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- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- Face = Head.face
- 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"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- MMouse = nil
- combo = 0
- local hitfloor, posfloor
- local idle = 0
- local Anim = "Idle"
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local invisible = false
- local doing2 = false
- local doing4 = false
- local Marked = {}
- local MarkedGUI = {}
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local pursuitnum = 0
- local move1 = [[
- (Z)
- Wheel Spin]]
- local move2 = [[
- (X)
- Laser Of Doom]]
- local move3 = [[
- (C)
- Floor Smash]]
- local move4 = "(V)\n"
- local cooldowns = {}
- local cooldown1 = 0
- table.insert(cooldowns, cooldown1)
- local cooldown2 = 0
- table.insert(cooldowns, cooldown2)
- local cooldown3 = 0
- table.insert(cooldowns, cooldown3)
- local cooldown4 = 0
- table.insert(cooldowns, cooldown4)
- local cooldownsadd = {}
- local cooldownadd1 = 100
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 = 100
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 100
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 100
- table.insert(cooldownsadd, cooldownadd4)
- local cooldownmax = 100
- player = nil
- RSH = nil
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- TorsoRed = TorsoColor.Color.r
- TorsoGreen = TorsoColor.Color.g
- NewCol = Color3.new(0, 0.5, 0)
- if Player:findFirstChild("Color1") ~= nil then
- NewCol = Player.Color1.Value
- end
- print(BrickColor.new(NewCol))
- if Player:findFirstChild("Color1") ~= nil then
- NewCol = Player.Color1.Value
- end
- if Player:findFirstChild("Color2") ~= nil then
- NewCol2 = Player.Color2.Value
- end
- print(BrickColor.new(NewCol))
- local mdec = Instance.new("NumberValue", Decrease)
- mdec.Name = "DecreaseDef"
- mdec.Value = 0.4
- local mdec2 = Instance.new("NumberValue", Decrease)
- mdec2.Name = "DecreaseMvmt"
- mdec2.Value = 0.1
- if Character:findFirstChild("Effects", true) ~= nil then
- Character:findFirstChild("Effects", true).Parent = nil
- end
- local effects = it("Model", Character)
- effects.Name = "Effects"
- local Animate = Humanoid.Animator
- local canjump = true
- function removeControl()
- canjump = false
- end
- function resumeControl()
- canjump = true
- end
- Player.Character.Humanoid.Changed:connect(function()
- if canjump == false then
- Player.Character.Humanoid.Jump = false
- end
- end)
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.03333333333333333
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- if Character:findFirstChild("Carnufico", true) ~= nil then
- Character:findFirstChild("Carnufico", true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil
- end
- if Character:findFirstChild("Stats", true) ~= nil then
- Character:findFirstChild("Stats", true).Parent = nil
- end
- local Stats = Instance.new("BoolValue")
- Stats.Name = "Stats"
- Stats.Parent = Character
- local Atk = Instance.new("NumberValue")
- Atk.Name = "Damage"
- Atk.Parent = Stats
- Atk.Value = 1
- local Def = Instance.new("NumberValue")
- Def.Name = "Defense"
- Def.Parent = Stats
- Def.Value = 1
- local Mvmt = Instance.new("NumberValue")
- Mvmt.Name = "Movement"
- Mvmt.Parent = Stats
- Mvmt.Value = 1
- local Block = Instance.new("BoolValue")
- Block.Name = "Block"
- Block.Parent = Stats
- Block.Value = false
- local Stun = Instance.new("NumberValue")
- Stun.Name = "Stun"
- Stun.Parent = Stats
- Stun.Value = 0
- local StunT = Instance.new("NumberValue")
- StunT.Name = "StunThreshold"
- StunT.Parent = Stats
- StunT.Value = 100
- local Rooted = Instance.new("BoolValue")
- Rooted.Name = "Rooted"
- Rooted.Parent = Stats
- Rooted.Value = false
- local Stunned = Instance.new("BoolValue")
- Stunned.Name = "Stunned"
- Stunned.Parent = Stats
- Stunned.Value = false
- local Stagger = Instance.new("BoolValue")
- Stagger.Name = "Stagger"
- Stagger.Parent = Stats
- Stagger.Value = false
- local StaggerHit = Instance.new("BoolValue")
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Parent = Stats
- StaggerHit.Value = false
- local RecentEnemy = Instance.new("ObjectValue")
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Parent = Stats
- RecentEnemy.Value = nil
- local Decrease = Instance.new("BoolValue")
- Decrease.Name = "Decrease"
- Decrease.Parent = Stats
- Decrease.Value = false
- local mana = Instance.new("NumberValue")
- mana.Name = "Mana"
- mana.Parent = Stats
- mana.Value = 0
- local invisnum = Instance.new("NumberValue")
- invisnum.Name = "Pursuit"
- invisnum.Parent = Stats
- invisnum.Value = 0
- local isinvis = Instance.new("BoolValue")
- isinvis.Name = "IsInvisible"
- isinvis.Parent = Stats
- isinvis.Value = false
- local passive = Instance.new("NumberValue", Decrease)
- passive.Name = "DecreaseAtk"
- passive.Value = 0
- local passive2 = Instance.new("NumberValue", nil)
- passive2.Name = "DecreaseDef"
- passive2.Value = 0.2
- local passive3 = Instance.new("NumberValue", nil)
- passive3.Name = "DecreaseMvmt"
- passive3.Value = -0.2
- function NoOutline(Part)
- Part.TopSurface = 10
- end
- function part(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function partg(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "Neon"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- function gui(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = it(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "SourceSans"
- gui.FontSize = "Size14"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("White")
- return gui
- end
- local Color1 = Torso.BrickColor
- local fengui = it("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "WeaponGUI"
- local fenframe = it("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17, 17, 17)
- fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
- local fenframe2 = it("Frame")
- fenframe2.Parent = fengui
- fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe2.BackgroundTransparency = 1
- fenframe2.BorderColor3 = Color3.new(17, 17, 17)
- fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
- fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
- local fenframe3 = it("Frame")
- fenframe3.Parent = fengui
- fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe3.BackgroundTransparency = 1
- fenframe3.BorderColor3 = Color3.new(17, 17, 17)
- fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
- fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
- fenframe3.Name = "MoveFrame"
- local fenframe4 = it("Frame")
- fenframe4.Parent = fengui
- fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe4.BackgroundTransparency = 1
- fenframe4.BorderColor3 = Color3.new(17, 17, 17)
- fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
- local pressedf = false
- local fenframe5 = it("Frame")
- fenframe5.Parent = fengui
- fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
- fenframe5.BackgroundTransparency = 1
- fenframe5.BorderColor3 = Color3.new(0, 0, 0)
- fenframe5.Size = UDim2.new(1, 0, 1, 0)
- fenframe5.Position = UDim2.new(0, 0, 0, 0)
- fenframe5.ZIndex = 2
- local tellbar = gui("TextLabel", fenframe5, "Made by Maxisteele (Sievert Remastered) Grab the tool and press F", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
- tellbar.Font = "SourceSans"
- tellbar.TextScaled = true
- tellbar.TextTransparency = 1
- tellbar.TextStrokeTransparency = 1
- tellbar.ZIndex = 2
- local fnumb = 0
- local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarblock1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.7, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarblock2 = gui("TextLabel", fenframe, "", 0, BrickColor.new("Black").Color, UDim2.new(-0.7, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarblock3 = gui("TextLabel", fenframe, "Pursuit(" .. invisnum.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(-0.7, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
- local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove1.ZIndex = 2
- local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove2.ZIndex = 2
- local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove3.ZIndex = 2
- local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove4.ZIndex = 2
- local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local testpart = part(3, effects, 0, 1, BrickColor.new("Black"), "Handle", vt())
- testpart.Anchored = true
- local scarfp2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Handle", vt())
- scarfp2.Anchored = true
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Wagon Wheel Of The Future"
- local handle = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Handle", vt())
- local prt1 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Part01", vt())
- local prt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part02", vt())
- prt2.Material = "Neon"
- local prt3 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part03", vt())
- local prt4 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part04", vt())
- local prt5 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part05", vt())
- local prt6 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part06", vt())
- local prt7 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part07", vt())
- local prt8 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part08", vt())
- local prt9 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part09", vt())
- prt9.Material = "Neon"
- local prt10 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part10", vt())
- prt10.Material = "Neon"
- local handle2 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Handle 2", vt())
- local prt11 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part11", vt())
- msh1 = mesh("CylinderMesh", prt1, "", "", vt(0, 0, 0), vt(4, 3, 4))
- msh2 = mesh("CylinderMesh", prt2, "", "", vt(0, 0, 0), vt(6, 3, 6))
- msh3 = mesh("CylinderMesh", prt3, "", "", vt(0, 0, 0), vt(7, 2.9, 7))
- msh4 = mesh("BlockMesh", prt4, "", "", vt(0, 0, 0), vt(29, 2.2, 2.2))
- msh5 = mesh("BlockMesh", prt5, "", "", vt(0, 0, 0), vt(29, 1.5, 1.5))
- msh6 = mesh("BlockMesh", prt6, "", "", vt(0, 0, 0), vt(29, 1.5, 1.5))
- msh7 = mesh("BlockMesh", prt7, "", "", vt(0, 0, 0), vt(29, 1.5, 1.5))
- msh8 = mesh("SpecialMesh", prt8, "FileMesh", "3270017", vt(0, 0, 0), vt(6, 6, 6))
- msh9 = mesh("SpecialMesh", prt9, "FileMesh", "3270017", vt(0, 0, 0), vt(6, 6, 0.01))
- msh10 = mesh("SpecialMesh", prt10, "FileMesh", "3270017", vt(0, 0, 0), vt(6, 6, 0.01))
- msh11 = mesh("BlockMesh", prt11, "", "", vt(0, 0, 0), vt(29, 1.5, 1.5))
- local handlewld = weld(handle, handle, Torso, euler(-2, 1.57, 0) * cf(-1, -0.5, -0.6))
- local wld1 = weld(prt1, prt1, handle, euler(0, 0, 0) * cf(0, 0, 0))
- local wld2 = weld(prt2, prt2, prt1, euler(0, 0, 80) * cf(0, -1.2, 0))
- local wld3 = weld(prt3, prt3, prt1, euler(0, 0, 80) * cf(0, -1.2, 0))
- local wld4 = weld(prt4, prt4, prt1, euler(0, 0, 80) * cf(0, -1.2, 0))
- local wld5 = weld(prt5, prt5, prt1, euler(0, 4, 80) * cf(0, -1.2, 0))
- local wld6 = weld(prt6, prt6, prt1, euler(0, -4, 80) * cf(0, -1.2, 0))
- local wld7 = weld(prt7, prt7, prt1, euler(0, -4.7, 80) * cf(0, -1.2, 0))
- local wld8 = weld(prt8, prt8, prt1, euler(7.9, 79, 80) * cf(0, -1.2, 0))
- local wld9 = weld(prt9, prt9, prt1, euler(7.9, 79, 80) * cf(0.29, -1.2, 0))
- local wld10 = weld(prt10, prt10, prt1, euler(7.9, 79, 80) * cf(-0.29, -1.2, 0))
- local handlewld2 = weld(handle2, handle2, LeftArm, euler(7.9, 79, 80) * cf(0, -1.2, 3))
- local wld11 = weld(prt11, prt11, prt1, euler(0, -4.7, 80) * cf(0, -1.2, 0))
- for i = 0, 2.355, 0.785 do
- local prt4 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Part04", vt())
- msh4 = mesh("SpecialMesh", prt4, "FileMesh", "9756362", vt(0, 0, 0), vt(1, 0.2, 0.2))
- local wld4 = weld(prt1, prt4, prt3, euler(0, i, 0) * cf(0, 0.6, 0))
- end
- oldprt = prt9
- oldprt2 = prt10
- cff = 0.1
- eul = 0.02
- siz = 0.99
- for i = 1, 6 do
- local prt11 = part(3, modelzorz, 0.5, 1, BrickColor.new("Really black"), "Part11", vt())
- msh11 = mesh("SpecialMesh", prt11, "Wedge", "nil", vt(0, 0, 0), vt(siz, 2, 6))
- local wld11 = weld(prt1, prt11, oldprt, euler(0, 0, 0) * cf(0, 0, cff) * euler(eul, 0, 0))
- if i < 4 then
- num = 6
- if i == 3 then
- num = 6.8
- end
- local prt12 = part(3, modelzorz, 0.5, 1, BrickColor.new("Black"), "Part12", vt())
- msh12 = mesh("BlockMesh", prt12, "", "", vt(0, 0, 0), vt(siz / 2, 2, num))
- local wld12 = weld(prt1, prt12, prt11, euler(0, 0, 0) * cf(0, 0, cff) * euler(eul, 0, 0))
- end
- oldprt = prt11
- cff = 0.6
- eul = 0.15
- siz = siz - 0.1
- end
- oldprt2 = prt10
- cff = 0.1
- eul = 0.02
- siz = 0.99
- for i = 1, 7 do
- local prt13 = part(3, modelzorz, 0.5, 1, BrickColor.new(NewCol), "Part13", vt())
- msh13 = mesh("SpecialMesh", prt13, "Wedge", "nil", vt(0, 0, 0), vt(siz, 2, 6))
- local wld13 = weld(prt1, prt13, oldprt2, euler(0, 0, 0) * cf(0, 0, cff) * euler(eul, 0, 0))
- oldprt2 = prt13
- cff = 0.6
- eul = 0.14
- siz = siz - 0.1
- end
- for _, c in pairs(modelzorz:children()) do
- table.insert(Weapon, c)
- end
- for _, c in pairs(prt1:children()) do
- if c.className == "Motor" then
- table.insert(Welds, c)
- end
- end
- local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt())
- hitbox.Anchored = false
- local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0))
- local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1))
- hitbox2.Anchored = true
- local hitboxCF = cf(0, 0, 0)
- hboxpos = Instance.new("BodyPosition", nil)
- hboxpos.P = 2000
- hboxpos.D = 100
- hboxpos.maxForce = Vector3.new(545000, 545000, 545000)
- function hitboxweld()
- hbwld.Parent = modelzorz
- hbwld.Part0 = hitbox
- hbwld.Part1 = prt6
- end
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Wheel of Fury"
- script.Parent = Tool
- end
- Bin = script.Parent
- if Bin.Name == "Wheel of Fury" then
- Bin.Name = "Wheel of Fury"
- end
- local bodvel = Instance.new("BodyVelocity")
- local bg = Instance.new("BodyGyro")
- function so(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end), sou)
- game:GetService("Debris"):AddItem(sou, 6)
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function hideanim()
- equipped = false
- for i = 0, 1, 0.5 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, -1.57, 0) * cf(0, 1, 0), 0.4)
- wld1.C0 = clerp(wld1.C0, cf(0, -1.5, 0) * euler(0.2, 0, 0.4), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.4), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(3, 0, 1), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, -1.57, 0) * cf(0, 1, 0), 0.4)
- wld1.C0 = clerp(wld1.C0, cf(0, -1.5, 0) * euler(0.2, 0, 0.4), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.4), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(4, 0, 1), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, RHC0, 0.4)
- LH.C0 = clerp(LH.C0, LHC0, 0.4)
- end
- mdec2.Parent = nil
- handlewld.Part1 = Torso
- handlewld.C0 = euler(-2, 1.57, 0) * cf(-1, -0.5, -0.6)
- wld1.C0 = euler(0, 0, 0) * cf(0, 0, 0)
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- mdec.Parent = Decrease
- end
- mdec.Parent = Decrease
- function equipanim()
- equipped = true
- mdec.Parent = nil
- for i = 0, 1, 0.5 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.4), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2, 0, 0.2), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.4), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(4, 0, 1), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- mdec2.Parent = Decrease
- handlewld.Part1 = RightArm
- handlewld.C0 = euler(0, -1.57, 0) * cf(0, 1, 0)
- wld1.C0 = cf(0, -1.5, 0) * euler(0.2, 0, 0.4)
- end
- function StaggerAnim()
- attack = true
- removeControl()
- if invisible == true then
- Clone(0.1)
- end
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- for i = 0, 1, 0.35 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 0, 1, 0.2 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.3, 0, 0.4) * euler(0, -0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 1, 50 do
- swait()
- if StunT.Value <= Stun.Value then
- break
- end
- end
- resumeControl()
- combo = 0
- attack = false
- end
- function StaggerHitt()
- attack = true
- if invisible == true then
- Clone(0.1)
- end
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.7) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- attack = false
- end
- function StunAnim()
- attack = true
- removeControl()
- Stunned.Value = true
- showDamage(Character, "Stunned", "Interrupt")
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- for i = 0, 1, 0.3 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0) * euler(1.57, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0) * euler(1.57, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
- end
- local gairost = Instance.new("BodyGyro")
- gairost.Parent = RootPart
- gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
- gairost.P = 20000
- gairost.cframe = cf(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
- end
- for i = 1, 70 do
- swait()
- gairost.cframe = RootPart.CFrame
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- Stun.Value = 0
- gairost.cframe = RootPart.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
- end
- resumeControl()
- gairost.Parent = nil
- dec.Parent = nil
- Stun.Value = 0
- combo = 0
- Stunned.Value = false
- attack = false
- for i = 1, 10 do
- swait()
- Stun.Value = 0
- end
- end
- function attackone()
- attack = true
- for i = 0, 1, 0.15 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 1.2, 0) * euler(math.pi + math.pi / 10, 0, math.pi / 10), 0.3)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 1.2, 0) * euler(math.pi + math.pi / 10, 0, -math.pi / 10), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, -0.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.2), 0.3)
- handlewld.C0 = clerp(handlewld.C0, euler(0, -math.pi / 2, math.pi / 10) * cf(0, 1.35, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- so("199145095", prt3, 1, 1)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(5, 1, 5)
- hitboxCF = prt3.CFrame * cf(0, 0, 0)
- hitbox.CFrame = hitboxCF
- hitbox.Transparency = 1
- for i = 0, 1, 0.1 do
- swait()
- hitboxCF = prt3.CFrame * cf(0, 0, 0)
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 4, 4, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(4, 8), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.35)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.1, 0, 0), 0.35)
- RW.C0 = clerp(RW.C0, cf(1.8, 0, -1.25) * euler(math.pi / 2 - math.pi / 10, 0, math.pi / 10), 0.35)
- RW.C1 = clerp(RW.C1, cf(0, -0.5, 0) * euler(0, 0, 0), 0.35)
- LW.C0 = clerp(LW.C0, cf(-1.8, 0, -1.25) * euler(math.pi / 2 - math.pi / 10, 0, -math.pi / 10), 0.35)
- LW.C1 = clerp(LW.C1, cf(0, -0.5, 0) * euler(0, 0, 0), 0.35)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.1, 1.57, 0) * euler(0, 0, 0), 0.35)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.1, -1.57, 0) * euler(0, 0, 0), 0.35)
- handlewld.C0 = clerp(handlewld.C0, euler(0, -math.pi / 2, math.pi / 10) * cf(0, 1.35, 0.25), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, math.pi / 5) * cf(0, 0, -2), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- attack = false
- end
- function attacktwo()
- attack = true
- handlewld.Part1 = Torso
- handlewld.C0 = euler(1.57, 0, 1.57) * cf(-3, 1, 0)
- wld1.C1 = euler(0, 0, 0)
- for i = 0, 1, 0.15 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 1.57) * cf(0, -1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(1, 0, 0) * cf(0, -7, 0) * euler(1, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.4) * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1) * euler(0, 1.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1, -0.1), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, -0.3) * euler(0, -1.57, 0) * euler(0, -1, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- so("199145841", prt3, 1, 0.8)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(1, 7, 0.5)
- hitboxCF = prt3.CFrame
- hitbox.CFrame = hitboxCF
- blcf = nil
- scfr = nil
- num = 0
- for i = 0, 1, 0.1 do
- swait()
- num = num + 0.6
- hitboxCF = prt3.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 6, 4, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(3, 6), nil, true)
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 1.57) * cf(0, -1, 0), 0.3)
- wld1.C0 = euler(1, 0, 0) * cf(0, -4, 0) * euler(1 - num, 0, 0)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.2), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.2) * euler(0, 1.7, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -1.3), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.7, -1, -0.5) * euler(0, 1.57, 0) * euler(-0.1, 1.2, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.7, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- handlewld.Part1 = RightArm
- handlewld.C0 = euler(1.57, 0, 1.57) * cf(0, -1, 0)
- wld1.C0 = euler(-1, 1.57, 0) * cf(0, -4, 0) * euler(0, 0, 0)
- attack = false
- end
- function attackthree()
- attack = true
- handlewld.Part1 = Torso
- handlewld.C0 = euler(1.57, 0, 1.57) * cf(-3, 1, 0)
- wld1.C1 = euler(0, 0, 0)
- n = 7
- for i = 0, 1, 0.1 do
- swait()
- n = n + 1
- if n >= 7 then
- so("199145146", prt3, 1, 1.2)
- n = 0
- end
- handlewld.C0 = clerp(handlewld.C0, euler(0, 1.57, 1.3) * euler(0.2, 0, 0) * cf(0, -1, 3), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 3, 0), 0.3)
- wld1.C1 = wld1.C1 * euler(0.6, 0, 0)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(-0.05, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1) * euler(0, 1.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.7, 0, 0.4), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1.4, -0.1), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.2) * euler(0, -1.57, 0) * euler(0, -0.5, 0) * euler(-0.2, 0, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- wld1.C1 = euler(0, 0, 0)
- so("199145913", prt3, 1, 1.4)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(1, 7, 0.5)
- hitboxCF = prt3.CFrame
- hitbox.CFrame = hitboxCF
- blcf = nil
- scfr = nil
- for i = 0, 1, 0.1 do
- swait()
- hitboxCF = prt3.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 6, 4, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, math.random(3, 6), nil, true)
- handlewld.C0 = clerp(handlewld.C0, euler(1.7, -1, 0) * euler(0, 0, 0) * cf(7, -0.5, 1.5), 0.5)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 3, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.2) * euler(-0.05, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.2), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.5) * euler(0, 0, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, -1), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.2, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, 0.4) * euler(0, -1.57, 0) * euler(0, 1.2, -0.1) * euler(0, 0, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- handlewld.Part1 = RightArm
- attack = false
- end
- function attackfour()
- attack = true
- for i = 0, 1, 0.15 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, -0.3), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.2) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.2), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, 0.8) * euler(0, -0.6, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.4, 0, -1.3), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.7, -1, -0.5) * euler(0, 1.57, 0) * euler(-0.1, 1.2, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.7, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- handlewld.Part1 = RootPart
- handlewld.C0 = euler(-0.7, 0, -0.6) * cf(-1, -3, -4)
- wld1.C0 = euler(0, 0, 0) * cf(0, 3, 0)
- wld1.C1 = euler(0, 0, 0)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(1, 7, 0.5)
- hitboxCF = prt1.CFrame
- hitbox.CFrame = hitboxCF
- blcf = nil
- scfr = nil
- n = 4
- mov = 0
- for i = 0, 1, 0.1 do
- swait()
- mov = mov + 3
- n = n + 1
- if n >= 4 then
- so("199145146", prt3, 1, 1.4)
- n = 0
- end
- hitboxCF = prt3.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 6, 5, 8, 0, "Normal", RootPart, 0.5, 1, math.random(3, 6), nil, true)
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, -1, mov), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- wld1.C1 = wld1.C1 * euler(-0.6, 0, 0)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1.57, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.3) * euler(0, -1.57, 0) * euler(0, -1.57, 0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- handlewld.Part1 = RightArm
- wld1.C1 = euler(0, 0, 0)
- attack = false
- end
- function GunStance()
- attack = true
- gun = true
- quickoblit = true
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 0.7
- for i = 0, 1, 0.15 do
- swait()
- if shootgun == 1 then
- GunRight(1)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.8) * euler(1.7, 0, 1) * euler(0, -1, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.4)
- elseif shootgun == 2 then
- GunLeft(1)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.8) * euler(1.7, 0, -1) * euler(0, 1, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.2) * euler(0, 1.57, 0) * euler(-0.4, 1.57, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.2) * euler(0, -1.57, 0) * euler(0.2, 1.57, 0), 0.4)
- end
- end
- gairo = Instance.new("BodyGyro")
- gairo.Parent = RootPart
- gairo.maxTorque = Vector3.new(400000, 400000, 400000) * math.huge
- gairo.P = 20000
- gairo.cframe = RootPart.CFrame
- local offset
- while gun == true do
- if gun == true then
- swait()
- local gunpos = vt(MMouse.Hit.p.x, Head.Position.Y, MMouse.Hit.p.z)
- offset = (gunpart.Position.y - MMouse.Hit.p.y) / 60
- mag = (gunpart.Position - MMouse.Hit.p).magnitude / 66
- offset = offset / mag
- newpos = vt(MMouse.Hit.p.x, Torso.Position.Y, MMouse.Hit.p.z)
- MoveCF = cf(RootPart.Position, newpos)
- gairo.cframe = cf(Head.Position, gunpos)
- local mpos = Torso.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- if shootgun == 1 then
- Neck.C0 = necko * euler(0, 0, -1.57) * euler(offset, 0, 0)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(offset, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(offset, 0, 0), 0.3)
- RootJoint.C0 = RootJoint.C0:lerp(CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * euler(0, 0, 1.57) * cf(0, 0, -0.2), 0.3)
- elseif shootgun == 2 then
- Neck.C0 = necko * euler(0, 0, 1.57) * euler(offset, 0, 0)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(offset, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(offset, 0, 0), 0.3)
- RootJoint.C0 = RootJoint.C0:lerp(CFrame.Angles(x, y, z) * euler(0, -3.14, 0) * euler(0, 0, -1.57) * cf(0, 0, 0.2), 0.3)
- end
- end
- end
- dec.Parent = nil
- if shoot == true then
- quickoblit = false
- for i = 0, 1, 0.15 do
- swait()
- if shootgun == 1 then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(1, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.8) * euler(1.7, 0, 1) * euler(0, -1, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- elseif shootgun == 2 then
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.8) * euler(1.7, 0, -1) * euler(0, 1, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(1, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- end
- if shootgun == 1 then
- shootgun = 2
- gunpart = prt2
- for i = 0, 1, 0.2 do
- swait()
- if shootgun == 2 then
- RootJoint.C0 = RootJoint.C0 * euler(0, 0, -1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(1, 0, -1.5), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.8) * euler(1.2, 0, 1) * euler(0, -1, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- else
- RootJoint.C0 = RootJoint.C0 * euler(0, 0, 1)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.8) * euler(1.2, 0, -1) * euler(0, 1, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(1, 0, 1.5), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- if i < 0.6 then
- so("203691885", gunpart, 1, 1)
- Shootcombo2()
- end
- if shootgun == 2 then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(-0.5, 0, 0) * euler(0, 1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.5, 0, -1) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- else
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.5, 0, 1) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(-0.5, 0, 0) * euler(0, -1.57, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- end
- gunpart = oldgunpart
- gunpart2 = oldgunpart2
- end
- end
- quickoblit = false
- gairo.Parent = nil
- Humanoid.AutoRotate = true
- shoot = false
- attack = false
- end
- function do1()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[1] and mana.Value >= 20 then
- attack = true
- doingcomb = true
- cooldowns[1] = 0
- for i = 0, 1, 0.15 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, -0.3), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.2) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.2), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, 0.8) * euler(0, -0.6, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.4, 0, -1.3), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.7, -1, -0.5) * euler(0, 1.57, 0) * euler(-0.1, 1.2, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.7, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- handlewld.Part1 = Torso
- handlewld.C0 = euler(-0.7, 0, -0.6) * cf(-1, -3, -4)
- wld1.C0 = euler(0, 0, 0) * cf(0, 3, 0)
- wld1.C1 = euler(0, 0, 0)
- so("315743350", prt2, 1, 0.8)
- mov = 0
- for i = 0, 1, 0.15 do
- swait()
- mov = mov + 1
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, -1, mov), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 3, 0), 0.4)
- wld1.C1 = wld1.C1 * euler(-0.6, 0, 0)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1.57, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.3) * euler(0, -1.57, 0) * euler(0, -1.57, 0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- n = 5
- for i = 0, 1, 0.1 do
- swait()
- mov = mov + n
- n = n / -1
- handlewld.C0 = clerp(handlewld.C0, euler(0, 1.57, 0) * cf(0, -2, mov), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 3, 0), 0.4)
- wld1.C1 = clerp(wld1.C1, euler(0, 0, 0) * cf(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 1.57), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.57), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- mana.Value = mana.Value - 20
- so("315743350", prt2, 1, 1)
- CF = cf(prt2.Position)
- MagicCircle(BrickColor.new(NewCol), CF, 150, 150, 150, 1, 1, 1, 0.02)
- MagniDamage(prt2, 20, 5, 10, math.random(20, 30), "Knockdown2", prt2, 0, 1, math.random(5, 10), nil, nil, true, "Movement", 0.2, 300)
- num = 0
- eul = math.random(-50, 50)
- eul2 = math.random(-50, 50)
- for i = 0, 1, 0.05 do
- swait()
- wld1.C0 = cf(0, 3, 0) * euler(-6.6 * i, 0, 0)
- if 3 <= num then
- num = 0
- eul = eul - 0.5
- eul2 = eul2 - 0.05
- MagicCircle2(BrickColor.new(NewCol), CF * euler(-1.57, 0, eul) * cf(0, 0, 0), 3, 7, 3, -0.1, 9, -0.1, 0.1, 1.2)
- MagicCircle2(BrickColor.new(NewCol), CF * euler(-1.57, 0, eul2) * cf(0, 0, 0), 3, 5, 3, -0.1, 6, -0.1, 0.1, 1.2)
- end
- end
- swait(10)
- handlewld.Part1 = RightArm
- dec.Parent = nil
- doingcomb = false
- attack = false
- end
- end
- function do2()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[2] and mana.Value >= 10 then
- attack = true
- cooldowns[2] = 0
- local doinvisatk = false
- if doinvisatk == false then
- for i = 0, 1, 0.1 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0) * euler(1.57, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.57), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1) * euler(0, 1.5, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.3) * euler(0, 1.57, 0) * euler(0, 1.57, -0.3), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.3) * euler(0, -1.57, 0) * euler(0, 1.57, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- mana.Value = mana.Value - 10
- CF = LeftArm.CFrame * cf(0, -150, 0)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = CF
- CFh = LeftArm.CFrame * cf(0, -2, 0)
- refhand = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refhand.Anchored = true
- refhand.CFrame = CFh
- game:GetService("Debris"):AddItem(ref, 25)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(2, 2, 2)
- so("2101137", refhand, 1, 1)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 10, 10, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 20, 20, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 30, 30, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 40, 40, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 50, 50, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 60, 60, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 70, 70, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 80, 80, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 90, 90, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- so("169445602", refhand, 3, 0.7)
- GMagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 10, 10, 0, 0.075)
- MagicCircle(BrickColor.new(NewCol), CF * euler(-1.57, 0, 0), 0, 0, 1500, 50, 50, 0, 0.1)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- MagniDamage(ref, 30, 10, 18, math.random(20, 40), "Knockdown2", ref, 1, 2, math.random(5, 8), nil, false, true)
- wait(0.025)
- GMagicCircle(BrickColor.new(NewCol), CF * euler(-1.57, 0, 0), 0, 0, 1500, 50, 50, 0, 0.1)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- MagniDamage(ref, 30, 10, 18, math.random(20, 40), "Knockdown2", ref, 1, 2, math.random(5, 8), nil, false, true)
- wait(0.025)
- GMagicCircle(BrickColor.new(NewCol), CF * euler(-1.57, 0, 0), 0, 0, 1500, 50, 50, 0, 0.1)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- MagniDamage(ref, 30, 10, 18, math.random(20, 40), "Knockdown2", ref, 1, 2, math.random(5, 8), nil, false, true)
- wait(0.025)
- GMagicCircle(BrickColor.new(NewCol), CF * euler(-1.57, 0, 0), 0, 0, 1500, 50, 50, 0, 0.1)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- MagniDamage(ref, 30, 10, 18, math.random(20, 40), "Knockdown2", ref, 1, 2, math.random(5, 8), nil, false, true)
- wait(0.025)
- GMagicCircle(BrickColor.new(NewCol), CF * euler(-1.57, 0, 0), 0, 0, 1500, 50, 50, 0, 0.1)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- MagniDamage(ref, 30, 10, 18, math.random(20, 40), "Knockdown2", ref, 1, 2, math.random(5, 8), nil, false, true)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 100, 100, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 90, 90, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 80, 80, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 70, 70, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 60, 60, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 50, 50, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 40, 40, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 30, 30, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 20, 20, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 10, 10, 1, 0, 0, 0, 0.1)
- wait(0.025)
- MagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 0, 0, 0, 0, 0, 0, 0.1)
- wait(0.025)
- GMagicCircle(BrickColor.new(NewCol), CFh * euler(-1.57, 0, 0), 0, 0, 0, 1, 1, 1, 0.05)
- hitboxCF = CF
- hitbox.CFrame = hitboxCF
- DecreaseStat(Character, "Damage", -1, 200)
- for i = 0, 1, 0.05 do
- swait()
- CF = CF * cf(0, -0.4, 0)
- hitboxCF = CF
- hitbox.CFrame = hitboxCF
- hitbox.Size = hitbox.Size + vt(0.6, 0.6, 0.6)
- if i == 0.6 then
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- attack = false
- elseif doinvisatk == true then
- for i = 0, 1, 0.2 do
- swait()
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0) * euler(0.8, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, 0.2), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, -0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.4), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.4, 0, -0.5), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, RHC0 * cf(0.5, 1, 0) * euler(0.5, 0, 0.5), 0.4)
- LH.C0 = clerp(LH.C0, LHC0 * cf(0, 0, 0) * euler(0, 0.5, 0.5), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- mana.Value = mana.Value - 20
- CF = LeftArm.CFrame * cf(0, -1, 0) * euler(2.5, 0, 0)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = CF
- game:GetService("Debris"):AddItem(ref, 2)
- so("160772554", ref, 1, 0.6)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(2, 2, 2)
- MagicSkull(BrickColor.new("Black"), CF * euler(-1.57, 0, 0), 1, 1, 1, 1.5, 1.5, 1.5, 0.05, 0.1)
- MagicCylinder2(BrickColor.new("Really black"), CF, 5, 5, 5, 3, -0.05, 3, 0.02, 0)
- MagicCircle(BrickColor.new("Really black"), CF * euler(-1.57, 0, 0), 1, 1, 0.2, 5, 5, 0, 0.025)
- MagicCircle(BrickColor.new("Really black"), CF * euler(-1.57, 0, 0), 1, 1, 0, 2, 2, 5, 0.025)
- MagicCircle(BrickColor.new("Really black"), CF * euler(-1.57, 0, 0), 1, 1, 0, 3, 3, 7, 0.025)
- hitboxCF = CF
- hitbox.CFrame = hitboxCF
- for i = 0, 1, 0.05 do
- swait()
- MagicBlock(BrickColor.new("Really black"), CF, 0.5, 0.5, 0.5, 0.2, 0.2, 0.2, 0.05, 3)
- CF = CF * cf(0, -0.2, 0)
- hitboxCF = CF
- hitbox.CFrame = hitboxCF
- hitbox.Size = hitbox.Size + vt(0.8, 0.8, 0.8)
- MagniDamage(hitbox, hitbox.Size.Y, 5, 10, math.random(20, 40), "Knockdown2", ref, 1, 2, math.random(5, 8), nil, false, true, "Movement", 0.4, 200)
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- attack = false
- end
- end
- end
- function do3()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[3] and mana.Value >= 35 then
- attack = true
- cooldowns[3] = 0
- local doinvisatk = false
- for i = 0, 1, 0.1 do
- swait()
- MagicBlock(BrickColor.new(NewCol), cf(handle.Position), 7.5, 7.5, 7.5, 0.1, 0.1, 0.1, 0.1, 1)
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 0.6, -0.3), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(1, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.4, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0, 0, 0.6), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.6) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.7, 0.8, -0.6) * euler(1, 0, 0.4) * euler(0, -0.5, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.5, -0.2) * euler(0, 1.57, 0) * euler(-0.1, -0.6, 0) * euler(0, 0, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.4) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0) * euler(0, 0, 0.6), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- MagicBlock(BrickColor.new(NewCol), cf(handle.Position), 2, 2, 2, 10, 10, 10, 0.1, 1)
- wait(0.5)
- so("92597369", prt6, 0, 0)
- blcf = nil
- scfr = nil
- for i = 0, 1, 0.1 do
- swait()
- MagicBlock(BrickColor.new(NewCol), cf(handle.Position), 7.5, 7.5, 7.5, 0.1, 0.1, 0.1, 0.1, 1)
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 0.6, -0.3), 0.4)
- wld1.C0 = clerp(wld1.C0, euler(1, 0, 0) * cf(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.6, 0, 0), 0.7)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0, 0, 0.2), 0.7)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.6) * euler(0, 0, 0), 0.7)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.2, -0.6) * euler(0.4, 0, 0.2) * euler(0, -0.5, 0), 0.7)
- RH.C0 = clerp(RH.C0, cf(1, 0.2, -0.4) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(0, 0, -0.1), 0.7)
- LH.C0 = clerp(LH.C0, cf(-1, -0.6, -0.6) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0) * euler(0, 0, 1), 0.7)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- attack = false
- mana.Value = mana.Value - 35
- MagicBlock(BrickColor.new(NewCol), cf(handle.Position), 10, 10, 10, 5, 5, 5, 0.035, 1)
- MagicBlock(BrickColor.new(NewCol), cf(handle.Position), 10, 10, 10, 5.5, 5.5, 5.5, 0.035, 1)
- MagicCircle(BrickColor.new(NewCol), cf(handle.Position), 7.5, 7.5, 7.5, 5, 5, 5, 0.035)
- so("87767777", handle, 0.5, 1)
- so("183763506", handle, 1.25, 1)
- so("183763487", handle, 1.5, 1)
- MagniDamage(handle, 13.75, 8, 11, math.random(5, 10), "Normal", RootPart, 0.5, 2, math.random(5, 7), nil, true)
- wait(0.1)
- end
- end
- function do4()
- end
- function DecreaseStat(Model, Stat, Amount, Duration, cangui)
- if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
- Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
- d = Instance.new("NumberValue", Model.Stats.Decrease)
- dur = Instance.new("NumberValue", d)
- dur.Name = "Duration"
- dur.Value = Duration
- game:GetService("Debris"):AddItem(d, 20)
- if Stat == "Damage" then
- d.Name = "DecreaseAtk"
- elseif Stat == "Defense" then
- d.Name = "DecreaseDef"
- elseif Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- elseif Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- elseif Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- if cangui ~= true then
- showDamage(Model, display, "Debuff")
- end
- end
- d.Value = Amount
- end
- end
- function GetDist(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if magni >= mag then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head
- for _, d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(head.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- elseif hitnum == 2 then
- so("199149025", ref, 1, 1)
- elseif hitnum == 3 then
- so("199149072", ref, 1, 1)
- elseif hitnum == 4 then
- so("199149109", ref, 1, 1)
- elseif hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- StaggerHit.Value = true
- end
- end
- end
- if d.className == "Part" and d.Name == "Torso" then
- head = d
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- if stun == nil then
- stun = math.random(5, 10)
- end
- local Rang
- if Ranged == false then
- Rang = true
- end
- local stag
- if shbash == true then
- stag = true
- end
- Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- function effect(Color, Ref, LP, P1, returnn)
- if LP == nil or P1 == nil then
- return
- end
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = workspace
- 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(0.5, mg, 0.5)
- effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- if not returnn then
- table.insert(Effects, {
- effectsg,
- "Cylinder",
- 0.2,
- 0.01,
- 0,
- 0.01,
- effectsmsh
- })
- end
- end
- function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 3 then
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh,
- prt.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)),
- 0
- })
- end
- end
- function MagicBlockTrail(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = partg(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Rotation = bladeg.Rotation
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicSkull(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("SpecialMesh", prt, "FileMesh", "4770583", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Skull",
- delay,
- x3,
- y3,
- z3,
- msh,
- goe
- })
- end
- function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function GMagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = partg(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCircle2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Blood",
- delay,
- x3,
- y3,
- z3,
- msh,
- push
- })
- end
- function MagicCylinder(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCylinder2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder2",
- delay,
- x3,
- y3,
- z3,
- msh,
- goe
- })
- end
- function MagicHead(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function ClangEffect(brickcolor, cframe, duration, decrease, size, power)
- local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "CylinderClang",
- duration,
- decrease,
- size,
- power,
- prt.CFrame,
- nil
- })
- end
- function MagicWave(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicFire(brickcolor, cframe, x1, y1, z1, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Fire",
- delay,
- 1,
- 1,
- 1,
- msh
- })
- end
- function MagicFireWave(brickcolor, cframe, x1, y1, z1)
- local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- d = Instance.new("Decal")
- d.Parent = prt
- d.Texture = "http://www.roblox.com/asset/?id=26356434"
- d.Face = "Top"
- d = Instance.new("Decal")
- d.Parent = prt
- d.Texture = "http://www.roblox.com/asset/?id=26356434"
- d.Face = "Bottom"
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "FireWave",
- 1,
- 30,
- math.random(400, 600) / 100,
- msh
- })
- end
- function ElecEffect(cff, x, y, z)
- local prt = part(3, workspace, 0, 0, BrickColor.new("Bright red"), "Part", vt(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z))
- prt.CFrame = cf(prt.Position)
- game:GetService("Debris"):AddItem(prt, 10)
- xval = math.random() / 3
- yval = math.random() / 3
- zval = math.random() / 3
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval))
- Effects[#Effects + 1] = {
- prt,
- "Elec",
- 0.2,
- x,
- y,
- z,
- xval,
- yval,
- zval,
- msh
- }
- end
- function CloneBody()
- for _, v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- local c = part(3, workspace, 0, 0.5, BrickColor.new("Really black"), "Effect", v.Size)
- c.Anchored = true
- c.CFrame = v.CFrame
- game:GetService("Debris"):AddItem(c, 5)
- if v.Name == "Head" then
- cmsh = mesh("SpecialMesh", c, "Head", "nil", vt(0, 0, 0), v.Mesh.Scale)
- end
- table.insert(Effects, {
- c,
- "Disappear",
- 0.05
- })
- end
- end
- end
- function Clone(duration)
- for _, v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- local c = part(3, workspace, 0, 0, BrickColor.new("Really black"), "Effect", v.Size)
- c.Anchored = true
- c.CFrame = v.CFrame
- game:GetService("Debris"):AddItem(c, 5)
- if v.Name == "Head" then
- cmsh = mesh("SpecialMesh", c, "Head", "nil", vt(0, 0, 0), v.Mesh.Scale)
- end
- table.insert(Effects, {
- c,
- "Disappear",
- duration
- })
- elseif v.className == "Hat" then
- n = v.Handle:clone()
- n:BreakJoints()
- n.archivable = true
- n.Anchored = true
- n.CanCollide = false
- n.Name = "Effect"
- n.BrickColor = BrickColor.new("Really black")
- n.Parent = workspace
- n.CFrame = v.Handle.CFrame
- n.Transparency = 1
- n:BreakJoints()
- table.insert(Effects, {
- n,
- "Disappear",
- duration
- })
- end
- end
- for _, v in pairs(modelzorz:children()) do
- if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" then
- n = v:clone()
- for _, b in pairs(n:children()) do
- if b.className == "Motor" then
- b.Parent = nil
- end
- end
- n.archivable = true
- n.Anchored = true
- n.CanCollide = false
- n.Name = "Effect"
- n.BrickColor = BrickColor.new("Really black")
- n.Parent = workspace
- n.CFrame = v.CFrame
- n.Transparency = 0
- n:BreakJoints()
- table.insert(Effects, {
- n,
- "Disappear",
- duration
- })
- end
- end
- end
- function Cloak()
- so("2767090", Torso, 1, 1)
- Face.Parent = nil
- Clone(0.02)
- for _, v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- wait()
- v.Transparency = v.Transparency + 0.1
- end
- v.Transparency = 1
- end))
- end
- if v.className == "Hat" then
- hatp = v.Handle
- coroutine.resume(coroutine.create(function(derp)
- for i = 0, 1, 0.1 do
- wait()
- derp.Transparency = derp.Transparency + 0.1
- end
- derp.Transparency = 1
- end), hatp)
- end
- end
- for _, v in pairs(modelzorz:children()) do
- if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- wait()
- v.Transparency = v.Transparency + 0.1
- end
- v.Transparency = 1
- end))
- end
- end
- end
- function UnCloak()
- so("2767090", Torso, 1, 1.1)
- Face.Parent = Head
- for _, v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- wait()
- v.Transparency = v.Transparency - 0.1
- end
- v.Transparency = 0
- end))
- end
- if v.className == "Hat" then
- hatp = v.Handle
- coroutine.resume(coroutine.create(function(derp)
- for i = 0, 1, 0.1 do
- wait()
- derp.Transparency = derp.Transparency - 0.1
- end
- derp.Transparency = 1
- end), hatp)
- end
- end
- for _, v in pairs(modelzorz:children()) do
- if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- wait()
- v.Transparency = v.Transparency - 0.1
- end
- for i = 0, 1, 0.3 do
- wait()
- v.Transparency = 0
- end
- end))
- end
- end
- end
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- if hit.Parent == nil then
- return
- end
- if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- elseif hitnum == 2 then
- so("199149025", ref, 1, 1)
- elseif hitnum == 3 then
- so("199149072", ref, 1, 1)
- elseif hitnum == 4 then
- so("199149109", ref, 1, 1)
- elseif hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- StaggerHit.Value = true
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if Player.Neutral == false then
- if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then
- return
- end
- if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then
- return
- end
- end
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = game:service("Players").LocalPlayer
- c.Parent = h
- RecentEnemy.Value = hit.Parent
- game:GetService("Debris"):AddItem(c, 0.5)
- if doing4 == false then
- minim = minim * Atk.Value
- maxim = maxim * Atk.Value
- end
- Damage = 0
- if minim == maxim then
- Damage = maxim
- else
- Damage = math.random(minim, maxim)
- end
- blocked = false
- enblock = nil
- Stats = hit.Parent:findFirstChild("Stats")
- if Stats == nil then
- Character.Stats:Clone().Parent = hit.Parent
- end
- if Stats ~= nil then
- Stats.Defense.Value = 1
- invis = Stats:findFirstChild("Invisibility")
- if (ranged == false or ranged == nil) and invis ~= nil then
- invis.Value = 0
- end
- enblock = Stats:findFirstChild("Block")
- if enblock ~= nil and enblock.Value == true then
- blocked = true
- end
- if Stats:findFirstChild("Defense") ~= nil then
- if doing2 ~= true and doing4 ~= true then
- local divide = Stats.Defense.Value
- Damage = Damage / divide
- end
- Damage = Damage
- if 3 >= Damage and (ranged == false or ranged == nil) and blocked ~= true then
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199149321", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149338", hit, 1, 1)
- elseif hitnum == 3 then
- so("199149367", hit, 1, 1)
- elseif hitnum == 4 then
- so("199149409", hit, 1, 1)
- elseif hitnum == 5 then
- so("199149452", hit, 1, 1)
- end
- elseif ranged == false or ranged == nil and blocked ~= true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149186", hit, 1, 1)
- elseif hitnum == 3 then
- so("199149221", hit, 1, 1)
- elseif hitnum == 4 then
- so("199149235", hit, 1, 1)
- elseif hitnum == 5 then
- so("199149269", hit, 1, 1)
- elseif hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- if 3 >= Damage and staghit == true and ranged ~= true then
- StaggerHit.Value = true
- end
- if Stats:findFirstChild("Stun") ~= nil then
- if blocked == true then
- incstun = incstun / 2
- end
- if Stats.Stun.Value < Stats.StunThreshold.Value then
- Stats.Stun.Value = Stats.Stun.Value + incstun
- end
- end
- if Stats:findFirstChild("Stagger") ~= nil and stagger == true then
- Stats.Stagger.Value = true
- end
- if blocked == true then
- showDamage(hit.Parent, "Block", "Damage")
- if ranged ~= true then
- enblock.Value = false
- Stagger.Value = true
- hitnum = math.random(1, 2)
- if hitnum == 1 then
- so("199148933", hit, 1, 1)
- elseif hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- else
- Damage = math.floor(Damage)
- if hit.Parent:findFirstChild("Mark") == nil then
- d = it("BoolValue", hit.Parent)
- d.Name = "Mark"
- b = it("NumberValue", d)
- b.Name = "MarkTime"
- b.Value = 200
- v = it("NumberValue", d)
- v.Name = "MarkValue"
- v.Value = 0
- if doing4 == true then
- v.Value = 10
- end
- sz = it("NumberValue", d)
- sz.Name = "MarkSize"
- sz.Value = 5
- st = it("StringValue", d)
- st.Name = "MarkType"
- st.Value = "Adjudicator"
- local tehpart = hit.Parent:findFirstChild("HumanoidRootPart")
- if tehpart == nil then
- tehpart = hit.Parent:findFirstChild("Torso")
- end
- if hit.Parent.Name == "Neflhelm" then
- tehpart = hit
- end
- if tehpart ~= nil then
- markgui = it("BillboardGui", tehpart)
- markgui.Name = "Mark Gui"
- markgui.Size = UDim2.new(7, 0, 7, 0)
- markgui.StudsOffset = vt(0, 10, 0)
- markgui.AlwaysOnTop = true
- markscy = it("ImageLabel", markgui)
- markscy.Name = "Scythe"
- markscy.BackgroundTransparency = 1
- markscy.Image = "rbxassetid://0"
- markscy.ImageColor3 = Color3.new(1, 0, 0)
- markscy.Size = UDim2.new(1, 0, 1, 0)
- table.insert(MarkedGUI, {markgui, markscy})
- end
- table.insert(Marked, {
- d,
- b,
- v,
- sz
- })
- else
- mark = hit.Parent:findFirstChild("Mark")
- if mark:findFirstChild("MarkTime") ~= nil then
- mark.MarkTime.Value = 700
- end
- if mark:findFirstChild("MarkValue") ~= nil then
- if 10 <= mark.MarkValue.Value then
- if mark:findFirstChild("MarkTime") ~= nil then
- mark.MarkTime.Value = 400
- end
- if mark.MarkType.Value == "Classic" then
- mark.Parent = nil
- Damage = Damage * 1
- print("double damage")
- if hit.Parent:findFirstChild("HumanoidRootPart") ~= nil then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = hit.Parent.HumanoidRootPart.CFrame
- game:GetService("Debris"):AddItem(ref, 5)
- local nr = NumberRange.new
- local ns = NumberSequence.new
- local cs = ColorSequence.new
- local parti = it("ParticleEmitter")
- parti.Color = cs(NewCol, Color3.new(0, 0, 0))
- parti.LightEmission = 0
- parti.Size = ns(10)
- parti.Texture = "http://www.roblox.com/asset/?id=0"
- transseq = ns({
- NumberSequenceKeypoint.new(0, 0),
- NumberSequenceKeypoint.new(1, 1)
- })
- parti.Transparency = transseq
- parti.ZOffset = 1
- parti.Acceleration = vt(0, 0, 0)
- parti.Lifetime = nr(1)
- parti.Rate = 20
- parti.Rotation = nr(0, 360)
- parti.Speed = nr(0)
- parti.VelocitySpread = 0
- parti.Parent = ref
- parti.Enabled = true
- table.insert(Effects, {
- parti,
- "PartiEmi",
- 20
- })
- markscy = it("ImageLabel", markgui)
- markscy.Name = "Scythe"
- markscy.BackgroundTransparency = 1
- markscy.Image = "rbxassetid://0"
- markscy.ImageColor3 = Color3.new(1, 0, 0)
- markscy.Size = UDim2.new(1, 0, 1, 0)
- table.insert(Effects, {
- markgui,
- "AdjuEff",
- 10,
- markscy
- })
- end
- elseif mark.MarkType.Value == "Adjudicator" and hit.Parent:findFirstChild("HumanoidRootPart") ~= nil then
- da = math.random(1, 4)
- inc = 1
- if doing2 == true then
- inc = 2
- end
- if da == 1 then
- DecreaseStat(Character, "Damage", -math.random(6, 10) / 100 * inc, 150, true)
- DecreaseStat(Character, "Movement", -math.random(2, 6) / 100 * inc, 200, true)
- elseif da == 2 then
- DecreaseStat(Character, "Defense", -math.random(2, 6) / 100 * inc, 150, true)
- DecreaseStat(Character, "Movement", -math.random(2, 6) / 100 * inc, 200, true)
- elseif da == 3 then
- DecreaseStat(hit.Parent, "Damage", math.random(6, 10) / 100 * inc, 150, true)
- DecreaseStat(hit.Parent, "Movement", math.random(1, 3) / 100 * inc, 200, true)
- elseif da == 4 then
- DecreaseStat(hit.Parent, "Defense", math.random(2, 6) / 100 * inc, 150, true)
- DecreaseStat(hit.Parent, "Movement", math.random(1, 3) / 100 * inc, 200, true)
- end
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = hit.Parent.HumanoidRootPart.CFrame
- game:GetService("Debris"):AddItem(ref, 5)
- markgui = it("BillboardGui", ref)
- markgui.Name = "Mark Gui"
- markgui.Size = UDim2.new(7, 0, 7, 0)
- markgui.StudsOffset = vt(0, 10, 0)
- markgui.AlwaysOnTop = true
- markscy = it("ImageLabel", markgui)
- markscy.Name = "Scythe"
- markscy.BackgroundTransparency = 1
- markscy.Image = "rbxassetid://0"
- markscy.ImageColor3 = Color3.new(1, 0, 0)
- markscy.Size = UDim2.new(1, 0, 1, 0)
- table.insert(Effects, {
- markgui,
- "AdjuEff",
- 10,
- markscy
- })
- end
- elseif doing4 == true then
- mark.MarkValue.Value = 10
- else
- mark.MarkValue.Value = mark.MarkValue.Value + 1
- end
- end
- if mark:findFirstChild("MarkSize") ~= nil then
- mark.MarkSize.Value = 5
- end
- coroutine.resume(coroutine.create(function(Hum, Dam)
- hit.Parent.Humanoid:TakeDamage(Damage)
- end), h, Damage)
- pursuitnum = 0
- if isinvis.Value == false then
- invisnum.Value = math.floor(invisnum.Value + math.random(4, 8) + Damage / 5)
- end
- showDamage(hit.Parent, Damage, "Damage")
- if DecreaseState ~= nil then
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- if Type == "NormalDecreaseMvmt1" then
- DecreaseStat(hit.Parent, "Movement", 0.1, 200)
- end
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 500
- bodvol.maxForce = Vector3.new(2000, 2000, 2000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- elseif Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 500
- bodvol.maxForce = Vector3.new(2000, 2000, 2000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- end
- end
- end
- end
- end
- end
- end
- function showDamage(Char, Dealt, Type)
- m = Instance.new("Model")
- m.Name = "Effect"
- c = Instance.new("Part")
- c.Transparency = 1
- c.Name = "Head"
- c.TopSurface = 0
- c.BottomSurface = 0
- c.formFactor = "Plate"
- c.Size = Vector3.new(1, 0.4, 1)
- b = Instance.new("BillboardGui", c)
- b.Size = UDim2.new(5, 0, 5, 0)
- b.AlwaysOnTop = true
- damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- if Type == "Damage" then
- damgui.Font = "SourceSans"
- if Dealt == "Block" then
- damgui.TextColor3 = BrickColor.new("Bright blue").Color
- elseif Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- elseif Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSans"
- end
- elseif Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- elseif Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- end
- damgui.TextScaled = true
- ms = Instance.new("CylinderMesh")
- ms.Scale = Vector3.new(0.8, 0.8, 0.8)
- ms.Parent = c
- c.Reflectance = 0
- Instance.new("BodyGyro").Parent = c
- c.Parent = m
- if Char:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- elseif Char.Parent:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(545000, 545000, 545000)
- if Type == "Damage" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- elseif Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- f.Parent = c
- game:GetService("Debris"):AddItem(m, 5)
- table.insert(Effects, {
- m,
- "showDamage",
- damgui,
- f,
- 10,
- 1,
- 15,
- 50,
- 100
- })
- c.CanCollide = false
- m.Parent = workspace
- c.CanCollide = false
- end
- combo = 0
- function ob1d(mouse)
- if attack == true or equipped == false then
- return
- end
- hold = true
- if combo == 0 then
- combo = 1
- attackone()
- elseif combo == 1 then
- combo = 2
- attacktwo()
- elseif combo == 2 then
- combo = 3
- attackthree()
- elseif combo == 3 then
- combo = 0
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- swait()
- end
- end
- if attack == false then
- combo = 0
- end
- end))
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul = 0
- equipped = false
- function key(key)
- if attack == true then
- return
- end
- if key == "f" then
- pressedf = true
- fnumb = 0
- attack = true
- if equipped == false then
- equipped = true
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Animate.Parent = nil
- equipanim()
- else
- equipped = false
- hideanim()
- LH.C1 = LHC1
- RH.C1 = RHC1
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- attack = false
- end
- if equipped == false then
- return
- end
- if key == "e" and invisnum.Value > 5 then
- Invisibility()
- end
- if key == "z" then
- do1()
- end
- if key == "x" then
- do2()
- end
- if key == "c" then
- do3()
- end
- if key == "v" then
- do4()
- end
- end
- function key2(key)
- end
- function s(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end)
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player = Player
- ch = Character
- MMouse = mouse
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Renegade loaded.")
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local Point, LastPoint
- local passivenum = 100
- local pnum2 = 0
- local walk = 0
- local walkforw = true
- local addpassive = 0
- local gashnum = 0
- while true do
- swait()
- if 0 >= Humanoid.Health then
- attack = true
- for i = 1, #Marked do
- if MarkedGUI[i] ~= nil and MarkedGUI[i][1] ~= nil then
- MarkedGUI[i][1].Parent = nil
- end
- table.remove(MarkedGUI, i)
- table.remove(Marked, i)
- end
- resumeControl()
- modelzorz.Parent = workspace
- game:GetService("Debris"):AddItem(modelzorz, 30)
- for i = 1, #Weapon do
- Weapon[i].Parent = modelzorz
- Weapon[i].CanCollide = true
- end
- for i = 1, #Welds do
- if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then
- Welds[i].Parent = nil
- else
- Welds[i].Parent = prt1
- end
- end
- end
- if fnumb < 21 then
- fnumb = fnumb + 1
- if pressedf == false then
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
- tellbar.TextTransparency = tellbar.TextTransparency - 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
- else
- if fnumb == 20 then
- fenframe5.Parent = nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
- tellbar.TextTransparency = tellbar.TextTransparency + 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
- end
- end
- if hbwld.Parent == nil then
- hitbox2.Name = "Hitbox"
- else
- hitbox2.Name = "Hitbox2"
- end
- if doing2 == true then
- gashnum = gashnum + 1
- if gashnum % 10 == 0 then
- if 0 < mana.Value then
- mana.Value = mana.Value - -2
- else
- do2()
- end
- end
- so("183763487", prtg, 1, 1)
- GMagicCircle(BrickColor.new(NewCol), prtg.CFrame * euler(-0.3, 0, 0), 0, 0, 0, 10, 10, 10, 0.125)
- MagniDamage(prtg, 10, 1, 1, math.random(20, 40), "Knockdown2", prtg, 1, 2, math.random(5, 8), nil, false, true)
- end
- hitbox2.Parent = hitbox.Parent
- hitbox2.Size = hitbox.Size
- hitbox2.CFrame = hitboxCF
- hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100)
- hitbox.Transparency = 1
- hitbox2.Transparency = 1
- for i = 1, #Marked do
- if Marked[i] ~= nil then
- if Marked[i][1].Parent == nil then
- MarkedGUI[i][1].Parent = nil
- table.remove(MarkedGUI, i)
- table.remove(Marked, i)
- else
- if MarkedGUI[i][1].Parent ~= nil then
- MarkedGUI[i][1].Size = UDim2.new(7 + Marked[i][4].Value, 0, 7 + Marked[i][4].Value, 0)
- if 0 < Marked[i][4].Value then
- Marked[i][4].Value = Marked[i][4].Value - 1
- end
- if MarkedGUI[i][2].Parent ~= nil then
- if Marked[i][3].Value == 0 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 1 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 2 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 3 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 4 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 5 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 6 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 7 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 8 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 9 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- elseif Marked[i][3].Value == 10 then
- MarkedGUI[i][2].Image = "rbxassetid://0"
- end
- end
- end
- if Marked[i][2] ~= nil then
- Marked[i][2].Value = Marked[i][2].Value - 1
- if 0 >= Marked[i][2].Value then
- Marked[i][1].Parent = nil
- MarkedGUI[i][1].Parent = nil
- table.remove(MarkedGUI, i)
- table.remove(Marked, i)
- end
- end
- end
- end
- end
- scarfp2.CFrame = cf(RootPart.Position, testpart.Position) * cf(0, 0, 0)
- scarfp2.CFrame = scarfp2.CFrame + scarfp2.CFrame.lookVector * 0.5
- scarfp2.CFrame = scarfp2.CFrame * cf(0, 0, 0) * euler(1.57, 0, 0)
- testpart.CFrame = cf(RootPart.Position - RootPart.Velocity) * cf(0, 1, 0)
- if invisible == true then
- addpassive = addpassive + 1
- for i = 1, 1 do
- MagicCircle2(BrickColor.new("Black"), scarfp2.CFrame * euler(0, 0, math.rad(180)) * cf(math.random(-300, 300) / 100, math.random(-200, 200) / 100, math.random(-300, 300) / 100), 1.5, 10, 1.5, -0.2, 1, -0.2, 0.2)
- end
- if addpassive >= 50 then
- addpassive = 0
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head
- for _, d in pairs(c:children()) do
- if d.Name == "HumanoidRootPart" then
- local targ = d.Position - RootPart.Position
- local mag = targ.magnitude
- if mag <= 60 and c.Name ~= Player.Name then
- mark = d.Parent:findFirstChild("Mark")
- if mark ~= nil then
- if mark:findFirstChild("MarkTime") ~= nil then
- mark.MarkTime.Value = 500
- end
- if mark:findFirstChild("MarkValue") ~= nil then
- if mark:findFirstChild("MarkSize") ~= nil then
- mark.MarkSize.Value = 5
- end
- if 10 > mark.MarkValue.Value then
- mark.MarkValue.Value = mark.MarkValue.Value + 1
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- pursuitnum = pursuitnum + 1
- if passivenum >= 13 and pursuitnum > 150 and 0 < invisnum.Value then
- invisnum.Value = invisnum.Value - 1
- passivenum = 0
- end
- if passivenum >= 8 and invisible == true then
- invisnum.Value = invisnum.Value - 1
- pursuitnum = 0
- passivenum = 0
- end
- if 100 <= invisnum.Value then
- invisnum.Value = 100
- end
- if invisible == true and 0 >= invisnum.Value then
- Invisibility()
- end
- passivenum = passivenum + 1
- if Stagger.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerAnim()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end))
- end
- if StaggerHit.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerHitt()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end))
- end
- if 0 > Mvmt.Value or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Mvmt.Value
- end
- if StunT.Value <= Stun.Value and stunanim == false then
- coroutine.resume(coroutine.create(function()
- stunanim = true
- while attack == true do
- swait()
- end
- StunAnim()
- Stun.Value = 0
- stunanim = false
- end))
- end
- local stunnum2 = 30
- if stunnum >= stunnum2 then
- if 0 < Stun.Value then
- Stun.Value = Stun.Value - 1
- end
- stunnum = 0
- end
- stunnum = stunnum + 1
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.003
- else
- donum = donum - 0.003
- end
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if idle >= 500 and attack ~= false or Anim == "Walk" then
- if walkforw == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- end
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, cf(0, -2, 0) * euler(0.3, 0, -0.1), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.5, 0, 0.5), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-1, 0, -0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
- end
- elseif -1 > RootPart.Velocity.y and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, cf(0, -2, 0) * euler(0.3, 0, -0.1), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false then
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 0.9, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, euler(0.1, 0, 0) * cf(0, 0.5, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.05, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.6), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2 + donum / 3, 0, 0.2 + donum / 3) * euler(0, -0.3, 0), 0.15)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2 - donum / 3, 0, -0.2 - donum / 3), 0.15)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.3) * euler(0, 1.57, 0) * euler(-0.1, 0.6, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.9, -1, 0.1) * euler(0, -1.57, 0) * euler(0, 0.6, 0.1), 0.2)
- end
- elseif torvel > 2 and torvel < 30 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1
- if walk >= 15 - 5 * Mvmt.Value then
- walk = 0
- if walkforw == true then
- walkforw = false
- elseif walkforw == false then
- walkforw = true
- end
- end
- if attack == false then
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0.5, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.1, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, -1, 0), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
- end
- elseif torvel >= 30 and hitfloor ~= nil then
- Anim = "Run"
- if attack == false then
- handlewld.Part1 = RightArm
- handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, euler(3.14, 0, 0) * cf(0, -0.5, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.3, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.87, 0, -0.8) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.97, 0, 0.8) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.7, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, -0.2), 0.4)
- end
- end
- end
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[2] == "CylinderClang" then
- if 1 >= Thing[3] then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[7] = Thing[1].CFrame
- effect("New Yeller", 0, Thing[8], Thing[7])
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[9] then
- Thing[6] = Thing[6] + 1
- Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
- Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
- Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "PartiEmi" then
- Thing[3] = Thing[3] - 1
- if 0 >= Thing[3] then
- Thing[1].Enabled = false
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "AdjuEff" then
- if 0 < Thing[3] then
- Thing[3] = Thing[3] - 1
- Thing[1].Size = Thing[1].Size + UDim2.new(0.2, 0, 0.2, 0)
- Thing[1].StudsOffset = Thing[1].StudsOffset + vt(0, -0.2, 0)
- Thing[4].ImageTransparency = Thing[4].ImageTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" then
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- fenbarmana2:TweenSize(UDim2.new(0.4, 0, -4 * mana.Value / 200, 0), nil, 1, 0.4, true)
- fenbarmana4.Text = "Rads(" .. mana.Value .. ")"
- fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
- fenbarhp2:TweenSize(UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0), nil, 1, 0.4, true)
- fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
- fenbarmove1b:TweenSize(UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- fenbarmove2b:TweenSize(UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- fenbarmove3b:TweenSize(UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- fenbarmove4b:TweenSize(UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0), nil, 1, 0.4, true)
- if 100 > mana.Value then
- fenbarmana2.BackgroundColor3 = Color3.new(0, 0.6, 0)
- fenbarmove1b.BackgroundColor3 = Color3.new(0, 0.6, 0)
- fenbarmove2b.BackgroundColor3 = Color3.new(0, 0.6, 0)
- fenbarmove3b.BackgroundColor3 = Color3.new(0, 0.6, 0)
- fenbarmove4b.BackgroundColor3 = Color3.new(0, 0.6, 0)
- prt10.BrickColor = BrickColor.new("Forest green")
- prt9.BrickColor = BrickColor.new("Forest green")
- prt2.BrickColor = BrickColor.new("Forest green")
- prt2.BrickColor = BrickColor.new("Forest green")
- NewCol = Color3.new(0, 0.6, 0)
- elseif mana.Value < 150 and 100 <= mana.Value then
- fenbarmana2.BackgroundColor3 = Color3.new(1, 1, 0)
- fenbarmove1b.BackgroundColor3 = Color3.new(1, 1, 0)
- fenbarmove2b.BackgroundColor3 = Color3.new(1, 1, 0)
- fenbarmove3b.BackgroundColor3 = Color3.new(1, 1, 0)
- fenbarmove4b.BackgroundColor3 = Color3.new(1, 1, 0)
- prt10.BrickColor = BrickColor.new("New Yeller")
- prt9.BrickColor = BrickColor.new("New Yeller")
- prt2.BrickColor = BrickColor.new("New Yeller")
- prt2.BrickColor = BrickColor.new("New Yeller")
- NewCol = Color3.new(1, 1, 0)
- elseif mana.Value < 175 and mana.Value >= 150 then
- fenbarmana2.BackgroundColor3 = Color3.new(0.75, 0.75, 0)
- fenbarmove1b.BackgroundColor3 = Color3.new(0.75, 0.75, 0)
- fenbarmove2b.BackgroundColor3 = Color3.new(0.75, 0.75, 0)
- fenbarmove3b.BackgroundColor3 = Color3.new(0.75, 0.75, 0)
- fenbarmove4b.BackgroundColor3 = Color3.new(0.75, 0.75, 0)
- prt10.BrickColor = BrickColor.new("Burnt Sienna")
- prt9.BrickColor = BrickColor.new("Burnt Sienna")
- prt2.BrickColor = BrickColor.new("Burnt Sienna")
- prt2.BrickColor = BrickColor.new("Burnt Sienna")
- NewCol = Color3.new(0.75, 0.75, 0)
- elseif mana.Value >= 175 then
- fenbarmana2.BackgroundColor3 = Color3.new(0.5, 0, 0)
- fenbarmove1b.BackgroundColor3 = Color3.new(0.5, 0, 0)
- fenbarmove2b.BackgroundColor3 = Color3.new(0.5, 0, 0)
- fenbarmove3b.BackgroundColor3 = Color3.new(0.5, 0, 0)
- fenbarmove4b.BackgroundColor3 = Color3.new(0.5, 0, 0)
- prt10.BrickColor = BrickColor.new("Really red")
- prt9.BrickColor = BrickColor.new("Really red")
- prt2.BrickColor = BrickColor.new("Really red")
- prt2.BrickColor = BrickColor.new("Really red")
- NewCol = Color3.new(0.5, 0, 0)
- end
- for _, c in pairs(Decrease:children()) do
- if c:findFirstChild("Duration") ~= nil then
- c.Duration.Value = c.Duration.Value - 1
- if 0 >= c.Duration.Value then
- c.Parent = nil
- end
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- elseif c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- elseif c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- Atk.Value = 1 - decreaseatk
- if 0 >= Atk.Value then
- Atk.Value = 0
- end
- Def.Value = 1 - decreasedef
- if 0 >= Def.Value then
- Def.Value = 0.01
- end
- Mvmt.Value = 1 - decreasemvmt
- if 0 >= Mvmt.Value then
- Mvmt.Value = 0
- end
- decreaseatk = 0
- decreasedef = 0
- decreasemvmt = 0
- AtkVal = Atk.Value * 100
- AtkVal = math.floor(AtkVal)
- AtkVal = AtkVal / 100
- fenbardamage.Text = [[
- Damage
- (]] .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = [[
- Defense
- (]] .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- if Rooted.Value == true then
- MvmtVal = 0
- end
- fenbarmove.Text = [[
- Walkspeed
- (]] .. MvmtVal .. ")"
- if StunT.Value <= Stun.Value then
- fenbarstun2:TweenSize(UDim2.new(0.4, 0, -4, 0), nil, 1, 0.4, true)
- else
- fenbarstun2:TweenSize(UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0), nil, 1, 0.4, true)
- end
- fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
- if mana.Value >= 200 then
- mana.Value = 200
- elseif mananum <= 12 then
- mananum = mananum + 1
- else
- mananum = 0
- mana.Value = mana.Value + 2
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- end
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