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- --[[repeat
- wait()
- until script.Parent:findFirstChild("freeze")--]]
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- mr = math.rad
- 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 = Player:GetMouse()
- combo = 0
- local hitfloor, posfloor = nil, nil
- local idle = 0
- local Anim = "Idle"
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local manainc = 12
- local holde = true
- local mode = "Gloves"
- local cmode = "Shotgun"
- local larmmove = true
- local rarmmove = true
- local doing3 = false
- local spill = false
- local mugdo = false
- --local freezeS = script.Parent.freeze
- local freeze = false
- local isjugg = false
- local move1 = "(Z)\nSnowball"
- local move2 = "(X)\nSnow Bomb"
- local move3 = "(C)\nWarmth"
- local move4 = "(V)\nTundra"
- 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 = 0.5
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 = 0.34
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 0.23
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 0.14
- 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
- NewCol = BrickColor.new("Deep blue").Color
- NewCol2 = BrickColor.new("Pastel light blue").Color
- NewCol3 = BrickColor.new("Institutional white").Color
- NewCol4 = BrickColor.new("Deep blue").Color
- NewCol5 = BrickColor.new("Electric blue").Color
- NewCol6 = BrickColor.new("Bright blue").Color
- NewCol7 = BrickColor.new("Pastel blue").Color
- NewColraa = BrickColor.new("Deep blue").Color
- if Player:findFirstChild("Color1") ~= nil then
- NewColraa = Player.Color1.Value
- end
- print(BrickColor.new(NewCol2))
- 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"
- gairo = Instance.new("BodyGyro")
- gairo.Parent = nil
- gairo.maxTorque = Vector3.new(400000, 400000, 400000)
- gairo.P = 100000
- local Animate = Humanoid.Animator
- local canjump = true
- removeControl = function()
- canjump = false
- end
- resumeControl = function()
- 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 = 1 / 30
- 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("Snow Gloves", true) ~= nil then
- Character:findFirstChild("Snow Gloves", true).Parent = nil
- end
- if Character:findFirstChild("Snow Cannon", true) ~= nil then
- Character:findFirstChild("Snow Cannon", 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 passive = Instance.new("NumberValue", nil)
- passive.Name = "DecreaseMvmt"
- passive.Value = 0.4
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- local part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- 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
- local mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- if meshid == "rbxasset://fonts/torso.mesh" then
- mesh.MeshId = meshid
- else
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- local weld = function(parent, part0, part1, c0)
- weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- local gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
- 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)
- 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
- tellbar = gui("TextLabel", fenframe5, "One of most difficult fixes,\nFixed by kent911t\nPress \'F\' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.35, 0, 0.3, 0), UDim2.new(0.3, 0, 0.3, 0))
- tellbar.Font = "Arial"
- 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(NewCol2).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 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(NewCol2).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(NewCol2).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(NewCol2).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(NewCol2).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Snow Gloves"
- local modelzorz2 = Instance.new("Model")
- modelzorz2.Parent = Character
- modelzorz2.Name = "Snow Cannon"
- tehprt = RightArm
- eul = 0
- for i = 1, 2 do
- if i == 2 then
- tehprt = LeftArm
- end
- if i == 2 then
- eul = mr(180)
- end
- local handle = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Handle", vt())
- local prt1 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part01", vt())
- local prt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol2), "Part02", vt())
- local prt3 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol3), "Part03", vt())
- msh1 = mesh("SpecialMesh", prt1, "FileMesh", "rbxasset://fonts/torso.mesh", vt(0, 0, 0), vt(0.55, 0.55, 0.15))
- msh2 = mesh("SpecialMesh", prt2, "FileMesh", "rbxasset://fonts/torso.mesh", vt(0, 0, 0), vt(0.525, 0.525, 0.75))
- msh3 = mesh("SpecialMesh", prt3, "FileMesh", "19251107", vt(0, 0, 0), vt(0.2, 0.35, 0.2))
- local handlewld = weld(handle, handle, tehprt, euler(0, eul, 0) * cf(0, 0, 0))
- local wld1 = weld(prt1, prt1, handle, euler(mr(90), 0, 0) * cf(0, 0.35, 0))
- local wld2 = weld(prt1, prt2, prt1, euler(0, 0, 0) * cf(0, 0, 0.325))
- local wld3 = weld(prt1, prt3, prt1, euler(0, 0, mr(90)) * cf(-0.525, 0, 0.35))
- 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
- end
- chandle = part(3, modelzorz2, 0, 1, BrickColor.new(NewCol), "cannonHandle", vt())
- cprt1 = part(3, modelzorz2, 0, 0.5, BrickColor.new(NewCol4), "cannonPart01", vt())
- cprt2 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart02", vt())
- cprt3 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart03", vt())
- cprt4 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart04", vt())
- cprt5 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart05", vt())
- cprt6 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart06", vt())
- cprt7 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart07", vt())
- cprt8 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart08", vt())
- cprt9 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart09", vt())
- cprt10 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart10", vt())
- cprt11 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart11", vt())
- cprt12 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart12", vt())
- cprt13 = part(3, modelzorz2, 0.1, 0, BrickColor.new("Black"), "cannonPart13", vt())
- cprt14 = part(3, modelzorz2, 0.1, 0, BrickColor.new("Black"), "cannonPart14", vt())
- cprt15 = part(3, modelzorz2, 0.1, 0, BrickColor.new("Black"), "cannonPart15", vt())
- cprt16 = part(3, modelzorz2, 0.1, 0, BrickColor.new("Black"), "cannonPart16", vt())
- cprt17 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart17", vt())
- cprt18 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart18", vt())
- cprt19 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart19", vt())
- cprt20 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart20", vt())
- cprt21 = part(3, modelzorz2, 0.6, 0, BrickColor.new(NewCol2), "cannonPart21", vt())
- cprt22 = part(3, modelzorz2, 0.6, 0, BrickColor.new(NewCol2), "cannonPart22", vt())
- cprt23 = part(3, modelzorz2, 0.6, 0, BrickColor.new(NewCol2), "cannonPart23", vt())
- cprt24 = part(3, modelzorz2, 0, 0, BrickColor.new("Smoky grey"), "cannonPart24", vt())
- cprt24.Material = "Metal"
- cprt25 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart25", vt())
- cprt26 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart26", vt())
- cprt27 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart27", vt())
- cprt28 = part(3, modelzorz2, 0, 0, BrickColor.new("Smoky grey"), "cannonPart28", vt())
- cprt28.Material = "Metal"
- cprt29 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart29", vt())
- cprt30 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart30", vt())
- cprt31 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart31", vt())
- cprt32 = part(3, modelzorz2, 0, 0, BrickColor.new("Ghost grey"), "cannonPart32", vt())
- cprt33 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart33", vt())
- cprt33a = part(3, modelzorz2, 0, 1, BrickColor.new(NewCol4), "cannonPart33a", vt())
- cprt34 = part(3, modelzorz2, 0, 0, BrickColor.new("Medium stone grey"), "cannonPart34", vt())
- cprt34.Material = "Metal"
- cprt35 = part(3, modelzorz2, 0, 0, BrickColor.new("Medium stone grey"), "cannonPart35", vt())
- cprt35.Material = "Metal"
- cprt36 = part(3, modelzorz2, 0, 0, BrickColor.new("Medium stone grey"), "cannonPart36", vt())
- cprt36.Material = "Metal"
- cprt37 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol5), "cannonPart37", vt())
- cprt37.Material = "Neon"
- cprt38 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol5), "cannonPart38", vt())
- cprt38.Material = "Neon"
- cprt39 = part(3, modelzorz2, 0.2, 0, BrickColor.new("Black"), "cannonPart39", vt())
- cprt39.Material = "Metal"
- cprt40 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart40", vt())
- cprt41 = part(3, modelzorz2, 0, 0, BrickColor.new("Fossil"), "cannonPart41", vt())
- cprt42 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol4), "cannonPart42", vt())
- cprt43 = part(3, modelzorz2, 0.2, 0, BrickColor.new(NewCol3), "cannonPart43", vt())
- cprt44 = part(3, modelzorz2, 0.2, 0, BrickColor.new(NewCol3), "cannonPart44", vt())
- cprt45 = part(3, modelzorz2, 0, 0, BrickColor.new("Medium stone grey"), "cannonPart45", vt())
- cprt46 = part(3, modelzorz2, 0, 0, BrickColor.new(NewCol6), "cannonPart46", vt())
- cprt46.Material = "Neon"
- cprt47 = part(3, modelzorz2, 0.4, 0, BrickColor.new(NewCol2), "cannonPart47", vt())
- cprt48 = part(3, modelzorz2, 0.4, 0, BrickColor.new(NewCol2), "cannonPart48", vt())
- cprt49 = part(3, modelzorz2, 0.4, 0, BrickColor.new(NewCol2), "cannonPart49", vt())
- cprt50 = part(3, modelzorz2, 0.4, 0, BrickColor.new(NewCol2), "cannonPart50", vt())
- cprt51 = part(3, modelzorz2, 0.4, 0, BrickColor.new("Medium stone grey"), "cannonPart51", vt())
- cprt51.Material = "Metal"
- cprt52 = part(3, modelzorz2, 0.4, 0, BrickColor.new("Medium stone grey"), "cannonPart52", vt())
- cprt52.Material = "Metal"
- cprt53 = part(3, modelzorz2, 0.4, 0, BrickColor.new("Medium stone grey"), "cannonPart53", vt())
- cprt53.Material = "Metal"
- cprt54 = part(3, modelzorz2, 0.4, 0.7, BrickColor.new(NewCol7), "cannonPart54", vt())
- cprt55 = part(3, modelzorz2, 0.4, 0, BrickColor.new(NewCol6), "cannonPart55", vt())
- cprt55.Material = "Neon"
- cprt56 = part(3, modelzorz2, 0, 0, BrickColor.new("Medium stone grey"), "cannonPart56", vt())
- cprt56.Material = "Metal"
- cprt57 = part(3, modelzorz2, 0, 0, BrickColor.new("Really black"), "cannonPart57", vt())
- cmsh1 = mesh("BlockMesh", cprt1, "", "", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
- cmsh2 = mesh("BlockMesh", cprt2, "", "", vt(0, 0, 0), vt(1, 4, 1))
- cmsh3 = mesh("SpecialMesh", cprt3, "Wedge", "nil", vt(0, 0, 0), vt(1, 1, 1))
- cmsh4 = mesh("SpecialMesh", cprt4, "Wedge", "nil", vt(0, 0, 0), vt(1, 1, 1))
- cmsh5 = mesh("BlockMesh", cprt5, "", "", vt(0, 0, 0), vt(1, 4, 1))
- cmsh6 = mesh("BlockMesh", cprt6, "", "", vt(0, 0, 0), vt(1, 4, 1))
- cmsh7 = mesh("SpecialMesh", cprt7, "Wedge", "nil", vt(0, 0, 0), vt(4, 1.5, 3))
- cmsh8 = mesh("BlockMesh", cprt8, "", "", vt(0, 0, 0), vt(1.5, 3, 4))
- cmsh9 = mesh("SpecialMesh", cprt9, "Wedge", "nil", vt(0, 0, 0), vt(4, 1.5, 2))
- cmsh10 = mesh("SpecialMesh", cprt10, "Wedge", "nil", vt(0, 0, 0), vt(4, 0.75, 2))
- cmsh11 = mesh("BlockMesh", cprt11, "", "", vt(0, 0, 0), vt(1.5, 2, 4))
- cmsh12 = mesh("BlockMesh", cprt12, "", "", vt(0, 0, 0), vt(0.75, 5, 4))
- cmsh13 = mesh("BlockMesh", cprt13, "", "", vt(0, 0, 0), vt(4, 1.25, 1.25))
- cmsh14 = mesh("BlockMesh", cprt14, "", "", vt(0, 0, 0), vt(1, 1.5, 1.249))
- cmsh15 = mesh("BlockMesh", cprt15, "", "", vt(0, 0, 0), vt(1.5, 1.5, 1.249))
- cmsh16 = mesh("SpecialMesh", cprt16, "Torso", "nil", vt(0, 0, 0), vt(1.75, 0.5, 1.25))
- cmsh17 = mesh("SpecialMesh", cprt17, "Wedge", "nil", vt(0, 0, 0), vt(4, 1.25, 2))
- cmsh18 = mesh("SpecialMesh", cprt18, "Wedge", "nil", vt(0, 0, 0), vt(2, 2.5, 1))
- cmsh19 = mesh("SpecialMesh", cprt19, "Wedge", "nil", vt(0, 0, 0), vt(2, 2.5, 1))
- cmsh20 = mesh("BlockMesh", cprt20, "", "", vt(0, 0, 0), vt(2, 3, 5))
- cmsh21 = mesh("SpecialMesh", cprt21, "Torso", "nil", vt(0, 0, 0), vt(5, 3, 3.5))
- cmsh22 = mesh("BlockMesh", cprt22, "", "", vt(0, 0, 0), vt(5.25, 4.75, 3.5))
- cmsh23 = mesh("BlockMesh", cprt23, "", "", vt(0, 0, 0), vt(4.25, 2.75, 3.5))
- cmsh24 = mesh("BlockMesh", cprt24, "", "", vt(0, 0, 0), vt(1.5, 1.5, 4))
- cmsh25 = mesh("SpecialMesh", cprt25, "Torso", "nil", vt(0, 0, 0), vt(2.75, 1.5, 1.75))
- cmsh26 = mesh("CylinderMesh", cprt26, "", "", vt(0, 0, 0), vt(0.75, 2, 0.75))
- cmsh27 = mesh("SpecialMesh", cprt27, "Head", "nil", vt(0, 0, 0), vt(1, 1, 1))
- cmsh28 = mesh("BlockMesh", cprt28, "", "", vt(0, 0, 0), vt(1.5, 1.5, 4))
- cmsh29 = mesh("SpecialMesh", cprt29, "Torso", "nil", vt(0, 0, 0), vt(2.75, 1.5, 1.75))
- cmsh30 = mesh("CylinderMesh", cprt30, "", "", vt(0, 0, 0), vt(0.75, 2, 0.75))
- cmsh31 = mesh("SpecialMesh", cprt31, "Head", "nil", vt(0, 0, 0), vt(1, 1, 1))
- cmsh32 = mesh("BlockMesh", cprt32, "", "", vt(0, 0, 0), vt(2, 3.75, 1.751))
- cmsh33 = mesh("CylinderMesh", cprt33, "", "", vt(0, 0, 0), vt(0.75, 4, 0.75))
- cmsh34 = mesh("CylinderMesh", cprt34, "", "", vt(0, 0, 0), vt(1.25, 2, 1.25))
- cmsh35 = mesh("CylinderMesh", cprt35, "", "", vt(0, 0, 0), vt(3.75, 1.25, 3.75))
- cmsh36 = mesh("SpecialMesh", cprt36, "FileMesh", "156292370", vt(0, 0, 0), vt(1.1, 1.1, 4))
- cmsh37 = mesh("CylinderMesh", cprt37, "", "", vt(0, 0, 0), vt(6, 0.75, 4.75))
- cmsh38 = mesh("CylinderMesh", cprt38, "", "", vt(0, 0, 0), vt(2, 1.5, 2))
- cmsh39 = mesh("SpecialMesh", cprt39, "Torso", "nil", vt(0, 0, 0), vt(6, 1.5, 2.5))
- cmsh40 = mesh("CylinderMesh", cprt40, "", "", vt(0, 0, 0), vt(2.25, 0.5, 2.25))
- cmsh41 = mesh("CylinderMesh", cprt41, "", "", vt(0, 0, 0), vt(2.5, 0.5, 2.5))
- cmsh42 = mesh("CylinderMesh", cprt42, "", "", vt(0, 0, 0), vt(3, 0.5, 3))
- cmsh43 = mesh("CylinderMesh", cprt43, "", "", vt(0, 0, 0), vt(2.5, 5.5, 2.5))
- cmsh44 = mesh("SpecialMesh", cprt44, "Sphere", "nil", vt(0, 0, 0), vt(2.5, 2.5, 2.5))
- cmsh45 = mesh("SpecialMesh", cprt45, "Sphere", "nil", vt(0, 0, 0), vt(1, 4, 4))
- cmsh46 = mesh("SpecialMesh", cprt46, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 2, 2))
- cmsh47 = mesh("SpecialMesh", cprt47, "Sphere", "nil", vt(0, 0, 0), vt(5.25, 5.25, 5.25))
- cmsh48 = mesh("CylinderMesh", cprt48, "", "", vt(0, 0, 0), vt(5.25, 9, 5.25))
- cmsh49 = mesh("BlockMesh", cprt49, "", "", vt(0, 0, 0), vt(1.5, 1.5, 1))
- cmsh50 = mesh("BlockMesh", cprt50, "", "", vt(0, 0, 0), vt(1.5, 1.5, 1))
- cmsh51 = mesh("CylinderMesh", cprt51, "", "", vt(0, 0, 0), vt(5.25, 6, 5.25))
- cmsh52 = mesh("CylinderMesh", cprt52, "", "", vt(0, 0, 0), vt(5.375, 0.25, 5.375))
- cmsh53 = mesh("CylinderMesh", cprt53, "", "", vt(0, 0, 0), vt(5.375, 0.25, 5.375))
- cmsh54 = mesh("CylinderMesh", cprt54, "", "", vt(0, 0, 0), vt(5.05, 6, 5.05))
- cmsh55 = mesh("CylinderMesh", cprt55, "", "", vt(0, 0, 0), vt(5.1, 6, 5.03))
- cmsh56 = mesh("CylinderMesh", cprt56, "", "", vt(0, 0, 0), vt(4.5, 0.5, 4.5))
- cmsh57 = mesh("CylinderMesh", cprt57, "", "", vt(0, 0, 0), vt(4, 0.51, 4))
- chandlewld = weld(chandle, chandle, Torso, euler(0, -mr(90), -mr(45)) * cf(-0.6, -1.8, -0.8))
- cwld1 = weld(cprt1, cprt1, chandle, euler(0, 0, 0) * cf(0, 0, 0))
- cwld2 = weld(cprt1, cprt2, cprt1, euler(-mr(110), 0, 0) * cf(0, 0, 0))
- cwld3 = weld(cprt1, cprt3, cprt1, euler(-mr(20), 0, 0) * cf(0, -0.171, 0.47))
- cwld4 = weld(cprt1, cprt4, cprt1, euler(mr(20), mr(180), 0) * cf(0, 0.171, -0.47))
- cwld5 = weld(cprt1, cprt5, cprt1, euler(-mr(20), 0, 0) * cf(0, 0.299, 0.641))
- cwld6 = weld(cprt1, cprt6, cprt1, euler(-mr(20), 0, 0) * cf(0, 0.641, -0.299))
- cwld7 = weld(cprt1, cprt7, cprt1, euler(0, mr(180), 0) * cf(0, 0.633, -0.183))
- cwld8 = weld(cprt1, cprt8, cprt1, euler(mr(90), 0, mr(90)) * cf(0, 0.933, -0.183))
- cwld9 = weld(cprt1, cprt9, cprt1, euler(0, 0, mr(180)) * cf(0, 0.933, 0.317))
- cwld10 = weld(cprt1, cprt10, cprt1, euler(0, 0, mr(180)) * cf(0, 0.708, 0.717))
- cwld11 = weld(cprt1, cprt11, cprt1, euler(mr(90), 0, mr(90)) * cf(0, 0.633, 0.317))
- cwld12 = weld(cprt1, cprt12, cprt1, euler(mr(90), 0, mr(90)) * cf(0, 0.558, 1.017))
- cwld13 = weld(cprt1, cprt13, cprt1, euler(0, 0, mr(90)) * euler(0, 0, 0) * cf(0, 0.258, 1.817))
- cwld14 = weld(cprt1, cprt14, cprt1, euler(0, mr(90), 0) * euler(mr(45), 0, 0) * cf(0, -0.11, 1.77))
- cwld15 = weld(cprt1, cprt15, cprt1, euler(0, mr(90), 0) * euler(mr(45), 0, 0) * cf(0, 0.358, 1.867))
- cwld16 = weld(cprt1, cprt16, cprt1, euler(0, mr(90), 0) * euler(-mr(90), 0, 0) * cf(0, 0.433, 1.642))
- cwld17 = weld(cprt1, cprt17, cprt1, euler(0, 0, 0) * cf(0, 0.608, 1.717))
- cwld18 = weld(cprt1, cprt18, cprt1, euler(0, -mr(40), mr(90)) * cf(-0.25, 0.626, 2.087))
- cwld19 = weld(cprt1, cprt19, cprt1, euler(0, -mr(140), mr(90)) * euler(0, -mr(180), 0) * cf(0.25, 0.626, 2.087))
- cwld20 = weld(cprt1, cprt20, cprt1, euler(0, -mr(90), 0) * euler(mr(50), 0, 0) * cf(0, 0.883, 1.78))
- cwld21 = weld(cprt1, cprt21, cprt1, euler(-mr(90), 0, mr(90)) * cf(0, 1.158, 0.442))
- cwld22 = weld(cprt1, cprt22, cprt1, euler(-mr(90), 0, mr(90)) * cf(0, 1.133, 1.217))
- cwld23 = weld(cprt1, cprt23, cprt1, euler(-mr(90), 0, mr(90)) * cf(0, 1.233, 1.817))
- cwld24 = weld(cprt1, cprt24, cprt1, euler(0, 0, 0) * cf(-0.45, 1.233, 0.742))
- cwld25 = weld(cprt1, cprt25, cprt1, euler(0, 0, mr(90)) * cf(-0.5, 1.233, 0.742))
- cwld26 = weld(cprt1, cprt26, cprt1, euler(mr(90), 0, 0) * cf(-0.475, 1.233, 0.292))
- cwld27 = weld(cprt1, cprt27, cprt1, euler(0, 0, mr(90)) * cf(-0.475, 1.233, 0.042))
- cwld28 = weld(cprt1, cprt28, cprt1, euler(0, 0, 0) * cf(0.45, 1.233, 0.742))
- cwld29 = weld(cprt1, cprt29, cprt1, euler(0, 0, -mr(90)) * cf(0.5, 1.233, 0.742))
- cwld30 = weld(cprt1, cprt30, cprt1, euler(mr(90), 0, 0) * cf(0.475, 1.233, 0.292))
- cwld31 = weld(cprt1, cprt31, cprt1, euler(0, 0, mr(90)) * cf(0.475, 1.233, 0.042))
- cwld32 = weld(cprt1, cprt32, cprt1, euler(0, 0, mr(90)) * cf(0, 1.483, 0.742))
- cwld33 = weld(cprt1, cprt33, cprt1, euler(0, 0, mr(90)) * cf(0, 1.233, 0.042))
- cwld33a = weld(cprt1, cprt33a, cprt33, euler(0, 0, 0) * cf(0, 0, 0))
- cwld34 = weld(cprt1, cprt34, cprt33a, euler(0, 0, 0) * cf(0, 0, 0))
- cwld35 = weld(cprt1, cprt35, cprt33a, euler(0, 0, 0) * cf(0, 0, 0))
- cwld36 = weld(cprt1, cprt36, cprt33a, euler(mr(90), 0, 0) * cf(0, 0, 0))
- cwld37 = weld(cprt1, cprt37, cprt33a, euler(0, 0, 0) * cf(0, 0, 0))
- cwld38 = weld(cprt1, cprt38, cprt33a, euler(0, 0, 0) * cf(0, 0, 0))
- cwld39 = weld(cprt1, cprt39, cprt1, euler(0, mr(90), mr(180)) * cf(0, 1.633, 1.542))
- cwld40 = weld(cprt1, cprt40, cprt1, euler(mr(65), 0, 0) * cf(0, 1.811, 2.018))
- cwld41 = weld(cprt1, cprt41, cprt1, euler(mr(65), 0, 0) * cf(0, 1.843, 1.95))
- cwld42 = weld(cprt1, cprt42, cprt1, euler(mr(65), 0, 0) * cf(0, 1.875, 1.882))
- cwld43 = weld(cprt1, cprt43, cprt1, euler(mr(65), 0, 0) * cf(0, 2.118, 1.361))
- cwld44 = weld(cprt1, cprt44, cprt1, euler(0, 0, 0) * cf(0, 2.35, 0.862))
- cwld45 = weld(cprt1, cprt45, cprt1, euler(0, 0, mr(90)) * cf(0, 0.558, 1.167))
- cwld46 = weld(cprt1, cprt46, cprt1, euler(0, 0, mr(90)) * cf(0, 0.558, 1.167))
- cwld47 = weld(cprt1, cprt47, cprt1, euler(0, 0, 0) * cf(0, 1.308, 2.092))
- cwld48 = weld(cprt1, cprt48, cprt1, euler(mr(90), 0, 0) * cf(0, 1.308, 2.992))
- cwld49 = weld(cprt1, cprt49, cprt1, euler(0, mr(90), 0) * cf(0, 0.808, 2.242))
- cwld50 = weld(cprt1, cprt50, cprt1, euler(0, mr(90), 0) * cf(0, 0.808, 3.742))
- cwld51 = weld(cprt1, cprt51, cprt1, euler(mr(90), 0, 0) * cf(0, 1.283, 2.992))
- cwld52 = weld(cprt1, cprt52, cprt1, euler(mr(90), 0, 0) * cf(0, 1.208, 3.592))
- cwld53 = weld(cprt1, cprt53, cprt1, euler(mr(90), 0, 0) * cf(0, 1.208, 2.392))
- cwld54 = weld(cprt1, cprt54, cprt1, euler(mr(90), 0, 0) * cf(0, 1.183, 2.992))
- cwld55 = weld(cprt1, cprt55, cprt1, euler(mr(90), 0, 0) * cf(0, 1.233, 2.992))
- cwld56 = weld(cprt1, cprt56, cprt1, euler(mr(90), 0, 0) * cf(0, 1.308, 3.917))
- cwld57 = weld(cprt1, cprt57, cprt1, euler(mr(90), 0, 0) * cf(0, 1.308, 3.917))
- for i = 45, 360, 45 do
- cprt58 = part(3, modelzorz2, 0.4, 0, BrickColor.new(NewCol2), "cannonPart58", vt())
- cmsh58 = mesh("BlockMesh", cprt58, "", "", vt(0, 0, 0), vt(0.5, 0.5, 1))
- cwld58 = weld(cprt1, cprt58, cprt56, euler(0, mr(90), 0) * euler(mr(45), 0, 0) * cf(0, 0.415, 0.035) * euler(mr(90), 0, 0) * euler(0, -mr(i), 0))
- end
- for _,c in pairs(modelzorz2:children()) do
- table.insert(Weapon, c)
- end
- for _,c in pairs(cprt1:children()) do
- if c.className == "Motor" then
- table.insert(Welds, c)
- end
- end
- hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox", vt())
- hitbox.Anchored = false
- hitboxCF = cf(0, 0, 0)
- hboxpos = Instance.new("BodyPosition", nil)
- hboxpos.P = 2000
- hboxpos.D = 100
- hboxpos.maxForce = Vector3.new(545000, 545000, 545000)
- nr = NumberRange.new
- ns = NumberSequence.new
- cs = ColorSequence.new
- nsk = NumberSequenceKeypoint.new
- particle = function(parent, col1, col2, lightemis, size, texture, transparency, zoffset, accel, drag, ltp, velinher, emisdir, enabled, lifetime, rate, rotation, rotspeed, speed, velspread)
- fp = it("ParticleEmitter")
- fp.Parent = parent
- fp.Color = cs(col1, col2)
- fp.LightEmission = lightemis
- fp.Size = size
- fp.Texture = texture
- fp.Transparency = transparency
- fp.ZOffset = zoffset
- fp.Acceleration = accel
- fp.Drag = drag
- fp.LockedToPart = ltp
- fp.VelocityInheritance = velinher
- fp.EmissionDirection = emisdir
- fp.Enabled = enabled
- fp.Lifetime = lifetime
- fp.Rate = rate
- fp.Rotation = rotation
- fp.RotSpeed = rotspeed
- fp.Speed = speed
- fp.VelocitySpread = velspread
- return fp
- end
- sizeseq = ns({nsk(0, 0), nsk(0.027, 0.765), nsk(0.184, 2.24), nsk(1, 4.64)})
- transseq = ns({nsk(0, 0.375), nsk(0.4, 1), nsk(1, 1)})
- icicleparti1 = particle(nil, Color3.new(1, 1, 1), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.2, sizeseq, "http://www.roblox.com/asset/?id=329766994", transseq, 0, vt(0, -0.5, 0), 0, false, 0, "Bottom", true, nr(7, 10), 15, nr(-360, 360), nr(-30, 30), nr(3), 20)
- sizeseq = ns({nsk(0, 0), nsk(0.025, 0.383), nsk(0.192, 2.51), nsk(1, 2.02)})
- transseq = ns({nsk(0, 0.8), nsk(0.3, 1), nsk(1, 1)})
- icicleparti2 = particle(nil, Color3.new(1, 1, 1), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.3, sizeseq, "http://www.roblox.com/asset/?id=241594419", transseq, 0, vt(0, -0.5, 0), 0, false, 0, "Bottom", true, nr(7, 10), 80, nr(-360, 360), nr(-30, 30), nr(3), 20)
- sizeseq = ns({nsk(0, 0.328), nsk(0.075, 3.11), nsk(0.206, 4.97), nsk(1, 10)})
- transseq = ns({nsk(0, 0.363), nsk(0.107, 1), nsk(1, 1)})
- cannonparti1 = particle(cprt57, Color3.new(1, 1, 1), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.2, sizeseq, "http://www.roblox.com/asset/?id=329766994", transseq, 0, vt(0, -0.5, 0), 0, false, 0, "Top", false, nr(7, 10), 15, nr(-360, 360), nr(-30, 30), nr(5), 10)
- sizeseq = ns({nsk(0, 0), nsk(0.023, 3.08), nsk(0.185, 3.72), nsk(1, 10)})
- transseq = ns({nsk(0, 0.8), nsk(0.1, 1), nsk(1, 1)})
- cannonparti2 = particle(cprt57, Color3.new(1, 1, 1), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.3, sizeseq, "http://www.roblox.com/asset/?id=241594419", transseq, 0, vt(0, -0.5, 0), 0, false, 0, "Top", false, nr(5, 7), 30, nr(-360, 360), nr(-30, 30), nr(15), 5)
- sizeseq = ns({nsk(0, 5.63), nsk(0.02, 2.9), nsk(0.277, 3.72), nsk(1, 10)})
- transseq = ns({nsk(0, 0), nsk(0.132, 0.944), nsk(0.303, 1), nsk(1, 1)})
- freezeparti1 = particle(nil, Color3.new(0.66666666666667, 1, 1), Color3.new(1, 1, 1), 0.3, sizeseq, "http://www.roblox.com/asset/?id=241594419", transseq, 0, vt(0, -10, 0), 0, false, 0, "Top", true, nr(3, 4), 100, nr(-360, 360), nr(-30, 30), nr(15), 80)
- sizeseq = ns({nsk(0, 0), nsk(0.06, 10), nsk(1, 10)})
- transseq = ns({nsk(0, 0), nsk(0.462, 1), nsk(1, 1)})
- freezeparti2 = particle(nil, Color3.new(0.66666666666667, 1, 1), Color3.new(1, 1, 1), 0.3, sizeseq, "http://www.roblox.com/asset/?id=272050333", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", true, nr(1, 2), 10, nr(-360, 360), nr(-30, 30), nr(15), 80)
- parti = it("ParticleEmitter")
- parti.Color = cs(Color3.new(0.24313725490196, 0.24313725490196, 0.24313725490196), Color3.new(0.54901960784314, 0.54901960784314, 0.54901960784314))
- parti.LightEmission = 0.6
- parti.Size = ns(0.2)
- parti.Texture = "http://www.roblox.com/asset/?id=253188732"
- sizeseq = ns({nsk(0, 0.68), nsk(0.15, 0.68), nsk(0.34, 1), nsk(0.51, 1.31), nsk(0.71, 1.81), nsk(0.9, 3.6), nsk(1, 5.4)})
- transseq = ns({nsk(0, 0.65), nsk(0.3, 0.65), nsk(0.6, 0.9), nsk(1, 1)})
- parti.Transparency = transseq
- parti.Size = sizeseq
- parti.ZOffset = 0
- parti.Acceleration = vt(0, 1, 0)
- parti.LockedToPart = false
- parti.EmissionDirection = "Top"
- parti.Lifetime = nr(2, 2)
- parti.Rate = 50
- parti.Rotation = nr(0, 0)
- parti.RotSpeed = nr(0, 0)
- parti.Speed = nr(0.2, 0.2)
- parti.VelocitySpread = 20
- parti.Parent = nil
- parti.Enabled = true
- parti2a = parti:Clone()
- parti2a.Color = cs(Color3.new(0.37647058823529, 0.1843137254902, 0), Color3.new(0.29411764705882, 0.21176470588235, 0.10196078431373))
- parti2a.LightEmission = 0
- parti2a.Texture = "http://www.roblox.com/asset/?id=242209918"
- sizeseq = ns({nsk(0, 0), nsk(0.04, 0.7), nsk(0.184, 1.5), nsk(0.385, 3), nsk(1, 10)})
- transseq = ns({nsk(0, 0), nsk(0.04, 0.5), nsk(0.4, 1), nsk(1, 1)})
- parti2a.Transparency = transseq
- parti2a.Size = sizeseq
- parti2a.ZOffset = 1
- parti2a.Acceleration = vt(0, -10, 0)
- parti2a.LockedToPart = false
- parti2a.EmissionDirection = "Top"
- parti2a.Lifetime = nr(3, 3)
- parti2a.Rate = 120
- parti2a.Rotation = nr(-180, 180)
- parti2a.RotSpeed = nr(-180, 180)
- parti2a.Speed = nr(7, 12)
- parti2a.VelocitySpread = 25
- parti2a.Parent = nil
- parti2a.Enabled = true
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Snow Gloves"
- script.Parent = Tool
- end
- Bin = script.Parent
- if Bin.Name == "Tundrus" then
- Bin.Name = "Snow Gloves"
- end
- bodvel = Instance.new("BodyVelocity")
- bg = Instance.new("BodyGyro")
- so = function(id, par, vol, pit)
- 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)
- qa = {QuaternionFromCFrame(a)}
- qb = {QuaternionFromCFrame(b)}
- ax, ay, az = a.x, a.y, a.z
- bx, by, bz = b.x, b.y, b.z
- _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)
- mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- trace = m00 + m11 + m22
- if trace > 0 then
- s = math.sqrt(1 + trace)
- recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- s = math.sqrt(m00-m11-m22+1)
- recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- s = math.sqrt(m11-m22-m00+1)
- recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- s = math.sqrt(m22-m00-m11+1)
- 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)
- xs, ys, zs = x + x, y + y, z + z
- wx, wy, wz = w*xs, w*ys, w*zs
- xx = x*xs
- xy = x*ys
- xz = x*zs
- yy = y*ys
- yz = y*zs
- 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 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 m11 > m00 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 >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- 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
- hideanim = function()
- equipped = false
- mdec2.Parent = nil
- mdec.Parent = Decrease
- for i = 0, 1, 0.1 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)
- 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)
- end
- end
- mdec.Parent = Decrease
- equipanim = function()
- equipped = true
- mdec.Parent = nil
- mdec2.Parent = Decrease
- end
- StaggerAnim = function()
- attack = true
- removeControl()
- 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()
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- 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()
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- 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, 40 do
- swait()
- if StunT.Value <= Stun.Value then
- break
- end
- end
- do
- resumeControl()
- combo = 0
- attack = false
- end
- end
- StaggerHitt = function()
- attack = true
- 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
- StunAnim = function()
- 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()
- 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()
- 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(0, 40, 0)
- gairost.P = 20
- 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
- attackone = function()
- attack = true
- for i = 0, 1, 0.2 do
- swait()
- 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, 0, -0.6), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.4, 0.7, -0.7) * euler(1.57, 0, 1.3) * euler(0.5, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.4, -0.9, -0.3) * euler(0, -1.57, 0) * euler(0, 0.6, 0) * euler(0, 0, 0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC171: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC171: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("169445073", LeftArm, 1, 0.95)
- for i = 0, 1, 0.2 do
- swait()
- MagniDamage(LeftArm, 3, 4, 5, math.random(5, 10), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.4), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.1, 0, 1) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.1) * euler(1.57, 0, -1.3) * euler(-0.2, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -0.2), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1.1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.1, 0) * euler(0, 0, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC369: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC369: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attacktwo = function()
- attack = true
- for i = 0, 1, 0.15 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.2) * euler(1.7, 0, -0.2) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC159: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC159: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("169445092", RightArm, 1, 1)
- for i = 0, 1, 0.2 do
- swait()
- MagniDamage(RightArm, 3, 4, 5, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(4, 6)), nil, true)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, -0.8) * euler(1.6, 0, 0.2) * euler(0, 0, 0), 0.6)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.4), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.4) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, -0.4, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC351: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC351: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attackthree = function()
- attack = true
- for i = 0, 1, 0.15 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.2) * euler(2, 0, 0.4) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.1) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.1, -0.1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC159: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC159: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("169445092", RightArm, 1, 0.9)
- for i = 0, 1, 0.15 do
- swait()
- MagniDamage(RightArm, 3, 4, 5, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(4, 6)), nil, true)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.4), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.8) * euler(1.2, 0, -0.4) * euler(0, 0, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.4) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.2, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, -0.4, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0.1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC351: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC351: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attackfour = function()
- attack = true
- sball4 = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- smsh4 = mesh("SpecialMesh", sball4, "Sphere", "nil", vt(0, 0, 0), vt(0, 0, 0))
- swld = weld(sball4, sball4, LeftArm, euler(0, 0, 0) * cf(0, 1, 0))
- for i = 0, 1, 0.2 do
- swait()
- smsh4.Scale = smsh4.Scale + vt(1.6, 1.6, 1.6)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.4) * euler(0.1, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0.4), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.1, 0, 1) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.1) * euler(1.57, 0, -1.3) * euler(-0.2, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -0.2), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1.1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.1, 0) * euler(0, 0, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC227: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC227: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("169445073", LeftArm, 1, 0.85)
- RecentEnemy.Value = nil
- explodeball = false
- for i = 0, 1, 0.15 do
- swait()
- if RecentEnemy.Value == nil then
- MagniDamage(sball4, 3, 6, 8, math.random(15, 25), "Normal", RootPart, 0.3, 2, (math.random(5, 7)), nil, nil, true)
- else
- if explodeball == false then
- explodeball = true
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = sball4.CFrame
- game:GetService("Debris"):AddItem(ref, 1)
- so("333511851", ref, 0.8, 0.9)
- for i = 1, math.random(2, 3) do
- sball2 = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball2.CFrame = sball4.CFrame
- sball2.Anchored = false
- game:GetService("Debris"):AddItem(sball2, 3)
- smsh = mesh("SpecialMesh", sball2, "Sphere", "nil", vt(0, 0, 0), vt(math.random(10, 20) / 10, math.random(10, 20) / 10, math.random(10, 20) / 10))
- sball2.Velocity = vt(math.random(-20, 20), math.random(20, 50), math.random(-20, 20))
- end
- sball4.Parent = nil
- end
- 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, 0, -0.6), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.4, 0.7, -0.7) * euler(1.57, 0, 1.3) * euler(-0.2, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.2, -0.1, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.4, -0.9, -0.3) * euler(0, -1.57, 0) * euler(0, 0.6, 0) * euler(0, 0, 0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC556: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC556: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- sball4.Parent = nil
- attack = false
- end
- attackcannon = function()
- attack = true
- for i = 0, 1, 0.13 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.4, 0, 0) * cf(0, 1, 0), 0.35)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.4) * euler(0.2, 0, 0), 0.35)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, -1.4) * euler(0, 0.1, 0), 0.35)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(1.2, 0, 0.5) * euler(0, 1.3, 0), 0.35)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, -0.5) * euler(1.4, 0, 1) * euler(0, -1, 0), 0.35)
- RH.C0 = clerp(RH.C0, cf(0.7, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1.4, 0) * euler(0, 0, -0.2), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC195: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC195: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("203691447", cprt22, 1, 1.2)
- for i = 0, 1, 0.07 do
- swait()
- if i < 0.5 then
- MagniDamage(cprt22, 4, 6, 8, math.random(20, 30), "Normal", RootPart, 0.5, 1, (math.random(4, 6)), nil, true)
- end
- if i < 0.25 then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.2) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0) * euler(0, 0, 0.7), 0.3)
- chandlewld.C0 = clerp(chandlewld.C0, euler(0.2, 0, 0) * cf(0, 1, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.2) * euler(1.5, 0, -0.3) * euler(0, 1.5, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, 0) * euler(1.6, 0, 0.1) * euler(0, -1, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -0.7, 0) * euler(-0.1, 0, 0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.1, 0, 0.1), 0.3)
- else
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.5) * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0) * euler(0, 0, 1), 0.3)
- chandlewld.C0 = clerp(chandlewld.C0, euler(0.2, 0, 0) * cf(0, 1, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, -0.2) * euler(1.3, 0, -0.4) * euler(0, 2, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, 0) * euler(1, 0, 0.1) * euler(0, -1, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(-0.1, 0, 0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.1, 0, 0.1), 0.3)
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC582: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC582: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- WinterShooter = function()
- attack = true
- if mode == "Gloves" then
- manainc = 999
- passive.Parent = Decrease
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, -0.4) * euler(0, 1.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.5, 0, 0.4) * euler(0, 0, 0), 0.3)
- for i = 0, 1, 0.15 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(-0.2, 0, 0), 0.45)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.5), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.6, 0.1) * euler(3.5, 0, -0.4) * euler(0, 1.5, 0), 0.45)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.6, 0.1) * euler(3.5, 0, 0.4), 0.45)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0), 0.45)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- chandlewld.Part1 = RightArm
- chandlewld.C0 = euler(mr(180), mr(180), 0.5) * cf(0, 1, 0)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.4) * euler(0, 0, 0), 0.3)
- mode = "Winter"
- attack = false
- gairo.Parent = RootPart
- Humanoid.AutoRotate = false
- else
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, -0.4) * euler(0, 1.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.5, 0, 0.4) * euler(0, 0, 0), 0.3)
- for i = 0, 1, 0.15 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(mr(180), mr(180), 0.5) * cf(0, 1, 0), 0.45)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(-0.2, 0, 0), 0.45)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.5), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.6, 0.1) * euler(3.5, 0, -0.4) * euler(0, 1.5, 0), 0.45)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.6, 0.1) * euler(3.5, 0, 0.4), 0.45)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0), 0.45)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- passive.Parent = nil
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, -0.4) * euler(0, 1.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, 0.4) * euler(0, 0, 0), 0.3)
- chandlewld.Part1 = Torso
- chandlewld.C0 = euler(0, -mr(90), -mr(45)) * cf(-0.6, -1.8, -0.8)
- mode = "Gloves"
- manainc = 8
- gairo.Parent = nil
- Humanoid.AutoRotate = true
- attack = false
- end
- end
- do1 = function()
- 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 >= 5) then
- attack = true
- if mode == "Gloves" then
- holde = true
- passive.Parent = Decrease
- manainc = 15
- for i = 0, 1, 0.15 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * euler(0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.45, -0.4) * euler(0.4, 0, 0.4), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.45, -0.4) * euler(0.4, 0, -0.4), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.8) * euler(0, 1.57, 0) * euler(-0.1, 0, -1.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- ul = 0
- maxi = 1
- while holde == true do
- for i = 0, 1, 0.2 do
- swait()
- ul = ul + 1
- if ul > 4 then
- maxi = maxi + 1
- ul = 0
- if maxi > 4 then
- holde = false
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(0.9, 0.4, -0.4) * euler(0.3, 0, -0.2), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.9, 0.4, -0.4) * euler(0.3, 0, 0.2), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.8) * euler(0, 1.57, 0) * euler(-0.1, 0, -1.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value ~= true then
- do
- if holde == false then
- break
- end
- end
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- ul = ul + 1
- if ul > 2 then
- maxi = maxi + 1
- ul = 0
- if maxi > 8 then
- holde = false
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.4, -0.4) * euler(0.35, 0, 0.3), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.4, -0.4) * euler(0.35, 0, -0.3), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.8) * euler(0, 1.57, 0) * euler(-0.1, 0, -1.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.4)
- if Stagger.Value ~= true then
- if StunT.Value > Stun.Value then
- if StaggerHit.Value ~= true then
- do
- if holde == false then
- break
- end
- end
- end
- end
- end
- end
- end
- passive.Parent = nil
- rand = math.random(1, 2)
- mana.Value = math.floor(mana.Value - maxi / 1.5)
- manainc = 12
- local snball = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- smsh = mesh("SpecialMesh", snball, "Sphere", "nil", vt(0, 0, 0), vt(4 + maxi, 4 + maxi, 4 + maxi))
- if rand == 1 then
- local swld = weld(snball, snball, LeftArm, euler(0, 0, 0) * cf(0, 1, 0))
- elseif rand == 2 then
- local swld = weld(snball, snball, RightArm, euler(0, 0, 0) * cf(0, 1, 0))
- end
- for i = 0, 1, 0.15 do
- swait()
- newpos = vt(MMouse.Hit.p.X, RootPart.Position.Y, MMouse.Hit.p.Z)
- MoveCF = cf(RootPart.Position, newpos)
- local mpos = Torso.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
- x, y, z = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- if rand == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, 0) * euler(0, 0, 1), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.05, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.4, 0) * euler(2.8, 0, -1), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(0, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(0, -0.5, 0) * euler(-0.2, 0, 0), 0.4)
- else
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, 0) * euler(0, 0, -1), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.05, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.4, 0) * euler(2.8, 0, 1), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -1), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(-0.2, 0, -0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.45)
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- for i = 0, 1, 0.4 do
- swait()
- newpos = vt(MMouse.Hit.p.X, RootPart.Position.Y, MMouse.Hit.p.Z)
- MoveCF = cf(RootPart.Position, newpos)
- local mpos = Torso.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
- x, y, z = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- if rand == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, 0) * euler(0, 0, -1), 0.45)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.1, 0, 0), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2), 0.45)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.4, 0) * euler(1.5, 0, -0.5), 0.45)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.2) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(-0.2, 0, -0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.45)
- else
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, 0) * euler(0, 0, 1), 0.45)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.1, 0, 0), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.4, 0) * euler(1.5, 0, 0.5), 0.45)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.45)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(0, 0, -0.1), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(0, -0.5, 0) * euler(-0.2, 0, 0), 0.45)
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if rand == 1 then
- so("169445073", LeftArm, 0.8, 1.2)
- else
- so("169445073", RightArm, 0.8, 1.2)
- end
- snball.Parent = nil
- for i = 1, maxi do
- tehs = vt(math.random(-maxi * 50, maxi * 50) / 100, math.random(-maxi * 50, maxi * 50) / 100, math.random(-maxi * 50, maxi * 50) / 100) * (Torso.Position - MMouse.Hit.p).magnitude / 100
- if i == 1 then
- tehs = vt(0, 0, 0)
- end
- Shootcombo(tehs, math.random(70, 200) / 100, snball)
- end
- for i = 0, 1, 0.3 do
- swait()
- newpos = vt(MMouse.Hit.p.X, RootPart.Position.Y, MMouse.Hit.p.Z)
- MoveCF = cf(RootPart.Position, newpos)
- local mpos = Torso.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
- x = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- if rand == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, 0) * euler(0, 0, -1), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.1, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.6), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.4, 0) * euler(1, 0, -0.5), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.2) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.4)
- else
- RootJoint.C0 = clerp(RootJoint.C0, CFrame.Angles(x, y, z) * euler(0, 3.14, 0) * cf(0, 0, 0) * euler(0, 0, 1), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.1, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.5), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.4, 0) * euler(-0.6, 0, -0.6), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(0, 0, -0.1), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(0, -0.5, 0) * euler(-0.2, 0, 0), 0.45)
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- attack = false
- end
- if mode == "Winter" then
- gairo.Parent = nil
- if cmode == "Rapid" then
- so("16211041", cprt57, 1, 0.7)
- Shootcannon(vt(0, 0, 0), 2.5, cprt57)
- end
- if cmode == "Shotgun" then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- for i = 1, 5 do
- tehs = vt(math.random(-500, 500) / 100, math.random(-500, 500) / 100, math.random(-500, 500) / 100) * (Torso.Position - MMouse.Hit.p).magnitude / 100
- if i == 1 then
- tehs = vt(0, 0, 0)
- end
- mana.Value = mana.Value - 1
- so("16211041", cprt57, 0.6, 0.7)
- Shootcannon(tehs, math.random(150, 200) / 100, cprt57)
- end
- for i = 0, 1, 0.15 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.4, 0, 0) * cf(0, 1, 0), 0.45)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.45)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 1, 0) * euler(0, 0, -1) * euler(0, 0.1, 0), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.2, 0, 0.5) * euler(0, 1.1, 0), 0.45)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, -0.5) * euler(0.6, 0, 1) * euler(0, -1, 0), 0.45)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.2), 0.45)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- end
- if cmode == "Volley" then
- for i = 1, 5 do
- Torso.Velocity = RootPart.CFrame.lookVector * -10
- tehs = vt(math.random(-150, 150) / 100, math.random(-150, 150) / 100, math.random(-150, 150) / 100) * (Torso.Position - MMouse.Hit.p).magnitude / 100
- if i == 1 then
- tehs = vt(0, 0, 0)
- end
- mana.Value = mana.Value - 1
- so("16211041", cprt57, 0.6, 0.7)
- Shootcannon2(tehs, 2, cprt57)
- for i = 0, 1, 0.5 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.4, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.2, 0, 0.5) * euler(0, 1.1, 0), 0.35)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, -0.5) * euler(0.6, 0, 1) * euler(0, -1, 0), 0.35)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 1)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 1)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 1)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 1)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 1)
- end
- end
- if cmode == "ShotgunVolley" then
- for i = 1, 3 do
- Torso.Velocity = RootPart.CFrame.lookVector * -20
- for i = 1, 3 do
- tehs = vt(math.random(-300, 300) / 100, math.random(-300, 300) / 100, math.random(-300, 300) / 100) * (Torso.Position - MMouse.Hit.p).magnitude / 100
- if i == 1 then
- tehs = vt(0, 0, 0)
- end
- mana.Value = mana.Value - 1
- so("16211041", cprt57, 0.6, 0.7)
- Shootcannon2(tehs, 2, cprt57)
- end
- for i = 0, 1, 0.5 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.4, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, -1) * euler(0, 0.1, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.2, 0, 0.5) * euler(0, 1.1, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, -0.5) * euler(0.6, 0, 1) * euler(0, -1, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.2), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- for i = 0, 1, 0.5 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- end
- end
- gairo.Parent = RootPart
- if cmode == "Rapid" then
- cmode = "Shotgun"
- elseif cmode == "Shotgun" then
- cmode = "Volley"
- elseif cmode == "Volley" then
- cmode = "ShotgunVolley"
- elseif cmode == "ShotgunVolley" then
- cmode = "Shotgun"
- end
- cooldowns[1] = 95
- attack = false
- end
- end
- end
- do2 = function()
- 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 >= 15 then
- attack = true
- cooldowns[2] = 0
- mana.Value = mana.Value - 15
- if mode == "Gloves" then
- for i = 0, 1, 0.15 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * euler(0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.45, -0.4) * euler(0.4, 0, 0.4), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.45, -0.4) * euler(0.4, 0, -0.4), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.8) * euler(0, 1.57, 0) * euler(-0.1, 0, -1.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- sball4 = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- smsh4 = mesh("SpecialMesh", sball4, "Sphere", "nil", vt(0, 0, 0), vt(0, 0, 0))
- swld = weld(sball4, sball4, Torso, euler(0, 0, 0) * cf(0, 1, 1))
- for d = 1, 2 do
- for i = 0, 1, 0.2 do
- swait()
- smsh4.Scale = smsh4.Scale + vt(1.2, 1.2, 1.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(0.9, 0.4, -0.4) * euler(0.3, 0, -0.2), 0.4)
- LW.C0 = clerp(LW.C0, cf(-0.9, 0.4, -0.4) * euler(0.3, 0, 0.2), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.8) * euler(0, 1.57, 0) * euler(-0.1, 0, -1.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if d == 1 then
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.9) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.4, -0.4) * euler(0.35, 0, 0.3), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.4, -0.4) * euler(0.35, 0, -0.3), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.8) * euler(0, 1.57, 0) * euler(-0.1, 0, -1.4), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- end
- end
- swld.Part1 = RightArm
- swld.C0 = cf(0.6, 1, 0)
- for i = 0, 1, 0.2 do
- swait()
- swld.C0 = clerp(swld.C0, cf(0.3, 2.2, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.05, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.7, -0.1) * euler(3.2, 0, -0.3), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.7, -0.1) * euler(3.2, 0, 0.3), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.4) * euler(0, -1.57, 0) * euler(0, 0, -0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- Humanoid.Jump = true
- for i = 0, 1, 0.2 do
- swait()
- swld.C0 = clerp(swld.C0, cf(0.3, 2.2, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.7, -0.1) * euler(3.5, 0, -0.3), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.7, -0.1) * euler(3.5, 0, 0.3), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- da = 0
- for i = 0, 1, 0.2 do
- swait()
- da = da + 1
- if da == 3 then
- so("169445073", Torso, 0.8, 0.9)
- Shoot2(vt(0, 0, 0), 1.4, sball4)
- sball4.Parent = nil
- end
- if da < 3 then
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, -0.3) * euler(1, 0, -0.3), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.5, -0.3) * euler(1, 0, 0.3), 0.4)
- else
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, -0.3) * euler(-0.5, 0, 0.3), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.5, -0.3) * euler(-0.5, 0, -0.3), 0.4)
- end
- swld.C0 = clerp(swld.C0, cf(0.3, 2.2, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.05, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.1), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC1082: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC1082: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- sball4.Parent = nil
- attack = false
- else
- do
- so("16211041", cprt57, 1, 0.6)
- Shoot2(vt(0, 0, 0), 1.8, cprt57)
- for i = 1, 0, -0.1 do
- swait()
- Torso.Velocity = RootPart.CFrame.lookVector * -40 * i
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.4, 0, 0) * cf(0, 1, 0), 0.45)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.45)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 1, 0) * euler(0, 0, -1) * euler(0, 0.1, 0), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.2, 0, 0.5) * euler(0, 1.1, 0), 0.45)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, -0.5) * euler(0.6, 0, 1) * euler(0, -1, 0), 0.45)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.2), 0.45)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC1300: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC1300: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- end
- end
- end
- do3 = function()
- if doing3 == true then
- doing3 = false
- return
- end
- 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 >= 5 then
- attack = true
- mana.Value = mana.Value - 5
- doing3 = true
- spill = false
- mdecc = Instance.new("NumberValue", Decrease)
- mdecc.Name = "DecreaseDef"
- mdecc.Value = 0
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- if mode == "Gloves" then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.2) * euler(0, -0.3, 0), 0.3)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-1.4, 0, 0) * cf(0, 0.8, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, 0.2) * euler(1.7, 0, 0.8) * euler(0, 0.2, 0), 0.3)
- end
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.4, 0.2) * euler(-0.4, 0, 0.4), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if mode == "Gloves" then
- mugdo = true
- else
- gairo.Parent = nil
- Humanoid.AutoRotate = true
- end
- mug = part(3, effects, 0, 0, BrickColor.new(NewColraa), "Mug", vt())
- mmsh = mesh("SpecialMesh", mug, "FileMesh", "32023686", vt(0, 0, 0), vt(1.2, 1.2, 1.2))
- mwld = weld(mug, mug, LeftArm, euler(1.57, 0, -1.57) * cf(0, 1.45, 0))
- mug2 = part(3, mug, 0, 0, BrickColor.new("Cocoa"), "Mug2", vt())
- mmsh2 = mesh("CylinderMesh", mug2, "nil", "nil", vt(0, 0, 0), vt(3, 3, 3))
- mwld2 = weld(mug2, mug2, mug, euler(0, 0, 0) * cf(0.13, 0, 0))
- steam = part(3, effects, 0, 1, BrickColor.new("Black"), "Steam", vt(0.4, 0.5, 0.4))
- steam.Anchored = true
- parti2 = parti:Clone()
- parti2.Parent = steam
- daa = 0
- bleh = math.random(200, 400)
- while doing3 == true and spill == false do
- swait()
- steam.CFrame = mug2.CFrame
- if mode == "Gloves" then
- manainc = 6
- else
- manainc = 8
- end
- daa = daa + 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- if mode == "Gloves" then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.1) * euler(0, 0, 0), 0.3)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-1.4, 0, 0) * cf(0, 0.8, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, 0.2) * euler(1.7, 0, 0.8) * euler(0, 0.2, 0), 0.3)
- end
- if daa < bleh then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.05, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.1) * euler(1.2, 0, 0.8) * euler(0, -0.2, 0), 0.1)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- if daa == bleh - 1 then
- LW.C0 = cf(-1.5, 0.5, 0.1) * euler(1.2, 0, 0.8) * euler(0, -0.2, 0)
- LW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- end
- else
- if bleh <= daa and daa < bleh + 70 then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.2)
- if daa < bleh + 20 then
- LW.C0 = clerp(LW.C0, cf(-1.8, 0.6, 0.1) * euler(2, 0, 1) * euler(0, 0, 0), 0.1)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0.4, 0), 0.2)
- else
- LW.C0 = clerp(LW.C0, cf(-1.8, 0.6, 0.1) * euler(1.9, 0, 1) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0.35, 0), 0.4)
- end
- else
- if bleh + 70 <= daa then
- bleh = math.random(200, 400)
- daa = 0
- end
- end
- end
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- if mode == "Gloves" then
- manainc = 12
- else
- manainc = 999
- end
- cooldowns[3] = 0
- if spill == false and doing3 == false then
- for i = 0, 1, 0.05 do
- swait()
- steam.CFrame = mug2.CFrame
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- if mode == "Gloves" then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.1) * euler(0, 0, 0), 0.3)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-1.4, 0, 0) * cf(0, 0.8, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, 0.2) * euler(1.7, 0, 0.8) * euler(0, 0.2, 0), 0.3)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.1, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.8, 0.8, 0.1) * euler(2, 0, 1) * euler(0, -0.8, 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, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- mana.Value = mana.Value + 10
- mug2.Parent = nil
- parti2.Enabled = false
- game:GetService("Debris"):AddItem(steam, 5)
- DecreaseStat(Character, "Defense", -0.15, 300)
- DecreaseStat(Character, "Movement", -0.1, 300)
- if isjugg == false then
- coroutine.resume(coroutine.create(function(Hum, Dam)
- damageFunc:InvokeServer(Humanoid, -10)
- end
- ), h, Damage)
- showDamage(Character, 10, "Heal")
- end
- for i = 0, 1, 0.07 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.2, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.25)
- if mode == "Gloves" then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.2) * euler(0, -0.3, 0), 0.25)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-1.4, 0, 0) * cf(0, 0.8, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.5, 0.2) * euler(1.7, 0, 0.8) * euler(0, 0.2, 0), 0.3)
- end
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.4, 0.2) * euler(-0.4, 0, 0.4), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.25)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- mdecc.Parent = nil
- mug.Parent = nil
- parti2.Enabled = false
- game:GetService("Debris"):AddItem(steam, 5)
- attack = false
- if mode ~= "Gloves" then
- gairo.Parent = RootPart
- Humanoid.AutoRotate = false
- end
- else
- if spill == true then
- for i = 0, 1, 0.1 do
- swait()
- steam.CFrame = mug2.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.05, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.1) * euler(1.4, 0, -0.6) * euler(0, -1, 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, 0.3) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05) * euler(0, -1, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- parti2d = parti2a:Clone()
- parti2d.Parent = steam
- cf1 = nil
- cf2 = nil
- cf3 = nil
- cf4 = nil
- cf5 = nil
- refc = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refc.Anchored = true
- refc.CFrame = cf(Torso.Position)
- game:GetService("Debris"):AddItem(refc, 1)
- numc = 0
- for i = 0, 1.7, 0.1 do
- swait()
- if numc == 1 then
- cf1 = steam.CFrame * cf(0, 2, 0)
- end
- if numc == 2 then
- cf2 = steam.CFrame * cf(0, 2, 0)
- end
- if numc == 3 then
- cf3 = steam.CFrame * cf(0, 2, 0)
- end
- if numc == 4 then
- cf4 = steam.CFrame * cf(0, 2, 0)
- end
- if numc == 5 then
- cf5 = steam.CFrame * cf(0, 2, 0)
- end
- if cf1 ~= nil then
- refc.CFrame = cf1
- MagniDamage(refc, 2, 4, 6, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true, "Defense", 0.1, 200)
- cf1 = cf1 * cf(0, 0.3, -0.2)
- end
- if cf2 ~= nil then
- refc.CFrame = cf2
- MagniDamage(refc, 2, 4, 6, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true, "Defense", 0.1, 200)
- cf2 = cf2 * cf(0, 0.35, -0.2)
- end
- if cf3 ~= nil then
- refc.CFrame = cf3
- MagniDamage(refc, 2, 4, 6, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true, "Defense", 0.1, 200)
- cf3 = cf3 * cf(0, 0.4, -0.2)
- end
- if cf4 ~= nil then
- refc.CFrame = cf4
- MagniDamage(refc, 2, 4, 6, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true, "Defense", 0.1, 200)
- cf4 = cf4 * cf(0, 0.45, -0.2)
- end
- if cf5 ~= nil then
- refc.CFrame = cf5
- MagniDamage(refc, 2, 4, 6, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true, "Defense", 0.1, 200)
- cf5 = cf5 * cf(0, 0.5, -0.2)
- end
- numc = numc + 1
- if i > 0.45 then
- parti2d.Enabled = false
- parti2.Enabled = false
- mug2.Parent = nil
- end
- steam.CFrame = mug2.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.5, -0.4) * euler(1.3, 0, 0.8) * euler(0, -1.5, 0), 0.25)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0.3) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05) * euler(0, -1, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- parti2d.Enabled = false
- for i = 0, 1, 0.07 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6) * euler(0.2, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.4, 0.2) * euler(-0.4, 0, 0.4), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.25)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- mdecc.Parent = nil
- mug.Parent = nil
- parti2.Enabled = false
- game:GetService("Debris"):AddItem(steam, 5)
- if mode ~= "Gloves" then
- gairo.Parent = RootPart
- Humanoid.AutoRotate = false
- end
- mugdo = false
- attack = false
- end
- end
- end
- end
- do4 = function()
- 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[4] and mana.Value >= 30 then
- if mode == "Gloves" then
- WinterShooter()
- end
- attack = true
- cooldowns[4] = 0
- for i = 0, 1, 0.05 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(0.4, 0, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.7) * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0) * euler(0, 0, -0.7), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.6, 0, -0.2) * euler(0, 1, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.7) * euler(0.8, 0, 0.4) * euler(0, -1, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 0.7, 0) * euler(-0.2, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 0.7, 0) * euler(0, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- so("333475929", cprt57, 1, 1)
- mana.Value = mana.Value - 30
- ShootIce(cprt57)
- Torso.Velocity = RootPart.CFrame.lookVector * -100
- cannonparti1.Enabled = true
- cannonparti2.Enabled = true
- for i = 0, 1, 0.15 do
- swait()
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.4, 0, 0) * cf(0, 1, 0), 0.45)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.45)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 1, 0) * euler(0, 0, -1) * euler(0, 0.1, 0) * euler(0, 0, -6.28 * i), 0.45)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(1.2, 0, 0.5) * euler(0, 1.3, 0), 0.45)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.3, -0.5) * euler(1.4, 0, 1) * euler(0, -1, 0), 0.45)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.2), 0.45)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, -0.2), 0.45)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- for i = 0, 1, 0.1 do
- swait()
- if i > 0.5 then
- cannonparti1.Enabled = false
- cannonparti2.Enabled = false
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 1, 0) * euler(0, 0, -1) * euler(0, 0.1, 0) * euler(0, 0, -1), 0.45)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- cannonparti1.Enabled = false
- cannonparti2.Enabled = false
- attack = false
- end
- end
- computeLaunchAngle = function(dx, dy, grav)
- g = math.abs(grav)
- VELOCITY = 200
- inRoot = VELOCITY * VELOCITY * VELOCITY * VELOCITY - g * (g * dx * dx + 2 * dy * VELOCITY * VELOCITY)
- if inRoot <= 0 then
- return 0.25 * math.pi
- end
- root = math.sqrt(inRoot)
- inATan1 = (VELOCITY * VELOCITY + root) / (g * dx)
- inATan2 = (VELOCITY * VELOCITY - root) / (g * dx)
- a1 = math.atan(inATan1)
- a2 = math.atan(inATan2)
- if a1 < a2 then
- return a1
- end
- return a2
- end
- computeDirection = function(vec)
- lenSquared = vec.magnitude * vec.magnitude
- invSqrt = 1 / math.sqrt(lenSquared)
- return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
- end
- Shootcombo = function(spread, multip, partcf)
- MouseLook = cf((partcf.Position + MMouse.Hit.p) / 2, MMouse.Hit.p + spread)
- targ = MMouse.Hit.p - partcf.Position
- dist = targ.magnitude
- if dist > 500 then
- dist = 500
- end
- MouseLook = MouseLook * euler(mr(dist / (9.8 * multip)), 0, 0)
- sball = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball.Anchored = true
- smsh = mesh("SpecialMesh", sball, "Sphere", "nil", vt(0, 0, 0), vt(5, 5, 5))
- table.insert(Effects, {MouseLook, "Shoot", 100, partcf.Position, 4, 5, 0, sball, 5, multip})
- end
- Shootcannon = function(spread, multip, partcf)
- MouseLook = cf((partcf.Position + MMouse.Hit.p) / 2, MMouse.Hit.p + spread)
- targ = MMouse.Hit.p - partcf.Position
- dist = targ.magnitude
- if dist > 500 then
- dist = 500
- end
- MouseLook = MouseLook * euler(mr(dist / (9.8 * multip)), 0, 0)
- sball = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball.Anchored = true
- sball.CFrame = partcf.CFrame
- smsh = mesh("SpecialMesh", sball, "Sphere", "nil", vt(0, 0, 0), vt(8, 8, 8))
- table.insert(Effects, {MouseLook, "Shoot2", 100, partcf.Position, 3, 5, 0, sball, 5, multip})
- end
- Shootcannon2 = function(spread, multip, partcf)
- MouseLook = cf((partcf.Position + MMouse.Hit.p) / 2, MMouse.Hit.p + spread)
- targ = MMouse.Hit.p - partcf.Position
- dist = targ.magnitude
- if dist > 500 then
- dist = 500
- end
- MouseLook = MouseLook * euler(mr(dist / (9.8 * multip)), 0, 0)
- sball = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball.Anchored = true
- sball.CFrame = partcf.CFrame
- smsh = mesh("SpecialMesh", sball, "Sphere", "nil", vt(0, 0, 0), vt(7, 7, 7))
- table.insert(Effects, {MouseLook, "Shoot2", 100, partcf.Position, 2, 4, 0, sball, 5, multip})
- end
- Shoot2 = function(spread, multip, partcf)
- MouseLook = cf((partcf.Position + MMouse.Hit.p) / 2, MMouse.Hit.p + spread)
- targ = MMouse.Hit.p - partcf.Position
- dist = targ.magnitude
- if dist > 500 then
- dist = 500
- end
- MouseLook = MouseLook * euler(mr(dist / (9.8 * multip)), 0, 0)
- sball = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball.Anchored = true
- sball.CFrame = partcf.CFrame
- smsh = mesh("SpecialMesh", sball, "Sphere", "nil", vt(0, 0, 0), vt(14, 14, 14))
- table.insert(Effects, {MouseLook, "Shoot3", 100, partcf.Position, 10, 12, 0, sball, 5, multip})
- end
- ShootIce = function(partcf)
- MouseLook = cf((partcf.Position + MMouse.Hit.p) / 2, MMouse.Hit.p)
- targ = MMouse.Hit.p - partcf.Position
- dist = targ.magnitude
- if dist > 500 then
- dist = 500
- end
- sball = part(3, effects, 0.5, 0, BrickColor.new("Cyan"), "Snowball", vt())
- sball.Anchored = true
- smsh = mesh("SpecialMesh", sball, "FileMesh", "1778999", vt(0, 0, 0), vt(1, 3, 1))
- sball.CFrame = partcf.CFrame
- partic1 = icicleparti1:Clone()
- partic1.Parent = sball
- partic1.Enabled = true
- partic2 = icicleparti2:Clone()
- partic2.Parent = sball
- partic2.Enabled = true
- so("333475957", sball, 1, 1)
- table.insert(Effects, {MouseLook, "ShootIce", 100, partcf.Position, 10, 12, 0, sball, 10, multip, partic1, partic2})
- end
- findNearestTorso = function(pos, distance)
- list = (game.Workspace:children())
- torso = nil
- dist = distance
- temp, human, temp2 = nil, nil, nil
- for x = 1, #list do
- temp2 = list[x]
- canfind = true
- -- DECOMPILER ERROR at PC36: Unhandled construct in 'MakeBoolean' P1
- if game.Players:GetPlayerFromCharacter(temp2) ~= nil and game.Players:GetPlayerFromCharacter(temp2).TeamColor == Player.TeamColor and Player.Neutral == false then
- canfind = false
- end
- canfind = true
- if temp2.className == "Model" and temp2 ~= Character and canfind == true then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and (temp.Position - pos).magnitude < dist then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- return torso, dist
- end
- DecreaseStat = function(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"
- else
- if Stat == "Defense" then
- d.Name = "DecreaseDef"
- else
- if Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- end
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- else
- if Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- else
- if Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- end
- end
- end
- if cangui == false then
- showDamage(Model, display, "Debuff")
- d.Value = Amount
- end
- end
- end
- GetDist = function(Part1, Part2, magni)
- targ = Part1.Position - Part2.Position
- mag = targ.magnitude
- if mag <= magni then
- return true
- else
- return false
- end
- end
- MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _,c in pairs(workspace:children()) do
- hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- head = nil
- 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
- targ = head.Position - Part.Position
- mag = targ.magnitude
- if mag <= magni 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)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- end
- end
- do
- if d.className == "Part" then
- head = d
- if head ~= nil then
- targ = head.Position - Part.Position
- mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- if stun == nil then
- stun = math.random(5, 10)
- end
- Rang = nil
- if Ranged == false then
- Rang = true
- end
- stag = nil
- 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
- do
- -- DECOMPILER ERROR at PC183: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- end
- end
- MagniBuff = function(Part, magni, Dec, DecAm, Dur)
- DecreaseStat(Character, Dec, DecAm, Dur)
- for _,c in pairs(workspace:children()) do
- hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- head = c:findFirstChild("Torso")
- if head ~= nil then
- targ = head.Position - Part.Position
- mag = targ.magnitude
- cando = true
- if mag <= magni then
- if Player.Neutral == false then
- if game.Players:GetPlayerFromCharacter(head.Parent) ~= nil then
- if game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- cando = true
- else
- cando = false
- end
- else
- cando = false
- end
- if head.Parent:findFirstChild("Alignment") ~= nil and head.Parent.Alignment.Value == Player.TeamColor.Color then
- cando = true
- end
- else
- cando = false
- end
- if cando == true then
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- end
- end
- end
- end
- end
- MagniDebuff = function(Part, magni, Dec, DecAm, Dur)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and (game.Players:GetPlayerFromCharacter(head.Parent).TeamColor ~= Player.TeamColor or Player.Neutral == true) then
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- effect = function(Color, Ref, LP, P1, returnn, size, thing1)
- if LP == nil or P1 == nil then
- return
- end
- effectsmsh = Instance.new("SpecialMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.MeshType = "Head"
- effectsmsh.Name = "Mesh"
- 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
- point1 = P1
- 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(size, 1, size)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- if not returnn then
- if thing1 == 1 then
- table.insert(Effects, {effectsg, "Cylinder", 0.05, 0.2, 0, 0.2, effectsmsh})
- else
- table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh})
- end
- end
- end
- CFrameFromTopBack = function(at, top, back)
- right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- Triangle = function(a, b, c)
- edg1 = c - a:Dot(b - a.unit)
- edg2 = a - b:Dot(c - b.unit)
- edg3 = b - c:Dot(a - c.unit)
- if edg1 <= b - a.magnitude and edg1 >= 0 then
- a = a
- else
- -- DECOMPILER ERROR at PC35: Overwrote pending register: R1 in 'AssignReg'
- if edg2 <= c - b.magnitude and edg2 >= 0 then
- a = b
- else
- -- DECOMPILER ERROR at PC46: Overwrote pending register: R2 in 'AssignReg'
- -- DECOMPILER ERROR at PC47: Overwrote pending register: R1 in 'AssignReg'
- if edg3 <= a - c.magnitude and edg3 >= 0 then
- a = c
- else
- assert(false, "unreachable")
- end
- end
- end
- len1 = c - a:Dot(b - a.unit)
- len2 = b - a.magnitude - len1
- width = a + b - a.unit * len1 - c.magnitude
- maincf = CFrameFromTopBack(a, b - a:Cross(c - b).unit, -b - a.unit)
- list = {}
- if len1 > 0.01 then
- w1 = Instance.new("WedgePart", m)
- w1.Name = "Triangle"
- game:GetService("Debris"):AddItem(w1, 5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = "Custom"
- w1.BrickColor = BrickColor.new("Medium blue")
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- sp = Instance.new("SpecialMesh", w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects, {w1, "Disappear", 0.05})
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- do
- if len2 > 0.01 then
- w2 = Instance.new("WedgePart", m)
- w2.Name = "Triangle"
- game:GetService("Debris"):AddItem(w2, 5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = "Custom"
- w2.BrickColor = BrickColor.new("Medium blue")
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- sp = Instance.new("SpecialMesh", w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects, {w2, "Disappear", 0.05})
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- do
- return unpack(list)
- end
- end
- end
- MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- prt = part(3, effects, 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})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- end
- end
- end
- MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- 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
- MagicCircle2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push)
- prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- 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
- MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- 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
- MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- 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
- ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
- prt = part(3, effects, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- 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
- MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=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
- MagicSpecial = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", 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
- BreakEffect = function(brickcolor, cframe, x1, y1, z1)
- prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(prt, 10)
- msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- num = math.random(10, 50) / 1000
- table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100})
- end
- Lightning = function(p0, p1, tym, ofs, col, th, tra, last)
- magz = (p0 - p1).magnitude
- curpos = p0
- trz = {-ofs, ofs}
- for i = 1, tym do
- li = Instance.new("Part", workspace)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = BrickColor.new(col)
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = Vector3.new(th, th, magz / tym)
- ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
- if tym == i then
- magz2 = (curpos - p1).magnitude
- li.Size = Vector3.new(th, th, magz2)
- li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2)
- else
- do
- do
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2)
- curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, 10)
- table.insert(Effects, {li, "Disappear", last})
- -- DECOMPILER ERROR at PC137: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC137: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC137: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- Damagefunc = function(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)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- 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)
- minim = minim * Atk.Value
- maxim = maxim * Atk.Value
- 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")
- isinvis = Stats:findFirstChild("IsInvisible")
- if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true 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
- Damage = Damage / Stats.Defense.Value
- if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199149321", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149338", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149367", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149409", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149452", hit, 1, 1)
- end
- end
- end
- end
- end
- else
- if ranged == false or ranged == nil and blocked ~= true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149186", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149221", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149235", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149269", hit, 1, 1)
- else
- if hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- end
- end
- end
- end
- end
- end
- if Damage <= 3 and staghit == true and ranged ~= true then
- StaggerHit.Value = true
- end
- 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
- 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)
- else
- if hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- end
- else
- Damage = math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum, Dam)
- CurrentHealth = Hum.Health
- hit.Parent.Humanoid:TakeDamage(Damage)
- end
- ), h, Damage)
- if freeze == true then
- --[[frS2 = freezeS:Clone()
- frS2.Parent = hit.Parent
- frS2.Disabled = false--]]
- end
- showDamage(hit.Parent, Damage, "Damage")
- if DecreaseState ~= nil then
- if DecreaseState == "Temporal" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
- else
- if DecreaseState == "Temporal2" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
- else
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- end
- 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)
- angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- do
- 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
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- 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
- showDamage = function(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
- else
- if Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSansBold"
- end
- end
- end
- else
- if Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- else
- if Type == "Heal" then
- damgui.TextColor3 = BrickColor.new("Bright green").Color
- end
- end
- end
- 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))
- else
- if 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
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(545000, 545000, 545000)
- if Type == "Damage" or Type == "Heal" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- else
- if Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- 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
- ob1d = function(mouse)
- if spill == false then
- spill = true
- end
- if attack == true or equipped == false then
- return
- end
- hold = true
- if mode == "Winter" then
- attackcannon()
- else
- if combo == 0 then
- combo = 1
- attackone()
- else
- if combo == 1 then
- combo = 2
- attacktwo()
- else
- if combo == 2 then
- combo = 3
- attackthree()
- else
- if combo == 3 then
- combo = 0
- attackfour()
- end
- end
- end
- end
- 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
- ob1u = function(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
- key = function(key)
- if key == "c" and doing3 == true then
- doing3 = false
- end
- if attack == true then
- return
- end
- if key == "f" and mode == "Gloves" 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 (mana.Value >= 30 or mode == "Winter") then
- WinterShooter()
- 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
- key2 = function(key)
- if key == "z" then
- holde = false
- end
- end
- s = function(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
- end
- ds = function(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Tundrus loaded.")
- mananum = 0
- donum = 0
- stunnum = 0
- staggeranim = false
- stunanim = false
- walk = 0
- walkforw = true
- oldhealth = Humanoid.Health
- while true do
- swait()
- col = Player.TeamColor
- --[[for _,c in pairs(game.Teams:children()) do
- if c.TeamColor == col and c.Name == "Juggernaut" then
- isjugg = true
- end
- end--]]
- effects.Parent = Character
- if Humanoid.Health <= 0 then
- attack = true
- 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 = cprt1
- end
- end
- end
- do
- 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 Humanoid.Health < oldhealth then
- damage = oldhealth - Humanoid.Health
- ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(Torso.Position) * cf(math.random(-500, 500) / 100, 0, math.random(-500, 500) / 100)
- game:GetService("Debris"):AddItem(ref, 5)
- hitfloorsno, posfloorsno = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloorsno ~= nil then
- snow = part(3, effects, 0, 0, BrickColor.new("White"), "Snow", vt())
- snow.Anchored = true
- snow.Material = "Ice"
- snow.CFrame = cf(posfloorsno)
- smsh = mesh("CylinderMesh", snow, "", "", vt(0, 0, 0), vt(1, 2, 1))
- table.insert(Effects, {snow, "LeakSnow", smsh, math.random(300, 600), 50, math.random(3000, 9000) / 100})
- end
- end
- do
- oldhealth = Humanoid.Health
- 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 Mvmt.Value < 0 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
- stunnum2 = 40
- if stunnum2 <= stunnum then
- if 0 < Stun.Value then
- Stun.Value = Stun.Value - 1
- end
- stunnum = 0
- end
- stunnum = stunnum + 1
- if 0.5 <= donum then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- 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 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)
- if (attack == false and mode == "Gloves" and rarmmove == true) or mugdo == true then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(-1, 0, 0), Mvmt.Value * 10 / 50)
- else
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- if attack == false and mode == "Gloves" and larmmove == true then
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0.5, 0, 0), Mvmt.Value * 10 / 50)
- else
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- 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)
- if (attack == false and mode == "Gloves" and rarmmove == true) or mugdo == true then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0.5, 0, 0), Mvmt.Value * 10 / 50)
- else
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- if attack == false and mode == "Gloves" and larmmove == true then
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(-1, 0, 0), Mvmt.Value * 10 / 50)
- else
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- if mode == "Winter" then
- gunpos = vt(MMouse.Hit.p.x, Head.Position.Y, MMouse.Hit.p.z)
- gairo.cframe = cf(Head.Position, gunpos)
- cwld33a.C0 = cwld33a.C0 * euler(0, -0.08, 0)
- end
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- if mode == "Gloves" then
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 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, 0.2), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-1, 0, -0.2), 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)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.15)
- end
- end
- else
- if RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- if mode == "Gloves" then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 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(-0.2, 0, 0.8), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 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)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.15)
- end
- end
- else
- if torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false then
- if mode == "Gloves" then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.05, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4 - (donum) / 3, 0, 0.2 + (donum) / 3) * euler(0, -0.3, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.4 - (donum) / 3, 0, -0.2 - (donum) / 3), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.2)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.4), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.15)
- end
- end
- else
- if 2 < torvel and torvel < 30 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1
- if 15 - 5 * Mvmt.Value <= walk then
- walk = 0
- if walkforw == true then
- walkforw = false
- else
- if walkforw == false then
- walkforw = true
- end
- end
- end
- if attack == false then
- if mode == "Gloves" then
- 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, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 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)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(-0.2, 0, -0.4), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(0, 0, 0.1), 0.15)
- end
- end
- else
- if 30 <= torvel and hitfloor ~= nil then
- Anim = "Run"
- if attack == false then
- if mode == "Gloves" then
- 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, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 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)
- else
- chandlewld.C0 = clerp(chandlewld.C0, euler(-0.2, 0, 0) * cf(0, 1, 0), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0.1) * euler(0.4, 0, 0.2) * euler(0, 1.1, 0), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.4, -0.5) * euler(0.6, 0, 0.8) * euler(0, -1, 0), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.05), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, -0.05), 0.15)
- end
- end
- end
- end
- end
- end
- end
- end
- if 0 < #Effects 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 Thing[3] <= 1 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], nil, 0.1, 2)
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- else
- if 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
- end
- end
- end
- do
- if Thing[2] == "CloneEf" then
- if Thing[3] <= 500 then
- Thing[3] = Thing[3] + 1
- if 10 <= Thing[4] then
- Thing[4] = 0
- Clone()
- end
- Thing[4] = Thing[4] + 1
- else
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "ShootIce" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look.lookVector, Thing[9], Character)
- local mag = (Thing[4] - pos).magnitude
- Thing[8].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * euler(-1.57, 0, 0)
- Thing[4] = Thing[4] + Look.lookVector * Thing[9]
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- DecreaseStat(hit.Parent, "Movement", 1--[[0.02]], 50, false)
- ref = part(3, effects, 0, 1, BrickColor.new("Really red"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(ref, 1)
- ref2 = part(3, effects, 0, 1, BrickColor.new("Really red"), "Reference", vt(5, 5, 5))
- ref2.Anchored = true
- ref2.CFrame = cf(pos)
- so("333475981", ref2, 1, 1.4)
- game:GetService("Debris"):AddItem(ref2, 5)
- fparti1 = freezeparti1:Clone()
- fparti1.Parent = ref2
- fparti1.Enabled = true
- fparti2 = freezeparti2:Clone()
- fparti2.Parent = ref2
- fparti2.Enabled = true
- table.insert(Effects, {ref2, "IceParti", 20, fparti1, fparti2})
- freeze = true
- MagniDamage(ref, 10, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0, 2, (math.random(10, 15)), nil, nil, true)
- freeze = false
- for i = 1, 5 do
- BreakEffect(BrickColor.new("Cyan"), ref.CFrame, math.random(20, 80) / 100, math.random(2, 10), math.random(20, 80) / 100)
- end
- for i = 1, 5 do
- local freezepart = part(3, workspace, 0.5, math.random(10, 30) / 100, BrickColor.new("Bright blue"), "Ice Part", vt(math.random(30, 100) / 100, math.random(30, 100) / 100, math.random(30, 100) / 100))
- freezepart.CanCollide = true
- freezepart.CFrame = ref.CFrame * cf(math.random(-300, 300) / 100, math.random(0, 200) / 100, math.random(-300, 300) / 100) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- freezepart.Velocity = vt(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(freezepart, 5)
- end
- end
- if Thing[3] <= 0 then
- Thing[8].Transparency = 1
- Thing[11].Enabled = false
- Thing[12].Enabled = false
- game:GetService("Debris"):AddItem(Thing[8], 5)
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot" then
- local Look = Thing[1]
- Thing[1] = Thing[1] * euler(mr(-1), 0, 0)
- if Thing[5] < 6 then
- Thing[5] = Thing[5] + 0.05
- Thing[6] = Thing[6] + 0.05
- end
- local hit, pos = rayCast(Thing[4], Look.lookVector, Thing[9] * Thing[10], Character)
- local mag = (Thing[4] - pos).magnitude
- Thing[8].CFrame = CFrame.new((Thing[4] + pos) / 2, pos)
- Thing[4] = Thing[4] + Look.lookVector * Thing[9] * Thing[10]
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- DecreaseStat(hit.Parent, "Movement", 0.02, 50, false)
- Damagefunc(hit, Thing[5] * 1.4, Thing[6] * 1.4, Thing[7], "Normal", RootPart, 0.03, 2, (math.random(1, 3)), nil, nil, true)
- ref = part(3, effects, 0, 1, BrickColor.new("Really red"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(ref, 1)
- MagniDamage(ref, 3, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0, 2, (math.random(1, 3)), nil, nil, true)
- so("333511851", ref, 0.8, 0.9)
- for i = 1, math.random(2, 3) do
- local sball2 = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball2.CFrame = ref.CFrame
- sball2.Anchored = false
- game:GetService("Debris"):AddItem(sball2, 3)
- smsh = mesh("SpecialMesh", sball2, "Sphere", "nil", vt(0, 0, 0), vt(math.random(10, 20) / 10, math.random(10, 20) / 10, math.random(10, 20) / 10))
- sball2.Velocity = vt(math.random(-20, 20), math.random(20, 50), math.random(-20, 20))
- end
- end
- if Thing[3] <= 0 then
- Thing[8].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot2" then
- local Look = Thing[1]
- Thing[1] = Thing[1] * euler(mr(-1), 0, 0)
- if Thing[5] < 10 then
- Thing[5] = Thing[5] + 0.1
- Thing[6] = Thing[6] + 0.1
- end
- local hit, pos = rayCast(Thing[4], Look.lookVector, Thing[9] * Thing[10], Character)
- local mag = (Thing[4] - pos).magnitude
- Thing[8].CFrame = CFrame.new((Thing[4] + pos) / 2, pos)
- Thing[4] = Thing[4] + Look.lookVector * Thing[9] * Thing[10]
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- DecreaseStat(hit.Parent, "Movement", 0.02, 70, false)
- Damagefunc(hit, Thing[5] * 1.4, Thing[6] * 1.4, Thing[7], "Normal", RootPart, 0.03, 2, (math.random(1, 3)), nil, nil, true)
- ref = part(3, effects, 0, 1, BrickColor.new("Really red"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(ref, 1)
- MagniDamage(ref, 3, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0, 2, (math.random(1, 3)), nil, nil, true)
- so("333511851", ref, 0.8, 0.9)
- for i = 1, math.random(3, 4) do
- local sball2 = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sball2.CFrame = ref.CFrame
- sball2.Anchored = false
- game:GetService("Debris"):AddItem(sball2, 3)
- smsh = mesh("SpecialMesh", sball2, "Sphere", "nil", vt(0, 0, 0), vt(math.random(10, 20) / 10, math.random(10, 20) / 10, math.random(10, 20) / 10))
- sball2.Velocity = vt(math.random(-20, 20), math.random(20, 50), math.random(-20, 20))
- end
- end
- if Thing[3] <= 0 then
- Thing[8].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot3" then
- local Look = Thing[1]
- Thing[1] = Thing[1] * euler(mr(-1), 0, 0)
- local hit, pos = rayCast(Thing[4], Look.lookVector, Thing[9] * Thing[10], Character)
- local mag = (Thing[4] - pos).magnitude
- Thing[8].CFrame = CFrame.new((Thing[4] + pos) / 2, pos)
- Thing[4] = Thing[4] + Look.lookVector * Thing[9] * Thing[10]
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- DecreaseStat(hit.Parent, "Movement", 0.02, 50, false)
- Damagefunc(hit, Thing[5] * 1.4, Thing[6] * 1.4, Thing[7], "Normal", RootPart, 0.03, 2, (math.random(1, 3)), nil, nil, true, "Movement", 0.1, 100)
- ref = part(3, effects, 0, 1, BrickColor.new("Really red"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(ref, 1)
- MagniDamage(ref, 3, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0, 2, (math.random(1, 3)), nil, nil, true, "Movement", 0.1, 100)
- so("333511851", ref, 0.8, 0.9)
- MagniDamage(ref, 14, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0, 2, (math.random(1, 3)), nil, nil, true, "Movement", 0.3, 100)
- for i = 1, math.random(6, 8) do
- local sballn = part(3, effects, 0, 0, BrickColor.new(NewCol3), "Snowball", vt())
- sballn.Anchored = true
- smshn = mesh("SpecialMesh", sballn, "Sphere", "nil", vt(0, 0, 0), vt(5, 5, 5))
- target = findNearestTorso(ref.Position, 100000)
- if target ~= nil then
- table.insert(Effects, {cf(ref.Position, target.Position + Vector3.new(math.random(-400, 400) / 100, math.random(-400, 400) / 100, math.random(-400, 400) / 100)) * euler(mr(dist / 7.84), 0, 0), "Shoot", 100, ref.Position + vt(math.random(-200, 200) / 100, math.random(-200, 200) / 100, math.random(-200, 200) / 100), 3, 4, 0, sballn, 5, 0.8})
- end
- end
- end
- if Thing[3] <= 0 then
- Thing[8].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "IceParti" then
- if 0 < Thing[3] then
- Thing[3] = Thing[3] - 1
- else
- Thing[4].Enabled = false
- Thing[5].Enabled = false
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "LeakSnow" then
- local hitfloorsno2, posfloorsno2 = rayCast(Thing[1].Position + vt(0, 1, 0), CFrame.new(Thing[1].Position, Thing[1].Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloorsno2 ~= nil then
- Thing[1].CFrame = cf(posfloorsno2)
- end
- if 10 < Thing[4] then
- Thing[4] = Thing[4] - 1
- if Thing[3].Scale.X < Thing[6] then
- Thing[3].Scale = Thing[3].Scale + vt(0.8, 0, 0.8)
- end
- if 50 < Thing[5] then
- size = Thing[3].Scale.X / 10
- MagniDebuff(Thing[1], size, "Movement", 0.05, 100)
- MagniDebuff(Thing[1], size, "Defense", 0.05, 50)
- Thing[5] = 0
- end
- Thing[5] = Thing[5] + 1
- else
- if 0 < Thing[4] then
- Thing[4] = Thing[4] - 1
- Thing[1].Transparency = Thing[1].Transparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- do
- if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "CloneEf" and Thing[2] ~= "Shoot" and Thing[2] ~= "Shoot2" and Thing[2] ~= "Shoot3" and Thing[2] ~= "ShootIce" and Thing[2] ~= "IceParti" and Thing[2] ~= "LeakSnow" then
- if Thing[1].Transparency <= 1 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]
- else
- if 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]
- else
- if 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]
- else
- if Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * cf(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- else
- if Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if 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]
- else
- if Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- end
- end
- end
- end
- end
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
- fenbarmana4.Text = "Mana(" .. 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)
- for _,c in pairs(Decrease:children()) do
- if (c:findFirstChild("Duration")) ~= nil then
- c.Duration.Value = c.Duration.Value - 1
- if c.Duration.Value <= 0 then
- c.Parent = nil
- end
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- else
- if c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- else
- if c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- end
- end
- Atk.Value = 1 - (decreaseatk)
- if Atk.Value <= 0 then
- Atk.Value = 0
- end
- Def.Value = 1 - (decreasedef)
- if Def.Value <= 0 then
- Def.Value = 0.01
- end
- Mvmt.Value = 1 - (decreasemvmt)
- if Mvmt.Value <= 0 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\n(" .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = "Defense\n(" .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- if Rooted.Value == true then
- MvmtVal = 0
- end
- fenbarmove.Text = "Walkspeed\n(" .. 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 / 100, 0)), nil, 1, 0.4, true)
- end
- fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
- if mana.Value <= 0 and attack == false and mode == "Winter" then
- coroutine.resume(coroutine.create(function()
- WinterShooter()
- end
- ))
- end
- if mana.Value < 0 then
- mana.Value = 0
- end
- if 100 <= mana.Value then
- mana.Value = 100
- else
- if mananum <= manainc then
- mananum = mananum + 1
- else
- mananum = 0
- mana.Value = mana.Value + 1
- end
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- end
- end
- end
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