- shellb1.CFrame = CFrame.new(shellb.Position+Vector3.new(0,0.5,0)) --* CFrame.new(0,0,0)
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- shellb1.BrickColor = ht.BrickColor
- shellb1.CanCollide = false
- --
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Torso");
- if head ~= nil then
- local mag = (head.Position - shellb.Position).magnitude;
- if mag <= 7.5 and c[i].Name ~= Character.Name then
- local foundd = false
- for ii = 1 , #AoETrue do
- if AoETrue[ii] == c[i].Name then
- foundd = true
- end
- end
- if foundd then
- end
- --
- if not foundd then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- table.insert(AoETrue,c[i].Name)
- end
- end
- end
- end
- end
- --
- local cfo = CFrame.new(ps+Vector3.new(0,-0.5,0))
- es(shellb,0.35+(0.95*math.random()))
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- meshb.Scale = Vector3.new(1,1,1)
- shellb.Size = shellb.Size + Vector3.new(0,0.5,0)
- cfo = cfo * CFrame.new(0,0.25,0)
- shellb.CFrame = cfo
- end
- for i = 0 , 1 , 0.1 do
- wait()
- meshb.Scale = Vector3.new(1,1,1)
- shellb.Size = shellb.Size + Vector3.new(0,0.1,0)
- cfo = cfo * CFrame.new(0,0.05,0)
- shellb.CFrame = cfo
- end
- wait(15)
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.Transparency = 1*i
- shellb.Size = shellb.Size + Vector3.new(0,-0.6,0)
- cfo = cfo * CFrame.new(0,-0.3,0)
- shellb.CFrame = cfo
- end
- shellb.Parent = nil
- shellb1.Parent = nil
- end))
- end
- end
- end))
- wait(0.25)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5-0.5*i) * CFrame.Angles(math.rad(20+5*i),math.rad(-40*i),math.rad(-45+20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0.25-0.25*i, -0.5) * CFrame.Angles(math.rad(40*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(65-65*i), math.rad(45+45*i)) * CFrame.new(0, 0, -0.5*i)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(10-10*i),0,math.rad(0))
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(25+5*i),math.rad(-40-5*i),math.rad(-25+5*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0, -0.5) * CFrame.Angles(math.rad(40+5*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(0))
- end
- for ii = 1 , #AoETrue do
- table.remove(AoETrue,#AoETrue)
- end
- Neck.C0 = neckcf0
- attack = false
- end
- function DashBash()
- if Rage < 15 then return end
- Rage = Rage - 15
- attack = true
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 0.5+0.5*i, -1+0.5*i) * CFrame.Angles(math.rad(30+80*i),math.rad(-45+180*i),math.rad(-20+20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(20*i), 0, 0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5*i, -0.5) * CFrame.Angles(math.rad(45+40*i),math.rad(0),math.rad(45-25*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90-20*i), math.rad(0), math.rad(90-90*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(15*i),0,0)
- end
- prcntdmg(-20)
- nrdmgcnnct()
- local hit,pos = rayCast(Torso.Position,Torso.CFrame.lookVector,20,Character)
- local vel = Instance.new("BodyPosition",Torso)
- vel.maxForce = Vector3.new(1,1,1) * math.huge
- vel.P = vel.P * 2
- vel.position = pos
- coroutine.resume(coroutine.create(function()
- wait(0.075)
- vel.Parent=nil
- end))
- local lp = Torso.CFrame
- for i = 0 , 1 , 0.1 do
- wait(0.01)
- local Point = Torso.CFrame
- effect("White",0.5,lp,Point)
- lp = Point
- end
- wait(0.2)
- dmgdc()
- returndmg()
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1, 1-0.5*i, -0.5-0.5*i) * CFrame.Angles(math.rad(110-80*i),math.rad(135-180*i),math.rad(-20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(20-20*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5-0.5*i, -0.5) * CFrame.Angles(math.rad(85-40*i),math.rad(0),math.rad(20+25*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-110+20*i), math.rad(0), math.rad(90*i)) * CFrame.new(0, 0, -0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(15-15*i),0,0)
- end
- Neck.C0 = neckcf0
- attack = false
- end
- function returnwelds()
- RW.C0 = CFrame.new(1, 0.5, -1) * CFrame.Angles(math.rad(30),math.rad(-45),math.rad(-20))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1, 0, -0.5) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(90)) * CFrame.new(0, 0, -0.5)
- RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- end
- function ob1d(mouse)
- hold = true
- if attack then return end
- if attacktype == 1 then
- ChargedSlash()
- elseif attacktype == 2 then
- SideBash()
- elseif attacktype == 3 then
- SpinSlash()
- end
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- function key(key)
- if attack then return end
- if key == "f" then
- buttonhold = true
- Guard()
- end
- if key == "q" then
- SmashWalls()
- end
- if key == "e" then
- DashBash()
- end
- end
- function key2(key)
- if key == "f" then
- buttonhold = false
- end
- end
- function s(mouse)
- repeat wait() until not attack
- repeat wait() until not ev.Value
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- equipanim()
- ev.Value = true
- end
- function ds(mouse)
- repeat wait() until not attack
- repeat wait() until ev.Value
- hideanim()
- wait(0.1)
- ev.Value = false
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- if PlayerGui:findFirstChild("RageMeter") ~= nil then
- PlayerGui:findFirstChild("RageMeter").Parent = nil
- end
- local fullrage = false
- coroutine.resume(coroutine.create(function()
- local SG = Instance.new("ScreenGui",PlayerGui)
- SG.Name = "RageMeter"
- local frame = Instance.new("Frame",SG)
- frame.Size = UDim2.new(0.2,0,0.1,0)
- frame.Position = UDim2.new(0.5-0.1,0,0.05,0)
- frame.BackgroundColor3 = BrickColor.new("Bright red").Color
- local ragetext = Instance.new("TextLabel",frame)
- ragetext.Size = UDim2.new(1,0,0.35,0)
- ragetext.BackgroundTransparency = 1
- ragetext.Text = "Rage"
- ragetext.FontSize = "Size18"
- local backing = Instance.new("ImageLabel",frame)
- backing.Size = UDim2.new(0.8,0,0.45,0)
- backing.Image = "http://www.roblox.com/asset/?id=48965808"
- backing.Position = UDim2.new(0.1,0,0.45,0)
- backing.BackgroundColor3 = BrickColor.new("Black").Color
- local img = Instance.new("ImageLabel",backing)
- img.Size = UDim2.new(1,0,1,0)
- img.Image = "http://www.roblox.com/asset/?id=48965808"
- img.Position = UDim2.new(0,0,0,0)
- img.BackgroundColor3 = Color3.new(0.7,0.15,0.1) --BrickColor.new("Bright red").Color
- local percent = Instance.new("TextLabel",backing)
- percent.Size = UDim2.new(1,0,1,0)
- percent.BackgroundTransparency = 1
- percent.TextColor3 = BrickColor.new("White").Color
- percent.Text = math.floor((Rage/MaxRage)*100).."%"
- percent.FontSize = "Size18"
- local frame2 = Instance.new("Frame",frame)
- frame2.Size = UDim2.new(1,0,0.5,0)
- frame2.Position = UDim2.new(0,0,-0.5,0)
- frame2.BackgroundTransparency = 1
- local function updateblk()
- for i,z in pairs(frame2:GetChildren()) do
- z.Parent = nil
- end
- for i = 1,blkc.Value do
- local gimg = Instance.new("ImageLabel",frame2)
- gimg.Size = UDim2.new(0.125,0,0.5,0)
- gimg.Image = "http://www.roblox.com/asset/?id=48908046"
- local ii = 1
- if i <= 10 then
- ii = 1
- elseif i > 10 then
- ii = 0
- i = i - 10
- end
- gimg.Position = UDim2.new((0.1*i)-0.1075,0,0.5*ii,0)
- gimg.BackgroundTransparency = 1
- end
- end
- repeat
- wait()
- pcall(function()
- updateblk()
- img.Size = UDim2.new(1*(Rage/MaxRage),0,1,0)
- percent.Text = math.floor((Rage/MaxRage)*100).."%"
- if math.floor((Rage/MaxRage)*100) > 99 then
- coroutine.resume(coroutine.create(function()
- if not fullrage then
- bs(Head,1.1)
- fullrage = true
- Character.Humanoid.WalkSpeed = ws+5
- repeat
- for i = 0 , 1 , 0.1 do
- wait()
- img.BackgroundColor3 = Color3.new(0.7+0.3*i,0.15+0.5*i,0.1+0.5*i)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- img.BackgroundColor3 = Color3.new(1-0.75*i,0.65-0.65*i,0.6-0.6*i)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- img.BackgroundColor3 = Color3.new(0.25+0.45*i,0.15*i,0.1*i)
- end
- until math.floor((Rage/MaxRage)*100) < 100
- fullrage = false
- Character.Humanoid.WalkSpeed = ws
- end
- end))
- end
- end)
- until SG.Parent == nil
- end))
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement