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- --required first c/require(652676518)
- local Player = game:service("Players").LocalPlayer
- repeat wait() until Player.Character ~= nil
- -- todo:
- local plrs = game:GetService('Players')
- local plr = plrs.LocalPlayer
- local char = plr.Character
- local bp = plr.Backpack
- local hum = char.Humanoid
- local T = char.Torso
- local Character = char
- local Humanoid = hum
- local torso = char.Torso
- local Char = Player.Character
- local char = Char
- local mouse = Player:GetMouse()
- local Backpack = Player.Backpack
- local PlayerGui = Player.PlayerGui
- local Camera = workspace.CurrentCamera
- local Humanoid = Char:WaitForChild("Humanoid")
- local Torso = Char:WaitForChild("Torso")
- local Head = Char:WaitForChild("Head")
- local ra = Char:WaitForChild("Right Arm")
- local la = Char:WaitForChild("Left Arm")
- local rl = Char:WaitForChild("Right Leg")
- local ll = Char:WaitForChild("Left Leg")
- local rs = Torso:WaitForChild("Right Shoulder")
- local ls = Torso:WaitForChild("Left Shoulder")
- local rh = Torso:WaitForChild("Right Hip")
- local lh = Torso:WaitForChild("Left Hip")
- local neck = Torso:WaitForChild("Neck")
- local rootpart = Char:WaitForChild("HumanoidRootPart")
- local rj = rootpart:WaitForChild("RootJoint")
- local anim = Char:WaitForChild("Animate")
- local RunService = game:GetService("RunService")
- local UIA = game:GetService("UserInputService")
- local CF = CFrame.new
- local CA = CFrame.Angles
- local FEA = CFrame.fromEulerAnglesXYZ
- local FAA = CFrame.fromAxisAngle
- local V3 = Vector3.new
- local CN = Color3.new
- local Ice = Instance.new
- local BC = BrickColor.new
- local UD2 = UDim2.new
- local C3 = Color3.new
- local MR = math.rad
- local MP = math.pi
- local MD = math.deg
- local MH = math.huge
- local MS = math.sin
- local MC = math.cos
- local MT = math.tan
- local MAS = math.asin
- local MAC = math.acos
- local MAT = math.atan
- local components = CF().components
- local State = "Calm"
- local Slash = false
- local Sheathed = false
- local combocounter = 0
- humanoid = char:findFirstChild("Humanoid")
- hum = humanoid
- torso = char:findFirstChild("Torso")
- head = char.Head
- ra = char:findFirstChild("Right Arm")
- ra.CanCollide = true
- la = char:findFirstChild("Left Arm")
- la.CanCollide = true
- rl = char:findFirstChild("Right Leg")
- rl.CanCollide = true
- ll = char:findFirstChild("Left Leg")
- ll.CanCollide = true
- rs = torso:findFirstChild("Right Shoulder")
- ls = torso:findFirstChild("Left Shoulder")
- rh = torso:findFirstChild("Right Hip")
- lh = torso:findFirstChild("Left Hip")
- neck = torso:findFirstChild("Neck")
- rootpart = char:findFirstChild("HumanoidRootPart")
- rj = rootpart:findFirstChild("RootJoint")
- anim = char:findFirstChild("Animate")
- camera = workspace.CurrentCamera
- plr.CameraMaxZoomDistance = math.huge
- pcall(function()anim:Destroy()end)
- pcall(function()char["Health"].Disabled = true end)
- pcall(function()humanoid.Animator:Destroy()end)
- local rjo = rootpart.RootJoint:Clone()
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return wld
- end
- for k,v in pairs(char:children'') do
- if v:isA('BasePart') then
- v.BrickColor = BrickColor.new('Really black')
- end
- end
- pcall(function()
- char["Body Colors"].HeadColor = BrickColor.new("Really black")
- char["Body Colors"].TorsoColor = BrickColor.new("Really black")
- char["Body Colors"].LeftArmColor = BrickColor.new("Really black")
- char["Body Colors"].RightArmColor = BrickColor.new("Really black")
- char["Body Colors"].LeftLegColor = BrickColor.new("Really black")
- char["Body Colors"].RightLegColor = BrickColor.new("Really black")
- end)
- local mult = 1
- la.Size = la.Size * mult
- ra.Size = ra.Size * mult
- ll.Size = ll.Size * mult
- rl.Size = rl.Size * mult
- torso.Size = torso.Size * mult
- head.Size = head.Size * mult
- rootpart.Size = rootpart.Size * mult
- local lm = newWeld(torso, la, -1.7*mult, 0.5*mult, 0)
- lm.C1 = CFrame.new(0, 0.5*mult, 0)
- local rm = newWeld(torso, ra, 1.7*mult, 0.5*mult, 0)
- rm.C1 = CFrame.new(0, 0.5*mult, 0)
- local neck = newWeld(torso, head, 0, mult, 0)
- local llegm = newWeld(torso, ll, -0.5*mult, -1*mult, 0)
- llegm.C1 = CFrame.new(0, mult, 0)
- local rlegm = newWeld(torso, rl, 0.5*mult, -1*mult, 0)
- rlegm.C1 = CFrame.new(0, mult, 0)
- local rj = rjo:Clone()
- rj.Part0 = rootpart
- rj.Part1 = torso
- rj.Parent = rootpart
- neck.C1 = CFrame.new(0, -(mult/2), 0)
- neckc0 = neck.C0
- rsc0 = rm.C0
- lsc0 = lm.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- rootc0 = rj.C0
- rootc1 = rj.C1
- wait()
- function Create(Instanc,prop)
- local p=Instance.new(Instanc)
- for i,v in pairs(prop) do
- p[i]=v
- end
- return p
- end
- function rwait(num)
- if num==0 or num==nil then
- game:service'RunService'.Stepped:wait(0)
- else
- for i=0,num do
- game:service'RunService'.Stepped:wait(0)
- end
- end
- return true
- end
- local pony = Instance.new('PointLight', Torso)
- pony.Name = 'LePontyPontz'
- pony.Brightness = 1
- pony.Color = Color3.new(0,255/255, 0)
- coroutine.wrap(function()
- game:service'RunService'.Stepped:connect(function()
- pony.Range = 5+math.abs(math.sin(tick()/2))*6
- end)
- end)()
- local function setupPart(part)
- part.Anchored = true
- part.FormFactor = 'Custom'
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Sea green")
- part.Material = "Neon"
- part.TopSurface = 'SmoothNoOutlines'
- part.BottomSurface = 'SmoothNoOutlines'
- part.FrontSurface = 'SmoothNoOutlines'
- part.BackSurface = 'SmoothNoOutlines'
- part.LeftSurface = 'SmoothNoOutlines'
- part.RightSurface = 'SmoothNoOutlines'
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function CreateTriangle(parent, a, b, c)
- local this = {}
- local mPart1 = Instance.new('WedgePart')
- setupPart(mPart1)
- local mPart2 = Instance.new('WedgePart')
- setupPart(mPart2)
- function this:Set(a, b, c) --[[ edg1 A ------|------>B --. '\ | / \ \part1|part2/ | \ cut / / Direction edges point in: edg3 \ / edg2 / (clockwise) \ / |/ \<- / ` \ / C --]]
- local ab, bc, ca = b-a, c-b, a-c local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
- local edg1 = math.abs(0.5 + ca:Dot(ab)/(abm*abm))
- local edg2 = math.abs(0.5 + ab:Dot(bc)/(bcm*bcm))
- local edg3 = math.abs(0.5 + bc:Dot(ca)/(cam*cam))
- if edg1 < edg2 then
- if edg1 < edg3 then
- -- nothing to change
- else
- a, b, c = c, a, b
- ab, bc, ca = ca, ab, bc
- abm = cam
- end
- else
- if edg2 < edg3 then
- a, b, c = b, c, a
- ab, bc, ca = bc, ca, ab
- abm = bcm
- else
- a, b, c = c, a, b
- ab, bc, ca = ca, ab, bc
- abm = cam
- end
- end
- local len1 = -ca:Dot(ab)/abm local len2 = abm - len1 local width = (ca + ab.unit*len1).magnitude
- local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
- mPart1.Parent = parent
- mPart1.Size = Vector3.new(1,1,1)
- mPart1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- local Mesh = Instance.new("SpecialMesh",mPart1)
- Mesh.MeshType = "Wedge"
- Mesh.Scale = Vector3.new(0.005, width, len1)
- mPart2.Parent = parent
- mPart2.Size = Vector3.new(1,1,1)
- mPart2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- local Mesh = Instance.new("SpecialMesh",mPart2)
- Mesh.MeshType = "Wedge"
- Mesh.Scale = Vector3.new(0.005, width, len2)
- end
- function this:SetProperty(prop, value)
- mPart1[prop] = value
- mPart2[prop] = value
- end
- function this:GetProperty(prop)
- return mPart1[prop]
- end
- this:Set(a, b, c)
- function this:Destroy()
- mPart1:Destroy()
- mPart2:Destroy()
- end
- return this
- end
- local ttt
- local lastdps = tick()
- local ohp = hum.Health
- local berserk = false
- hum.Changed:connect(function(val)
- if val == 'Health_XML' then
- if hum.Health < ohp then
- lastdps = tick()
- end
- ohp = hum.Health
- if not berserk and hum.Health<(hum.MaxHealth*.15) then
- ttt = true
- hum.WalkSpeed = 0
- hum.MaxHealth = 1/0
- otheranims = true
- local rs = game:service'RunService'.Stepped
- GW = function()
- local wave = Instance.new("Part", Torso)
- wave.BrickColor = BrickColor.new("Really black")
- wave.Anchored = true
- wave.CanCollide = false
- wave.Locked = true
- wave.Size = Vector3.new(1, 1, 1)
- wave.TopSurface = "Smooth"
- wave.BottomSurface = "Smooth"
- wave.Material="Neon"
- wave.Transparency = 0.35
- wave.CFrame = Torso.CFrame
- wm = Instance.new("SpecialMesh", wave)
- wm.MeshType = "Sphere"
- wm.Scale = Vector3.new(1,1,1)
- coroutine.wrap(function()
- for i = 0, 15, 1 do
- wave.Size = wave.Size + Vector3.new(1, 1, 1)
- wave.CFrame = Torso.CFrame
- wave.Transparency = i/14
- wait()
- end
- wait()
- wave:Destroy()
- end)()
- end
- Spawn(function()
- while ttt do
- GW()
- wait(math.random(1,4))
- end
- end)
- local prtz = {la,Head,Torso}
- local pes = {}
- for i,v in pairs(prtz) do
- coroutine.wrap(function()
- local dsa = Instance.new('ParticleEmitter', v)
- local color1 = Color3.new(0.5,1,0.5)
- local color2 = Color3.new(0,85/255,0)
- local sequence = ColorSequence.new(color1,color2)
- dsa.Color = sequence
- dsa.LightEmission = .8
- dsa.Texture = "http://www.roblox.com/asset/?id=242102147"
- dsa.LockedToPart = true
- dsa.EmissionDirection = 'Top'
- dsa.Lifetime = NumberRange.new(1)
- dsa.VelocitySpread = 10
- dsa.Size = NumberSequence.new(1)
- table.insert(pes, dsa)
- end)()
- end
- Mode = 'Kneeling'
- berserk = true
- wait(2)
- hum.MaxHealth = 10000
- for i = 500, (10000*.75),15 do
- hum.Health = i
- game:service'RunService'.Stepped:wait()
- end
- ttt = false
- for q,e in pairs(pes) do game.Destroy(e) end
- hum.WalkSpeed = 50
- otheranims = false
- end
- elseif val =='PlatformStand' then
- hum.PlatformStand = false
- elseif val == "Sit" then
- hum.Sit = false
- elseif val == "WalkSpeed" then
- end
- end)
- regening = false
- lastdps = tick()
- function regenHealth()
- if regening then return end
- if (tick()-lastdps < 25) then return end
- regening = true
- local s = wait(1)
- local health = hum.Health
- if health > 0 and health < hum.MaxHealth then
- local newHealthDelta = hum.MaxHealth * .03
- health = health + newHealthDelta
- hum.Health = math.min(health,hum.MaxHealth)
- end
- regening = false
- end
- local LastTrail = nil
- local Trails = {}
- --SlashDamage = Damage(TrailPart)
- asd = function(parent,string)
- repeat wait() until parent:FindFirstChild(string)
- wait()
- return parent:FindFirstChild(string)
- end
- local beamy = asd(game.ReplicatedStorage, 'Beamy'):Clone()
- local Model = asd(game.ReplicatedStorage,'mdl'):Clone()
- Model.Parent = Char
- local shm,swm,shem = Model:WaitForChild'Sheath',Model:WaitForChild'Sword',Model:WaitForChild'Shield'
- local LAH,RAH,TH = shem:WaitForChild'LeftArmHandle',swm:WaitForChild'RightArmHandle',shm:WaitForChild'TorsoHandle'
- LAH.Transparency,RAH.Transparency,TH.Transparency = 1,1,1
- local law = Create("Weld",{Parent=la,Part0=la,Part1=LAH,C0=CFrame.new(0,0,0)})
- local raw = Create("Weld",{Parent=ra,Part0=ra,Part1=RAH,C0=CFrame.new(0,0,0)})
- local rawc0 = raw.C0
- local lawc0 = law.C0
- LAH.Anchored,RAH.Anchored,TH.Anchored = false,false,false
- local torw = Create("Weld",{Parent=Torso,Part0=Torso,Part1=TH,C0=CFrame.new(0,0,0)})
- TrailPart = Create("Part",{Parent=Char,Anchored=false,CanCollide=false,Size=V3(0,5,0),Transparency=1})
- TrailPartMesh = Create("Snap",{Parent=TrailPart,Part0=RAH,Part1=TrailPart,C0=CFrame.new(0,-1,-4.2)*CFrame.Angles(MR(90),0,0)})
- local get=game.ReplicatedStorage:FindFirstChild'GoldSuit':Clone()
- get.Parent = Char
- local torso=get:WaitForChild("Torso") local head=get:WaitForChild("Head") local rightarm=get:WaitForChild("RightArm")
- local leftarm=get:WaitForChild("LeftArm") local rightleg=get:WaitForChild("RightLeg") local leftleg=get:WaitForChild("LeftLeg")
- Create("Weld",{Parent=torso.Handle,Part0=Torso,Part1=torso.Handle,C0=CFrame.new(0,0,0)})
- Create("Weld",{Parent=head.Handle,Part0=Head,Part1=head.Handle,C0=CFrame.new(0,0,0)})
- Create("Weld",{Parent=rightarm.Handle,Part0=ra,Part1=rightarm.Handle,C0=CFrame.new(0,0,0)})
- Create("Weld",{Parent=leftarm.Handle,Part0=la,Part1=leftarm.Handle,C0=CFrame.new(0,0,0)})
- Create("Weld",{Parent=leftleg.Handle,Part0=ll,Part1=leftleg.Handle,C0=CFrame.new(0,0,0)})
- Create("Weld",{Parent=rightleg.Handle,Part0=rl,Part1=rightleg.Handle,C0=CFrame.new(0,0,0)})
- function recurse(c)
- for i,v in pairs(c:children()) do
- if v:IsA'BasePart' then
- v.CustomPhysicalProperties = PhysicalProperties.new(0.001,0.001,0.001,0.001,0.001)
- end
- recurse(v)
- end
- end
- recurse(get)
- recurse(Model)
- ra.Transparency=1
- la.Transparency=1
- ll.Transparency=1
- rl.Transparency=1
- HitDB = {}
- function Damage(part)
- smthn = part.Touched:connect(function(hit)
- Human = hit.Parent:findFirstChild("Humanoid")
- if Human ~= nil and hit.Parent.Name ~= Player.Name and Slash == true and HitDB[hit.Parent.Humanoid] == nil then
- coroutine.wrap(function() --threads so we don't have to wait after each hit for every person hit!
- HitDB[hit.Parent.Humanoid] = true
- Human.Health = Human.Health-25
- local vu = Instance.new("BodyVelocity",hit.Parent.Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000,5000000000000000000000,100000000000)
- vu.velocity = Head.CFrame.lookVector*10
- game:GetService("Debris"):AddItem(vu,0.267)
- wait(0.25)
- HitDB[hit.Parent.Humanoid] = nil
- end)()
- end
- end)
- return smthn
- end
- hum.WalkSpeed = 50
- hum.MaxHealth = 10000
- hum.Health = 10000
- function lerp(weld,beglerp,endlerp,speed)
- if weld.ClassName =='Weld' or weld.ClassName == 'Motor6D' then
- weld.C0 = beglerp:lerp(endlerp,speed)
- else
- weld.CFrame = beglerp:lerp(endlerp,speed)
- end
- return (weld.ClassName =='Weld' or weld.ClassName == 'Motor6D' and weld.C0 or weld.CFrame)
- end
- Ragdoll = function(Format, Character, Force)
- if Force ~= true then
- if Character:FindFirstChild("Ragdoll") ~= nil and Format == true then return false end
- if Character:FindFirstChild("Ragdoll") == nil and Format == false then return false end
- end
- local Head = nil
- local Torso = nil
- local Humanoid = nil
- local Dead = false
- for _, Children in pairs(Character:GetChildren()) do
- if Children.ClassName == "ForceField" then Children:Remove() end
- if Children.Name == "" then Children:Remove() end
- if Children.Name == "Head" then Head = Children end
- if Children.Name == "Torso" then Torso = Children end
- if Children.ClassName == "Humanoid" then Humanoid = Children end
- if Children:IsA("Accoutrement") then
- if Children:FindFirstChild("Handle") ~= nil then
- if math.random(1, 3) == 1 then
- coroutine.wrap(function()
- Children.Parent = Workspace
- wait()
- Children.Parent = Character
- Children.Handle.CanCollide = true
- end)()
- else
- Children.Parent = Workspace
- Children.Handle.CanCollide = true
- end
- else
- Children:Remove()
- end
- end
- end
- if Humanoid ~= nil then
- if Humanoid.Health <= 0 then
- Dead = true
- end
- end
- if Torso ~= nil then
- for _, Children2 in pairs(Torso:GetChildren()) do
- if Children2:IsA("JointInstance") then
- Children2:Remove()
- end
- end
- end
- if Head ~= nil and (function()
- if Dead == true and math.random(1, 2) == 1 then
- return true
- else
- return false
- end
- end)() == false then
- local Neck = Instance.new("Motor6D")
- Neck.Name = "Neck"
- Neck.Part0 = Torso
- Neck.Part1 = Head
- Neck.C0 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(180))
- Neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(180))
- Neck.MaxVelocity = 0.1
- Neck.Parent = Torso
- end
- if Format == true then
- local Ragdoll = Instance.new("IntValue")
- Ragdoll.Name = "Ragdoll"
- Ragdoll.Parent = Character
- if Torso ~= nil then
- Torso.Velocity = Torso.Velocity / 1.25
- Torso.RotVelocity = (Torso.RotVelocity / 1.25) + Head.CFrame.lookVector*80
- if Dead == true then
- if Humanoid ~= nil then
- local Humanoid2 = Humanoid:Clone()
- wait()
- Humanoid:Remove()
- Humanoid2.Parent = Character
- Humanoid = Humanoid2
- end
- end
- local Limb = Character:FindFirstChild("Right Arm")
- if Limb ~= nil then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "RightShoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Limb = Character:FindFirstChild("Left Arm")
- if Limb then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "LeftShoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Limb = Character:FindFirstChild("Right Leg")
- if Limb then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "RightHip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Limb = Character:FindFirstChild("Left Leg")
- if Limb then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "LeftHip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1.75, 1.5, 1.1)
- Weight.Transparency = 1
- Weight.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Torso
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, 0.5, 0)
- Weld.Parent = Torso
- end
- elseif Format == false then
- if Character:FindFirstChild("Ragdoll") ~= nil then Character.Ragdoll:Remove() end
- if Torso ~= nil then
- local Limb = Character:FindFirstChild("Right Arm")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Right Shoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.MaxVelocity = 0.15
- Joint.Parent = Torso
- end
- local Limb = Character:FindFirstChild("Left Arm")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Left Shoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.MaxVelocity = 0.15
- Joint.Parent = Torso
- end
- local Limb = Character:FindFirstChild("Right Leg")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Right Hip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.MaxVelocity = 0.1
- Joint.Parent = Torso
- end
- local Limb = Character:FindFirstChild("Left Leg")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Left Hip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.MaxVelocity = 0.1
- Joint.Parent = Torso
- end
- local Animate = Character:FindFirstChild("Animate")
- if Animate ~= nil then
- local Animate2 = Animate:Clone()
- Animate:Remove()
- Animate2.Parent = Character
- end
- end
- else
- return false
- end
- return true, Format
- end
- local Grabbed = false
- Ctrl = false
- local lastclick = tick()
- mouse.Button1Down:connect(function()
- if tick()-lastclick > .4 then combocounter = 0 end
- if otheranims then return end
- if Grabbed then return end
- if Sheathed then
- otheranims = true
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = ra
- law.Part0 = la
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- otheranims = false
- return
- end
- Slash = true
- local p0 = rootpart.CFrame*CF(0,0,-7)
- local p1 = rootpart.CFrame*CF(0,0,-15)
- if combocounter == 0 and not otheranims then
- otheranims = true
- Mode = 'Knee'
- local asdf = Damage(ll)
- rootpart.CFrame = rootpart.CFrame:lerp(p0,.1)
- wait(.3)
- asdf:disconnect()
- otheranims = false
- combocounter = 1
- elseif combocounter == 1 and not otheranims then
- otheranims = true
- Mode = 'Slash11'
- wait(.3)
- Mode = 'Slash12'
- rootpart.CFrame = rootpart.CFrame:lerp(p0,.1)
- wait(.3)
- Mode = 'Slash21'
- rootpart.CFrame = rootpart.CFrame:lerp(p0,.1)
- wait(.5)
- otheranims = false
- combocounter = 2
- elseif combocounter == 2 and not otheranims then
- otheranims = true
- Mode = 'Slash31'
- wait(.3)
- Mode = 'Slash32'
- rootpart.CFrame = rootpart.CFrame:lerp(p0,.1)
- wait(.5)
- otheranims = false
- combocounter =3
- elseif combocounter == 3 and not otheranims then
- otheranims = true
- sDps = Damage(LAH)
- Mode = 'Bash11'
- wait(.3)
- rootpart.CFrame = rootpart.CFrame:lerp(p1,.6)
- wait(1)
- sDps:disconnect()
- otheranims = false
- combocounter = 0
- end
- Slash = false
- lastclick = tick()
- end)
- function MediumParticleEmit(Object,Color)
- coroutine.wrap(function()
- while Wait(3.1)do
- if not Object then break end
- local p = Instance.new("Part",Object.Parent)
- p.Name = "Trail"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Anchored = true
- p.Material = 'Neon'
- p.CanCollide = false
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.01,0.01,0.01)
- p.BrickColor = type(Color)== 'userdata' and Color or BrickColor.new(Color)
- p.CFrame = Object.CFrame * CFrame.new(math.random(-1,1),math.random(-1,1)-3,math.random(-1,1))
- local m = Instance.new("BlockMesh",p)
- m.Scale = Vector3.new(2,2,2)
- coroutine.wrap(function()
- for i = 1,15 do
- p.Transparency = i/15
- m.Scale = m.Scale + Vector3.new(0.1,0.1,0.1)
- p.CFrame = CFrame.new(p.Position + Vector3.new(math.random(-5,5)/20,0.4,math.random(-5,5)/20))* CFrame.fromEulerAnglesXYZ(math.random(-10,10)/i,math.random(-10,10)/i,0.5)
- Wait()
- end
- p:Destroy()
- end)()
- end
- end)()
- end
- function IsNear(Position,Distance,SinglePlayer,db)
- if SinglePlayer then
- return(SinglePlayer.Torso.CFrame.p -Position).magnitude < Distance
- end
- local List = {}
- for i,v in pairs(workspace:GetChildren())do
- if v:IsA("Model")then
- if v:findFirstChild("Torso")then
- --if (v ~= char and not db) then
- if(v.Torso.CFrame.p -Position).magnitude < Distance then
- table.insert(List,v)
- end
- --end
- end
- end
- end
- return List
- end
- local beaming = false
- local Shielding = false
- mouse.KeyDown:connect(function(k)
- if otheranims then return end
- if beaming then return end
- if Shielding then return end
- if k == 'q' then
- if Grabbed then return end
- otheranims = true
- if not Sheathed then
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = Torso
- law.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8,3.3,.65) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(math.rad(-45),0,0)
- law.C0 = lawc0 * CFrame.new(-.3,.5,.25) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(math.rad(-45),0,0)
- Sheathed = true
- else
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = char:findFirstChild('Right Arm')
- law.Part0 = char:findFirstChild'Left Arm'
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- end
- otheranims = false
- elseif k == 'g' then
- if Sheathed then
- otheranims = true
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = ra
- law.Part0 = la
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- otheranims = false
- return
- end
- otheranims = true
- Mode = 'Shielding'
- Shielding = true
- local storedHp = hum.Health
- coroutine.wrap(function()
- local shieldTime = tick()
- while Shielding do
- if tick()-shieldTime > 60 then otheranims = false Shielding = false break end
- hum.Health = storedHp
- game:service'RunService'.Stepped:wait()
- end
- end)()
- elseif k:byte() == 50 then
- Ctrl = true
- elseif k:byte() == 48 then
- coroutine.wrap(function()
- for i = 70,60,-1 do
- camera.FieldOfView = i
- wait()
- end
- end)()
- hum.WalkSpeed = 50
- elseif k=='r' then
- otheranims = true
- Mode = 'Stomp1'
- wait(.5)
- Mode = 'Stomp2'
- local Charging = true
- pt=Instance.new('Part',Torso)
- pt.Anchored=true
- pt.CanCollide=false
- pt.Locked = true
- pt.Material = "Neon"
- pt.FormFactor='Custom'
- pt.Size=Vector3.new(1,1,1)
- pt.CFrame=rootpart.CFrame*CFrame.new(0,-1,0)
- pt.Transparency=.6
- pt.BrickColor = BrickColor.new("Bright green")
- msh=Instance.new('SpecialMesh',pt)
- msh.MeshId='http://www.roblox.com/asset/?id=20329976'
- msh.Scale=Vector3.new(10,2,10)
- pt2=pt:clone()
- pt2.Parent = Torso
- pt2.CFrame=rootpart.CFrame*CFrame.new(0,-1,0)
- pt2.BrickColor = BrickColor.new("Really black")
- msh2=msh:clone()
- msh2.Parent=pt2
- msh2.Scale=Vector3.new(10,2,10)
- custommath={25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,-25,-26,-27,-28,-29,-30,-31,-32,-33,-34,-35,-36,-37,-38,-39,-40,-41,-42,-43,-44,-45,-46,-47,-48,-49,-50,-51,-52,-53,-54,-55,-56,-57,-58,-59,-60,-61,-62,-63,-64,-65,-66,-67,-68,-69,-70,-71,-72,-73,-74,-75,-76,-77,-78,-79,-80,-81,-82,-83,-84,-85,-86,-87,-88,-89,-90,-91,-92,-93,-94,-95,-96,-97,-98,-99,-100}
- bl = Instance.new("Part", char)
- bl.Locked = true
- bl.Name = "Shell"
- bl.BrickColor = BrickColor.new("Really black")
- bl.Anchored = true
- bl.Material = "Neon"
- bl.CanCollide = false
- bl.Transparency = 0
- bl.Reflectance = 0
- bl.BottomSurface = 0
- bl.TopSurface = 0
- bl.Shape = 0
- blm = Instance.new("SpecialMesh",bl)
- blm.MeshType = "Sphere"
- blm.Scale = Vector3.new(1,1,1)
- coroutine.resume(coroutine.create(function()
- for i=1, math.huge, 4 do
- if Charging == true then
- game:service'RunService'.Stepped:wait()
- bl.CFrame = rootpart.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-i/10), math.rad(-i/10), math.rad(i/10))
- blm.Scale = blm.Scale + Vector3.new(0.5, 0.5, 0.5)
- bl.Transparency = bl.Transparency + 0.05
- pt.CFrame = rootpart.CFrame*CFrame.new(0,-1,0) * CFrame.Angles(0,math.rad(i*2),0)
- pt2.CFrame = rootpart.CFrame*CFrame.new(0,-1,0) * CFrame.Angles(0,math.rad(-i*2),0)
- msh.Scale = msh.Scale + Vector3.new(0.7,0,0.7)
- msh2.Scale = msh2.Scale + Vector3.new(0.7,0,0.7)
- pt.Transparency = pt.Transparency + 0.015
- pt2.Transparency = pt2.Transparency + 0.015
- elseif Charging == false then break
- end
- end
- end))
- local Damaged = {}
- coroutine.wrap(function()
- for i,v in pairs(IsNear(Torso.Position, 25, nil, true)) do
- if v~=Char then
- if Damaged[v:FindFirstChild('Humanoid')] and tick()-Damaged[v:FindFirstChild('Humanoid')] < .25 then return end
- v:FindFirstChild('Humanoid').Health = v:findFirstChild('Humanoid').Health - 25
- v:findFirstChild'Humanoid'.PlatformStand = true
- local vu = Instance.new("BodyVelocity",v:findFirstChild'Torso')
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000,5000000000000000000000,100000000000)
- vu.velocity = Head.CFrame.lookVector*80
- game:GetService("Debris"):AddItem(vu,0.267)
- Damaged[v:FindFirstChild('Humanoid')] = tick()
- end
- end
- end)()
- Spawn(function()
- while game:service'RunService'.Stepped:wait() do
- if p and p.Transparency >= 1 then pcall(function() p:Destroy() end) break end
- if not p then break end
- p.CFrame = p.CFrame*CFrame.Angles(math.rad(2),math.rad(2),math.rad(2))+Vector3.new(0,0.2,0)
- p.Transparency = p.Transparency+0.01
- end
- end)
- wait(1)
- pt:Destroy()
- pt2:Destroy()
- bl:Destroy()
- Charging = false
- otheranims = false
- elseif k=='e' then
- local function weld5(part0, part1, c0, c1)
- weeld=Instance.new("Weld", part0)
- weeld.Part0=part0
- weeld.Part1=part1
- weeld.C0=c0
- weeld.C1=c1
- return weeld
- end
- if not Sheathed then
- otheranims = true
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = Torso
- law.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8,3.3,.65) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(math.rad(-45),0,0)
- law.C0 = lawc0 * CFrame.new(-.3,.5,.25) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(math.rad(-45),0,0)
- Sheathed = true
- otheranims = false
- return
- end
- if not Grabbed then
- otheranims = true
- Mode = 'Grabbing'
- con1=ra.Touched:connect(function(hit)
- if hit:IsDescendantOf(Char) then return end
- ht = hit.Parent
- hum1=ht:FindFirstChild('Humanoid')
- if hum1 ~= nil then
- hum1.Changed:connect(function(a)
- if not hum1 then return end
- if a=='PlatformStand' then
- hum1.PlatformStand = true
- elseif a=='Jump' then
- hum1.Jump = false
- elseif a == 'WalkSpeed' then
- hum1.WalkSpeed = 0
- elseif a == 'JumpPower' then
- hum1.JumpPower = 0
- end
- end)
- hum1.PlatformStand = true
- hum1.Jump = false
- hum1.WalkSpeed = 0
- hum1.JumpPower = 0
- gp = ht
- local asde=weld5(ra,ht:FindFirstChild("Torso"),CFrame.new(0,-1.3,0),CFrame.new(0,0,0))
- asde.Parent = ra
- asde.Name = "asde"
- asde.C0=asde.C0*CFrame.Angles(math.rad(-90),math.rad(0),0)
- Grabbed = true
- end
- end)
- wait(.5)
- con1:disconnect()
- otheranims = false
- else
- otheranims = true
- pcall(function()
- repeat ht:findFirstChild'Humanoid'.Health = ht:findFirstChild'Humanoid'.Health-(ht:findFirstChild'Humanoid'.MaxHealth*0.01)
- game:service'RunService'.Stepped:wait()
- hum:TakeDamage(-5)
- until ht:findFirstChild'Humanoid'.Health <= (ht:findFirstChild'Humanoid'.MaxHealth*.015)
- end)
- Mode = 'Slash11'
- wait(.4)
- Mode = 'Throw1'
- pcall(function() ra:findFirstChild'asde':Destroy() end)
- local vu = Instance.new("BodyVelocity",ht.Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000,5000000000000000000000,100000000000)
- vu.velocity = Head.CFrame.lookVector*100
- game:GetService("Debris"):AddItem(vu,0.267)
- wait(.5)
- Ragdoll(true, ht)
- ht:findFirstChild'Humanoid'.PlatformStand =true
- coroutine.wrap(function()
- wait(5)
- ht:breakJoints''
- end)()
- Grabbed = false
- otheranims = false
- end
- elseif k=='f' then
- otheranims = true
- if Grabbed then return end
- if not Sheathed then
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = Torso
- law.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8,3.3,.65) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(math.rad(-45),0,0)
- law.C0 = lawc0 * CFrame.new(-.3,.5,.25) * CFrame.Angles(0,math.rad(90),0) * CFrame.Angles(math.rad(-45),0,0)
- Sheathed = true
- otheranims = false
- return
- end
- Mode = 'Beam'
- hum.WalkSpeed = 0
- local m0del = Instance.new('Model',char)
- local wave = Instance.new('Part',m0del)
- wave.CFrame = char.Head.CFrame * CFrame.new(0, 0, -10)
- wave.TopSurface = 'Smooth'
- wave.BottomSurface = 'Smooth'
- wave.BrickColor = BrickColor.new('Bright green')
- wave.Anchored = true
- wave.FormFactor = 'Custom'
- wave.Shape = 'Ball'
- wave.CanCollide = false
- wave.Transparency = 1
- wave.Material = 'Neon'
- wave.Size = Vector3.new(.4, .4, .4)
- local needaloop = true
- beaming = true
- local coro = coroutine.resume(coroutine.create(function()
- while needaloop do
- game:service'RunService'.Stepped:wait()
- local c = char
- local radius = 25
- local pos = wave.CFrame * CFrame.new(0,0,20)
- local clrz = {'Really black','Bright green'};
- for i = 1,1 do
- local clr = clrz[math.random(1,#clrz)]
- pos = wave.CFrame * CFrame.new(0,0,2)
- local p = Instance.new('Part',c)
- local mafa = math.random(-360,360)
- p.CanCollide = false
- p.Size = Vector3.new(1.3,1.3,1.3)
- local m = Instance.new('SpecialMesh',p)
- m.MeshType = 'Sphere'
- spawn(function()
- for i = 0,50 do
- local int,int2 = .05,.05
- m.Scale = m.Scale - Vector3.new(int,int,int)
- p.Transparency = p.Transparency + int2
- game:service'RunService'.Stepped:wait()
- end
- pcall(function()
- p:Destroy()
- end)
- end)
- p.BrickColor = BrickColor.new(clr)
- p.Material = 'Neon'
- p.CFrame = pos * CFrame.new(math.random(-radius,radius),math.random(-radius,radius),math.random(-radius,radius)) * CFrame.Angles(mafa,mafa,mafa)
- local bp = Instance.new('BodyPosition',p)
- bp.MaxForce = Vector3.new(1/0,1/0,1/0)
- bp.D = 100
- bp.P = 300
- bp.Position = pos.p
- game.Debris:AddItem(p,10)
- end
- end
- end))
- local nbeamy = beamy:Clone()
- nbeamy.Parent = char
- --beamy.FireFrom.Anchored = true
- coroutine.wrap(function()
- local Ringz = {}
- for i,v in pairs(nbeamy:children'') do
- if v.Name:lower():find'ring' then
- table.insert(Ringz, v)
- end
- end
- local Rot = 0
- while nbeamy do
- Rot = Rot + .035
- if Rot >= 360 then Rot = 0 end
- for q,e in pairs(Ringz) do
- pcall(function()
- if e.Name~='Ring7' then
- e["qCFrameWeldThingy"].C0 = e["qCFrameWeldThingy"].C0 * CFrame.Angles(0,0,math.rad((e.Name ~= 'Ring4' and Rot or -Rot)))
- end
- end)
- end
- game:service'RunService'.Stepped:wait()
- end
- end)()
- local bp = Instance.new('BodyPosition',nbeamy.FireFrom)
- bp.MaxForce = Vector3.new(1/0,1/0,1/0)
- bp.D = 100
- bp.P = 1000
- bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
- for awe = 1, 250 do
- wave.CFrame = char.Head.CFrame * CFrame.new(10, 20, -5)
- nbeamy.FireFrom.CFrame = nbeamy.FireFrom.CFrame:lerp(CFrame.new(wave.CFrame.p, mouse.Hit.p) * CFrame.Angles(math.rad(180), 0, 0),1)
- bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
- wave.Size = Vector3.new(wave.Size.X+.1, wave.Size.Y+.1, wave.Size.Z+.1)
- game:service'RunService'.Stepped:wait()
- end
- needaloop = false
- local beam = Instance.new('Part',m0del)
- beam.TopSurface = 'Smooth'
- beam.BottomSurface = 'Smooth'
- beam.Material = 'Neon'
- beam.Transparency = .6
- beam.Anchored = true
- beam.BrickColor = BrickColor.new('Bright green')
- beam.CanCollide = false
- local mesh = Instance.new('CylinderMesh',beam)
- local realbeam = beam:Clone()
- realbeam.Parent = m0del
- realbeam.Color = Color3.new(0,200/255,0)
- realbeam.Transparency = .1
- realbeam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- beam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- beam.Size = Vector3.new(23, 10/2, 23)
- realbeam.Size = Vector3.new(24, 10/2, 24)
- local p = wave:Clone()
- p.Parent = m0del
- p.Anchored = true
- p.Transparency = 1
- p.Size = Vector3.new(10, 10, 10)
- local Damaged = {}
- for HAAA = 1, 500 do
- local starthere = (char.Head.CFrame * CFrame.new(10, 20, -5))
- local idek = Ray.new(starthere.p,(mouse.Hit.p-starthere.p).unit*1000)
- local thx = {char, m0del}
- table.insert(thx, p)
- local Bonk, ovhere = workspace:FindPartOnRayWithIgnoreList(idek, thx)
- local meg
- p.Transparency = 1
- if Bonk and Bonk.Parent:findFirstChild'Humanoid' then
- local dionamuh = Bonk.Parent:findFirstChild'Humanoid'
- if Damaged[dionamuh] and tick()-Damaged[dionamuh]>.05 then
- Damaged[dionamuh] = tick()
- pcall(function() dionamuh.Health = dionamuh.Health-2 end)
- elseif not Damaged[dionamuh] then
- Damaged[dionamuh] = tick()
- end
- end
- meg = (starthere.p - ovhere).magnitude
- coroutine.wrap(function()
- local asd = Instance.new('Part', char)
- asd.CFrame = CFrame.new(ovhere)*CFrame.Angles(math.rad(math.random(-360,360)), math.rad(math.random(-360,360)), math.rad(math.random(-360,360)))
- asd.Size = Vector3.new(5,5,5)
- asd.Reflectance = .40
- asd.Transparency = .05
- asd.TopSurface,asd.BottomSurface = 0,0
- asd.CanCollide = false
- asd.Color = Color3.new(0,150/255,0)
- asd.Anchored = true
- asd.Locked = true--[[
- asd.Touched:connect(function(a)
- if a and a.Parent:findFirstChild'Humanoid' then
- local dionamuh = a.Parent:findFirstChild'Humanoid'
- if Damaged[dionamuh] and tick()-Damaged[dionamuh]>.05 then
- Damaged[dionamuh] = tick()
- pcall(function() dionamuh.Health = dionamuh.Health-2 end)
- elseif not Damaged[dionamuh] then
- Damaged[dionamuh] = tick()
- end
- end
- end)]]
- wait()
- for i = .05,1,.05 do
- asd.Transparency = i
- asd.Size = asd.Size + Vector3.new(.2, .2, .2)
- game:service'RunService'.Stepped:wait()
- end
- asd:Destroy()
- end)()
- game:service'RunService'.Stepped:wait()
- realbeam.Size = Vector3.new(7/2, meg, 7/2)
- beam.Size = Vector3.new(5/2, meg, 5/2)
- realbeam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0,0,-meg/2) * CFrame.Angles(math.rad(90), 0, 0)
- beam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0,0,-meg/2) * CFrame.Angles(math.rad(90), 0, 0)
- pcall(function()nbeamy.FireFrom.CFrame = nbeamy.FireFrom.CFrame:lerp(CFrame.new(starthere.p, ovhere) * CFrame.new(0,0,2) * CFrame.Angles(math.rad(180), 0, 0),1) end)
- bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
- wave.CFrame = starthere
- end
- nbeamy.FireFrom.Anchored = true
- p:Destroy()
- for i = 0,1,.05 do
- realbeam.Transparency = i
- wave.Transparency = i
- beam.Transparency = i
- game:service'RunService'.Stepped:wait()
- end
- nbeamy:Destroy()
- beaming = false
- m0del:Destroy()
- hum.WalkSpeed = 50
- otheranims = false
- elseif k=='c' then
- if Sheathed then
- otheranims = true
- Mode = 'Sheath'
- wait(.7)
- raw.Part0 = ra
- law.Part0 = la
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- otheranims = false
- return
- end
- otheranims = true
- hum.WalkSpeed = 0
- Mode = 'Stabbing1'
- wait(.7)
- Mode = 'Stabbing2'
- local Parts = {}
- local Damaged = {}
- for i = 1, 360, 20 do
- local s = Instance.new('Part', char)
- table.insert(Parts, s)
- s.Name = 'Spikey'
- s.CFrame = Torso.CFrame * CFrame.new(0, -10, 0)
- s.Size = Vector3.new(1,1,1)
- s.CanCollide = false
- s.Anchored = true
- s.BrickColor = BrickColor.new("Bright green")
- s.Locked = true
- s.Name = 's'
- s.Material = 'Neon'
- s.Size = Vector3.new(1, 1, 1)
- s.BottomSurface = Enum.SurfaceType.Smooth
- s.TopSurface = Enum.SurfaceType.Smooth
- local PurpleMesh = Instance.new("SpecialMesh", s)
- PurpleMesh.MeshType = Enum.MeshType.FileMesh
- PurpleMesh.Name = "Mesh"
- PurpleMesh.Scale = Vector3.new(.5,.5,.5)
- PurpleMesh.MeshId = "http://www.roblox.com/Asset/?id=9756362"
- PurpleMesh.VertexColor = Vector3.new(1, 0, 1)
- local qwe = -10
- coroutine.wrap(function()
- while s do
- if qwe>=-1 then qwe=0 else qwe=qwe+.4 end
- s.CFrame = s.CFrame:lerp(CFrame.new(Torso.CFrame.p)*CFrame.new(0, qwe, 0)
- * (CFrame.Angles(0,0,0))
- *CFrame.Angles(0,math.rad(i),0)
- *CFrame.new(0,0,-20), .3)
- game:service'RunService'.Stepped:wait()
- end
- end)()
- coroutine.wrap(function()
- repeat wait() until qwe>=-1
- for i = .5, 2, .025 do
- PurpleMesh.Scale = Vector3.new(i, i*2 ,i)
- game:service'RunService'.Stepped:wait()
- end
- local it=Instance.new
- local vt=Vector3.new
- local cf=CFrame.new
- local euler=CFrame.fromEulerAnglesXYZ
- local angles=CFrame.Angles
- local function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- local function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
- local fp=Instance.new("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=BrickColor.new(tostring(brickcolor))
- fp.Name=name
- fp.Size=size
- fp.Position=Torso.Position
- --NoOutline(fp)
- fp.Material=material
- fp:BreakJoints()
- return fp
- end
- local function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(Mesh)
- mesh.Parent=part
- if Mesh=="SpecialMesh" then
- mesh.MeshType=meshtype
- mesh.MeshId=meshid
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- local function weld(parent,part0,part1,c0,c1)
- local weld=it("Weld")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- weld.C1=c1
- return weld
- end
- local function BreakEffect(brickcolor,cframe,x1,y1,z1)
- local prt=part("Custom",char,"Neon",0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- coroutine.resume(coroutine.create(function(Part,CF,Numbb,randnumb)
- CF=Part.CFrame
- Numbb=0
- randnumb=math.random()-math.random()
- for i=0,1,0.05 do
- wait()
- CF=CF*cf(0,1,0)
- --Part.CFrame=Part.CFrame*euler(0.5,0,0)*cf(0,1,0)
- Part.CFrame=CF*euler(Numbb,0,0)
- Part.Transparency=i
- Numbb=Numbb+randnumb
- end
- Part.Parent = nil
- end),prt)
- end
- for i = 1,3 do
- BreakEffect(BrickColor.new("Bright green"),s.CFrame,0.5,math.random(5,10),0.5)
- end
- coroutine.wrap(function()
- for i,v in pairs(IsNear(Torso.Position, 35, nil, true)) do
- if v~=Char then
- if Damaged[v:FindFirstChild('Humanoid')] and tick()-Damaged[v:FindFirstChild('Humanoid')] < .5 then return end
- v:FindFirstChild('Humanoid').Health = v:findFirstChild('Humanoid').Health - 25
- v:findFirstChild'Humanoid'.PlatformStand = true
- local vu = Instance.new("BodyVelocity",v:findFirstChild'Torso')
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000,5000000000000000000000,100000000000)
- vu.velocity = Head.CFrame.lookVector*60
- game:GetService("Debris"):AddItem(vu,0.267)
- Damaged[v:FindFirstChild('Humanoid')] = tick()
- end
- end
- end)()
- s:Destroy()
- end)()
- game:service'RunService'.Stepped:wait()
- end
- wait(3)
- hum.WalkSpeed = 50
- otheranims = false
- end
- end)
- mouse.KeyUp:connect(function(k)
- if k:byte() == 48 then
- coroutine.wrap(function()
- for i = 60,70,1 do
- camera.FieldOfView = i
- wait()
- end
- end)()
- hum.WalkSpeed = 50
- elseif k:byte() == 50 then
- Ctrl = false
- elseif k == 'g' then
- Shielding = false
- otheranims = false
- end
- end)
- game.Lighting.TimeOfDay = "06:10:00"
- pcall(game.Destroy, game:service'Lighting':findFirstChild'SunRayz')
- local sr = Instance.new('SunRaysEffect',game.Lighting)
- sr.Intensity = .1
- sr.Name = 'SunRayz'
- hum.JumpPower = 10 --10
- Jumping = false
- lastCtrl = tick()
- Character.Humanoid.Jumping:connect(function()
- if Jumping then return end
- local eCtrl = Ctrl
- if eCtrl then if tick()-lastCtrl < 0.2 then eCtrl = false end lastCtrl = tick() end
- Mode = 'Jumping'
- Jumping = true
- local vu = Instance.new("BodyVelocity",Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000,5000000000000000000000,100000000000)
- vu.velocity = Vector3.new((Head.CFrame.lookVector.X*(eCtrl and 60 or 10)),(eCtrl and 10 or 20),(Head.CFrame.lookVector.Z*(eCtrl and 60 or 10)))
- game:GetService("Debris"):AddItem(vu,0.267)
- wait(0.7) --0.6
- Jumping = false
- end)
- spawn(function()
- while true do
- local Size = Vector3.new(TrailPart.Size.X,TrailPart.Size.Y,TrailPart.Size.Z)
- if Slash == true then
- local P1 = (TrailPart.CFrame*CFrame.new(Size/2)).p
- local P2 = (TrailPart.CFrame*CFrame.new(Size/-2)).p
- if LastTrail then
- local p1 = CreateTriangle(Char,LastTrail[2],LastTrail[1],P2)
- local p2 = CreateTriangle(Char,LastTrail[1],P1,P2)
- Trails[#Trails+1] = p1
- Trails[#Trails+1] = p2
- end
- LastTrail = {P1,P2}
- else
- LastTrail = nil
- end
- for i,v in pairs(Trails) do
- v:SetProperty("Transparency",v:GetProperty("Transparency")+0.1)
- if v:GetProperty("Transparency") >= 1 then
- v:Destroy()
- Trails[i] = nil
- end
- end
- rwait(.5)
- end
- end)
- SlashDamage = Damage(TrailPart)
- local count = 0
- local t = tick()
- local Smooth = 1
- ---------------------------
- local sine = 0
- local change = 1
- coroutine.wrap(function()
- game:service('RunService').Heartbeat:connect(function()
- local torso = char:FindFirstChild('Torso')
- local mg = Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude
- if not otheranims then
- if (mg < 3) and not Jumping then
- Mode = "Idling"
- elseif (mg > 3 and mg < 10) and not Jumping then
- Mode = "Walking"
- elseif (mg > 10) and not Jumping then
- Mode = "Running"
- elseif Jumping and (Vector3.new(0, torso.Velocity.y, 0).magnitude > 2) and (mg > 1) then
- Mode = "Jumping"
- end
- end
- count = (count % 100) + (0.2)*(hum.WalkSpeed)/(5*1.3)--countspeed --1
- angle = math.pi * math.sin(math.pi*2/100*count)
- t = t+0.2*Smooth
- sine = sine + change
- --if (Mode=='Idling') and (tick()-lastdps < 30 and tick()-lastclick < 30) and not otheranims then Mode='CombatIdling' end
- if Mode == 'Jumping' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0,.6,-.6) * CFrame.Angles(0,-math.rad(10),0), .4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0,.4,-.3), .4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), 0, 0), .4)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(-math.rad(20), 0, -math.rad(30)), .4)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(-math.rad(20), 0, math.rad(30)), .4)
- lerp(rj, rj.C0, rootc0 * CFrame.Angles(math.rad(20), 0, 0), .4)
- elseif Mode == 'Idling' then --stand
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0,math.sin(t/20)/7,0) * CFrame.Angles(0, -math.rad(0), math.rad(8)),.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0,math.sin(t/20)/7,0) * CFrame.Angles(0, 0, -math.rad(8)),.3)
- if not Sheathed then
- lerp(neck, neck.C0, neckc0 * CFrame.new(0,-math.cos(t/20)/7,0) * CFrame.Angles(-1*math.cos(t/20)/7, -math.rad(15), 0),.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.sin(t/20)/7, -math.rad(5), -math.rad(20)),.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t/20)/7, math.rad(5), math.rad(20)),.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0,0,-math.sin(t/20)/7) * CFrame.Angles(0,0,math.rad(15)),.3)
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- else
- lerp(neck, neck.C0, neckc0 * CFrame.new(0,-math.sin(t/20)/15,0) * CFrame.Angles(-2*math.cos(t/15)/20, -math.rad(5), 0),.2)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -.2, 0) * CFrame.Angles(math.sin(t/20)/20, -math.rad(5), -math.rad(10)),.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, -.2, 0) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.sin(t/20)/15, math.rad(5), math.rad(Grabbed and 20 or 0) + math.rad(10)),.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0,0,-math.sin(t/20)/15) * CFrame.Angles(0,0,math.rad(5)),.3)
- end
- elseif Mode == 'Walking' then-- walk
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3*math.cos(sine/14)/2, -.05 + -math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/14)/2.3, 0, 0), .4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3*-math.cos(sine/14)/2, -.05 + math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/14)/2.3, 0, 0), .4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3+2*math.cos(sine/7)), math.rad(0-3*math.cos(sine/14)), math.rad(0)),0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, .03*math.cos(sine/9), -math.sin(sine/20)/6) * CFrame.Angles(-math.rad(20*math.cos(sine/17)), math.rad(0), -math.rad(12)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, .03*math.cos(sine/9), math.sin(sine/20)/6) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.rad(20*math.cos(sine/17)), math.rad(0), math.rad(Grabbed and 20 or 0) + math.rad(12)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1*math.cos(sine/7), 0) * CFrame.Angles(math.rad(2+2*math.cos(sine/7)), 0, math.rad(0+3*math.cos(sine/14))), 0.2)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1) end
- elseif Mode == 'Running' then-- walk
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3*math.cos(sine/10)/2, -.05 + -math.sin(sine/10)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/10)/2, 0, 0), .4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3*-math.cos(sine/10)/2, -.05 + math.sin(sine/10)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/10)/2, 0, 0), .4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(6+6*math.cos(sine/10)/2), math.rad(0), math.rad(0)),0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(-10-20*math.cos(sine/10)/5), -math.rad(-40+10*math.cos(sine/10)/5), -math.rad(50-10*math.cos(sine/10)/5)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(-10-20*math.cos(sine/10)/5), math.rad(-40+10*math.cos(sine/10)/5), math.rad(50-10*math.cos(sine/10)/5)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1+0.2*math.cos(sine/10)/2, 0) * CFrame.Angles(math.rad(14+10*math.cos(sine/10)/2), -math.cos(t/6)/30+math.sin(rootpart.RotVelocity.y/2)/6, math.rad(0)), 0.2)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1) end
- elseif Mode == 'Sheath' then
- if (mg > 3 and mg < 18) then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3*math.cos(sine/14)/2, -.05 + -math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/14)/2.3, 0, 0), .4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3*-math.cos(sine/14)/2, -.05 + math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/14)/2.3, 0, 0), .4)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0,math.sin(t/15)/15,0) * CFrame.Angles(0, -math.rad(0), math.rad(8)),.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0,math.sin(t/15)/15,0) * CFrame.Angles(0, 0, -math.rad(8)),.3)
- end
- lerp(neck, neck.C0, neckc0 * CFrame.new(0,math.sin(t/15)/15,0) * CFrame.Angles(-1*math.cos(t/25)/10, -math.rad(15), 0),.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(10), math.rad(120), -math.rad(60)),.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, .6, -.2) * CFrame.Angles(math.rad(175), math.rad(0), math.rad(20)),.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0,0,-math.sin(t/15)/15) * CFrame.Angles(0,0,math.rad(15)),.3)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-.5, -1.6, -.85) * CFrame.Angles(math.rad(92),math.rad(26),math.rad(90)), 1 ) end
- elseif Mode == 'Slash11' then
- if (mg > 3) then
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3+2*math.cos(sine/7)), math.rad(0-3*math.cos(sine/14)), math.rad(0)),.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1*math.cos(sine/7), 0) * CFrame.Angles(math.rad(2+2*math.cos(sine/7)), 0, math.rad(0+3*math.cos(sine/14))), .6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3*math.cos(sine/14)/2, -.05 + -math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/14)/2.3, 0, 0), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3*-math.cos(sine/14)/2, -.05 + math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/14)/2.3, 0, 0), .6)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, .2, -.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30),-math.rad(0)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), .6)
- end
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -.5, -.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1) end
- elseif Mode == 'Slash12' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, -.3) * CFrame.Angles(math.rad(10), -math.rad(60), math.rad(10)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -.2, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(30), -math.rad(70), math.rad(30)),.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(50), math.rad(40)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(90)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1) end
- elseif Mode == 'Slash31' then
- if (mg > 3) then
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3+2*math.cos(sine/7)), math.rad(0-3*math.cos(sine/14)), math.rad(0)),.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1*math.cos(sine/7), 0) * CFrame.Angles(math.rad(2+2*math.cos(sine/7)), 0, math.rad(0+3*math.cos(sine/14))), .6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3*math.cos(sine/14)/2, -.05 + -math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/14)/2.3, 0, 0), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3*-math.cos(sine/14)/2, -.05 + math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/14)/2.3, 0, 0), .6)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .5, -.3) * CFrame.Angles(math.rad(10), 0, 0), .4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(5), -math.rad(5)), .4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(15), math.rad(15), math.rad(0)),.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(10), 0, -math.rad(15)), .6)
- end
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(10), -math.rad(20)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1) end
- elseif Mode == 'Slash32' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, -.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)),.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50), math.rad(50), math.rad(50)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, 0) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(90)), 1) end
- elseif Mode == 'Slash21' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, -.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(10), -math.rad(20), math.rad(10)),.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(20), -math.rad(20)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(10), math.rad(60)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(math.rad(10), math.rad(0), math.rad(40)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1) end
- elseif Mode == 'Bash11' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, .2, -.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30),-math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -.5, -.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t/15)/15, math.rad(5), math.rad(20)),.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Kneeling' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, -.5, -.3) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 1, -.6) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(30), math.rad(0),-math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0,0) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(20)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)),.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -1) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(0,-2.5,0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Stomp1' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .85, -.4) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, .5, 0) * CFrame.Angles(math.rad(140), math.rad(0), math.rad(30)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, .5, 0) * CFrame.Angles(math.rad(140), math.rad(0), -math.rad(30)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Stomp2' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .1, -.4) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(30), -math.rad(30)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), -math.rad(30), math.rad(30)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Knee' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(25), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, .75, -1.2) * CFrame. Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(30), -math.rad(30)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), -math.rad(30), math.rad(30)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -.3, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Grabbing' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0,0,0) * CFrame.Angles(0, -math.rad(0), math.rad(8)),.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0,0,0) * CFrame.Angles(0, 0, -math.rad(8)),.3)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0,0,0) * CFrame.Angles(0, -math.rad(0), 0),.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)),.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)),.2)
- elseif Mode == 'Throw1' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, -.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)),.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(80), math.rad(50), math.rad(50)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), .6)
- elseif Mode == 'Beam' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0,0,0) * CFrame.Angles(0, -math.rad(0), math.rad(8)),.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0,0,0) * CFrame.Angles(0, 0, -math.rad(8)),.3)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0,0,0) * CFrame.Angles(0, -math.rad(0), 0),.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)),.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0,1,0) * CFrame.Angles(math.rad(170), math.rad(5), math.rad(20)),.2)
- elseif Mode == 'Shielding' then
- if (mg > 3) then
- lerp(lm, lm.C0, lsc0 * CFrame.new(.7, -.5, -.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(85)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t/15)/15, math.rad(5), math.rad(20)),.2)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3+2*math.cos(sine/7)), math.rad(0-3*math.cos(sine/14)), math.rad(0)),.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1*math.cos(sine/7), 0) * CFrame.Angles(math.rad(2+2*math.cos(sine/7)), 0, math.rad(0+3*math.cos(sine/14))), .6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3*math.cos(sine/14)/2, -.05 + -math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + math.sin(sine/14)/2.3, 0, 0), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3*-math.cos(sine/14)/2, -.05 + math.sin(sine/14)/2) * CFrame.Angles(math.rad(-18) + -math.sin(sine/14)/2.3, 0, 0), .6)
- else
- lerp(lm, lm.C0, lsc0 * CFrame.new(.1, -.5, -.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t/15)/15, math.rad(5), math.rad(20)),.2)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, .2, -.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30),-math.rad(0)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), .6)
- end
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Stabbing1' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .85, -.4) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(.5, .5, 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(40)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(-.5, .5, 0) * CFrame.Angles(math.rad(130), math.rad(0), -math.rad(40)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1) end
- elseif Mode == 'Stabbing2' then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, .4, -.6) * CFrame.Angles(-math.rad(10), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -.5, -.3) * CFrame.Angles(-math.rad(60), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(0),-math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(.5, .5, -.8) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(40)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(-.5, .5, -.8) * CFrame.Angles(math.rad(90), math.rad(0), -math.rad(40)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, -.7) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1) end
- end
- end)
- end)()
- coroutine.wrap(function()
- for i = 1,3 do
- MediumParticleEmit(Head, 'Bright green')
- wait(.05)
- MediumParticleEmit(Head,'Really black')
- wait(.03)
- end
- end)()
- --[[
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .6)
- if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end
- ]]
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