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- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- Face = Head.face
- mainShirt = nil
- mainPants = nil
- mainBColors = nil
- if Character:findFirstChild("Shirt") ~= nil then
- mainShirt = Character.Shirt
- end
- if Character:findFirstChild("Pants") ~= nil then
- mainPants = Character.Pants
- end
- if Character:findFirstChild("Body Colors") ~= nil then
- mainBColors = Character["Body Colors"]
- end
- for _, c in pairs(Character:children()) do
- if c.className == "Accessory" then
- c.Parent = nil
- end
- end
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- MMouse = nil
- combo = 0
- local hitfloor, posfloor
- local idle = 0
- local Anim = "Idle"
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local Bones = {}
- local stance = false
- local triangparent = workspace
- local prechit = false
- local MovePart
- local Fly = false
- local prop = Instance.new("RocketPropulsion")
- local move4atk = false
- local sapdef = false
- local cansound = false
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local move1 = [[
- (Z)
- Teleport]]
- local move2 = [[
- (X)
- Blue Heart]]
- local move3 = [[
- (C)
- Boneyard]]
- local move4 = [[
- (V)
- Havin' a Bad Time]]
- 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 = 0.3
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 = 0.3
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 0.3
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 0.3
- table.insert(cooldownsadd, cooldownadd4)
- local cooldownmax = 100
- player = nil
- RSH, LSH = nil, nil
- RW, LW = Instance.new("Motor"), Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- TorsoRed = TorsoColor.Color.r
- TorsoGreen = TorsoColor.Color.g
- TorsoBlue = TorsoColor.Color.b
- sansShirt = it("Shirt")
- sansShirt.Name = "Shirt"
- sansShirt.ShirtTemplate = "http://www.roblox.com/asset/?id=302011210"
- sansPants = it("Pants")
- sansPants.Name = "Pants"
- sansPants.PantsTemplate = "http://www.roblox.com/asset/?id=286482064"
- sansBodyColors = it("BodyColors")
- sansBodyColors.HeadColor = BrickColor.new("Really black")
- sansBodyColors.LeftArmColor = BrickColor.new("Institutional white")
- sansBodyColors.LeftLegColor = BrickColor.new("Institutional white")
- sansBodyColors.RightArmColor = BrickColor.new("Institutional white")
- sansBodyColors.RightLegColor = BrickColor.new("Institutional white")
- sansBodyColors.TorsoColor = BrickColor.new("Institutional white")
- local Animate = Character.Animate
- local animation = Instance.new("Animation")
- animation.AnimationId = "http://www.roblox.com/Asset?ID=180435571"
- local animTrack = Humanoid:LoadAnimation(animation)
- local canjump = true
- function removeControl()
- canjump = false
- end
- function resumeControl()
- canjump = true
- end
- Player.Character.Humanoid.Changed:connect(function()
- if canjump == false then
- Player.Character.Humanoid.Jump = false
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- wait()
- else
- for i = 0, num do
- wait()
- end
- end
- end
- if Character:findFirstChild("Sans", true) ~= nil then
- Character:findFirstChild("Sans", 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 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 passive1 = Instance.new("NumberValue", Decrease)
- passive1.Name = "DecreaseAtk"
- passive1.Value = 0.4
- local passive2 = Instance.new("NumberValue", Decrease)
- passive2.Name = "DecreaseDef"
- passive2.Value = 0.8
- local passive3 = Instance.new("NumberValue", Decrease)
- passive3.Name = "DecreaseMvmt"
- passive3.Value = 0.6
- local sans = it("BoolValue", Stats)
- sans.Name = "Sans"
- sans.Value = true
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- function bone(bParent, bp1l, bp1w, bp2s, bhwy, bside)
- bpart1 = part(3, bParent, 0, 0, BrickColor.new("Institutional white"), "Bone", vt())
- bmsh1 = mesh("CylinderMesh", bpart1, "nil", "nil", vt(0, 0, 0), vt(bp1w, bp1l, bp1w))
- for d = 1, bside do
- nan = -1
- if d == 2 then
- nan = 1
- end
- for i = 1, 2 do
- nen = 1
- if i == 2 then
- nen = -1
- elseif i == 3 then
- nen = 0
- end
- da = bp2s / 1.5
- da2 = bp2s
- if i == 3 then
- da2 = bp1w
- da = da2
- end
- bpart2 = part(3, bpart1, 0, 0, BrickColor.new("Institutional white"), "Bone2", vt())
- bmsh2 = mesh("SpecialMesh", bpart2, "Sphere", "nil", vt(0, 0, 0), vt(da2, da2, da))
- bwld2 = weld(bpart2, bpart2, bpart1, cf(bp1l / 100 * nen, bp1l / 10 * nan, 0))
- end
- end
- bhitbox = part(3, bpart1, 0, 1, BrickColor.new("Black"), "BoneHitbox", vt())
- bh = mesh("BlockMesh", bhitbox, "nil", "nil", vt(0, 0, 0), vt(5, 5, 5))
- bhwld = weld(bhitbox, bhitbox, bpart1, cf(0, bhwy, 0))
- return bpart1, bhitbox
- end
- function GBlaster(gParent, gp1s1, gp1s2, gp1s3)
- gprt1 = part(3, gParent, 0, 0, BrickColor.new("Institutional white"), "Gaster Blaster", vt())
- gmsh1 = mesh("SpecialMesh", gprt1, "FileMesh", "14028428", vt(0, 0, 0), vt(gp1s1, gp1s2, gp1s3))
- gprt2 = part(3, gprt1, 0, 0, BrickColor.new("Institutional white"), "GBPart 2", vt())
- gmsh2 = mesh("SpecialMesh", gprt2, "FileMesh", "14028428", vt(0, 0, 0), vt(gp1s1, gp1s2 / 5, gp1s3))
- gbwld2 = weld(gprt2, gprt2, gprt1, euler(0, 0, 3.14) * cf(0, gp1s2, 0))
- return gprt1
- end
- function gui(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = it(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "SourceSans"
- gui.FontSize = "Size14"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("White")
- return gui
- end
- local Color1 = Torso.BrickColor
- local fengui = it("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "WeaponGUI"
- local fenframe = it("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17, 17, 17)
- fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
- local fenframe2 = it("Frame")
- fenframe2.Parent = fengui
- fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe2.BackgroundTransparency = 1
- fenframe2.BorderColor3 = Color3.new(17, 17, 17)
- fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
- fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
- local fenframe3 = it("Frame")
- fenframe3.Parent = fengui
- fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe3.BackgroundTransparency = 1
- fenframe3.BorderColor3 = Color3.new(17, 17, 17)
- fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
- fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
- fenframe3.Name = "MoveFrame"
- local fenframe4 = it("Frame")
- fenframe4.Parent = fengui
- fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe4.BackgroundTransparency = 1
- fenframe4.BorderColor3 = Color3.new(17, 17, 17)
- fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
- local pressedf = false
- local fenframe5 = it("Frame")
- fenframe5.Parent = fengui
- fenframe5.Parent = nil
- fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
- fenframe5.BackgroundTransparency = 1
- fenframe5.BorderColor3 = Color3.new(0, 0, 0)
- fenframe5.Size = UDim2.new(1, 0, 1, 0)
- fenframe5.Position = UDim2.new(0, 0, 0, 0)
- fenframe5.ZIndex = 2
- local tellbar = gui("TextLabel", fenframe5, "Press 'F' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 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("White").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(0.6078431372549019, 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, 0.6078431372549019), 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, 0.6078431372549019, 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("Black").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("Black").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("Black").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("Black").Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Sans"
- local hprt1 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Head Part01", vt())
- local hprt2 = part(3, modelzorz, 0, 0, BrickColor.new("Institutional white"), "Head Part02", vt())
- local hprt3 = part(3, modelzorz, 0, 1, BrickColor.new("Institutional white"), "Head Part03", vt())
- local hprt4 = part(3, modelzorz, 0, 1, BrickColor.new("Institutional white"), "Head Part04", vt())
- local hprt5 = part(3, modelzorz, 1, 0, BrickColor.new("Pink"), "Head Part05", vt())
- hprt5.Material = "Neon"
- hmsh1 = mesh("SpecialMesh", hprt1, "Head", "nil", vt(0, 0, 0), vt(6.25, 6.25, 6.25))
- hmsh2 = mesh("SpecialMesh", hprt2, "FileMesh", "4770583", vt(0, 0, 0), vt(3.2, 3.2, 3.2))
- hmsh3 = mesh("SpecialMesh", hprt3, "Sphere", "nil", vt(0, 0, 0), vt(1, 1, 1))
- hmsh4 = mesh("SpecialMesh", hprt4, "Sphere", "nil", vt(0, 0, 0), vt(1, 1, 1))
- hmsh5 = mesh("SpecialMesh", hprt5, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
- local hwld1 = weld(hprt1, hprt1, Head, cf(0, 0, 0))
- local hwld2 = weld(hprt1, hprt2, hprt1, cf(0, -0.2, 0))
- local hwld3 = weld(hprt1, hprt3, hprt2, euler(0, 0, 0) * cf(0.25, -0.05, 0.47))
- local hwld4 = weld(hprt1, hprt4, hprt2, euler(0, 0, 0) * cf(-0.25, -0.05, 0.47))
- local hwld5 = weld(hprt1, hprt5, hprt2, euler(0, 0, 0) * cf(0.25, -0.05, 0.47))
- local nr = NumberRange.new
- local ns = NumberSequence.new
- local cs = ColorSequence.new
- local parti = it("ParticleEmitter")
- parti.Color = cs(BrickColor.new("White").Color, BrickColor.new("White").Color)
- parti.LightEmission = 1
- parti.Texture = "rbxasset://textures/particles/sparkles_main.dds"
- sizeseq = ns({
- NumberSequenceKeypoint.new(0, 2),
- NumberSequenceKeypoint.new(1, 0)
- })
- transseq = ns({
- NumberSequenceKeypoint.new(0, 0.8),
- NumberSequenceKeypoint.new(1, 1)
- })
- parti.Transparency = transseq
- parti.Size = sizeseq
- parti.Acceleration = vt(0, 0, 0)
- parti.Lifetime = nr(0.5, 0.5)
- parti.Rate = 60
- parti.Rotation = nr(0, 360)
- parti.RotSpeed = nr(-100, 100)
- parti.Speed = nr(0)
- parti.VelocitySpread = 0
- parti.Parent = hprt5
- parti.Enabled = true
- parti.LockedToPart = true
- parti.ZOffset = 1
- for _, c in pairs(modelzorz:children()) do
- table.insert(Weapon, c)
- end
- for _, c in pairs(hprt1:children()) do
- if c.className == "Motor" then
- table.insert(Welds, c)
- end
- end
- local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt())
- hitbox.Anchored = false
- local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0))
- local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1))
- hitbox2.Anchored = true
- local hitboxCF = cf(0, 0, 0)
- hboxpos = Instance.new("BodyPosition", nil)
- hboxpos.P = 2000
- hboxpos.D = 100
- hboxpos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- function hitboxweld()
- hbwld.Parent = modelzorz
- hbwld.Part0 = hitbox
- hbwld.Part1 = prt6
- end
- end
- Bin = script.Parent
- if Bin.Name == "Calvar" then
- Bin.Name = ""
- end
- local bodvel = Instance.new("BodyVelocity")
- local bg = Instance.new("BodyGyro")
- function so(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end
- function so2(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function turntoSans()
- if Face ~= nil then
- Face.Transparency = 1
- end
- if mainShirt ~= nil then
- mainShirt.Parent = nil
- end
- if mainPants ~= nil then
- mainPants.Parent = nil
- end
- if mainBColors ~= nil then
- mainBColors.Parent = nil
- end
- sansShirt.Parent = Character
- sansPants.Parent = Character
- sansBodyColors.Parent = Character
- for _, c in pairs(modelzorz:children()) do
- if c.className == "Part" then
- c.Transparency = 0
- end
- end
- for _, c in pairs(Character:children()) do
- Head.Transparency = 1
- if c.className == "Hat" then
- c.Handle.Transparency = 1
- end
- end
- end
- function turnNormal()
- if Face ~= nil then
- Face.Transparency = 0
- end
- if mainShirt ~= nil then
- mainShirt.Parent = Character
- end
- if mainPants ~= nil then
- mainPants.Parent = Character
- end
- if mainBColors ~= nil then
- mainBColors.Parent = Character
- end
- sansShirt.Parent = nil
- sansPants.Parent = nil
- sansBodyColors.Parent = nil
- for _, c in pairs(modelzorz:children()) do
- if c.className == "Part" then
- c.Transparency = 1
- end
- end
- for _, c in pairs(Character:children()) do
- Head.Transparency = 0
- if c.className == "Hat" then
- c.Handle.Transparency = 0
- end
- end
- end
- function normalEyes()
- hprt3.Transparency = 0
- hprt4.Transparency = 0
- hprt5.Transparency = 1
- end
- function glowingEye()
- hprt3.Transparency = 1
- hprt4.Transparency = 1
- hprt5.Transparency = 0
- end
- function noEyes()
- hprt3.Transparency = 1
- hprt4.Transparency = 1
- hprt5.Transparency = 1
- end
- turntoSans()
- hprt3.Transparency = 0
- hprt4.Transparency = 0
- hprt5.Transparency = 1
- function hideanim()
- equipped = false
- 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, RHC0, 0.4)
- LH.C0 = clerp(LH.C0, LHC0, 0.4)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 1)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 1)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 1)
- RH.C0 = clerp(RH.C0, RHC0, 1)
- LH.C0 = clerp(LH.C0, LHC0, 1)
- end
- function equipanim()
- equipped = true
- end
- function Clone(duration)
- for _, v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- local c = part(3, workspace, 0, 0.4, BrickColor.new("White"), "Effect", v.Size)
- c.Anchored = true
- c.CFrame = v.CFrame
- game:GetService("Debris"):AddItem(c, 5)
- if v.Name == "Head" then
- cmsh = mesh("SpecialMesh", c, "Head", "nil", vt(0, 0, 0), v.Mesh.Scale)
- end
- table.insert(Effects, {
- c,
- "Disappear",
- duration
- })
- end
- end
- for _, v in pairs(modelzorz:children()) do
- if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" and v.Name ~= "Head Part03" and v.Name ~= "Head Part04" and v.Name ~= "Head Part05" then
- n = v:clone()
- for _, b in pairs(n:children()) do
- if b.className == "Motor" then
- b.Parent = nil
- end
- end
- n.archivable = true
- n.Anchored = true
- n.CanCollide = false
- n.Name = "Effect"
- n.BrickColor = BrickColor.new("White")
- n.Parent = workspace
- n.CFrame = v.CFrame
- n.Transparency = 0.4
- n:BreakJoints()
- table.insert(Effects, {
- n,
- "Disappear",
- duration
- })
- end
- end
- end
- function StaggerAnim()
- glowingEye()
- attack = true
- local canfloor, telepos, oldpos
- local dnum = 5
- repeat
- dnum = dnum - 1
- CF = cf(RootPart.Position) * cf(math.random(-500, 500) / 100, 0, math.random(-500, 500) / 100)
- tpos = RootPart.Position + vt(math.random(-5000, 5000) / 100, 20, math.random(-5000, 5000) / 100)
- hitfloor3, posfloor3 = rayCast(tpos, CFrame.new(tpos, tpos - Vector3.new(0, 1, 0)).lookVector, 400, Character)
- if hitfloor3 ~= nil then
- canfloor = true
- telepos = cf(posfloor3) * cf(0, 3, 0)
- end
- until canfloor ~= nil or dnum < 0
- Clone(0.01)
- if dnum >= 0 then
- oldpos = RootPart.Position
- RootPart.CFrame = telepos
- pos4 = vt(oldpos.X, RootPart.Position.Y, oldpos.Z)
- RootPart.CFrame = cf(RootPart.Position, pos4)
- else
- oldpos = RootPart.Position
- RootPart.CFrame = cf(RootPart.Position) * cf(0, 10, 0)
- end
- for _, c in pairs(workspace:children()) do
- if c.Name == "Effect" and c.className == "Model" and c:findFirstChild("Head") ~= nil then
- local targ = c.Head.Position - oldpos
- local mag = targ.magnitude
- if mag <= 10 then
- c.Parent = nil
- end
- end
- end
- Neck.C0 = necko * euler(0.3, 0, 0) * euler(0, 0, 0)
- RootJoint.C0 = RootCF * cf(0, 0, -0.1) * euler(-0.05, 0, 0)
- RW.C0 = cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4)
- RW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- LW.C0 = cf(-1.1, 0.45, 0.3) * euler(-0.2, 0, 0.4)
- LW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- RH.C0 = cf(1, -0.9, -0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05)
- LH.C0 = cf(-1, -0.9, -0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05)
- doanim = math.random(1, 2)
- if doanim == 1 then
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0) * euler(0, 0, -0.2), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.6)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.4, 0.1) * euler(0, 0, 1.8) * euler(0.5, 0, 0) * euler(0, 3.14, 0), 0.6)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.4, 0.1) * euler(0, 0, -1.8) * euler(0.5, 0, 0) * euler(0, 3.14, 0), 0.6)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, 0), 0.6)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0), 0.6)
- end
- normalEyes()
- elseif doanim == 2 then
- for i = 1, 2 do
- if i == 2 then
- end
- for i = 0, 2, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.5, 0, 0) * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(-0.05, 0, 0), 0.4)
- if i <= 1 then
- RW.C0 = clerp(RW.C0, cf(1, 0.65, 0.3) * euler(-0.2, 0, -0.5), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.65, 0.3) * euler(-0.2, 0, 0.5), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- else
- RW.C0 = clerp(RW.C0, cf(1, 0.45, 0.3) * euler(-0.2, 0, -0.5), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.45, 0.3) * euler(-0.2, 0, 0.5), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.4)
- end
- end
- normalEyes()
- end
- attack = false
- end
- function StaggerHitt()
- end
- function StunAnim()
- end
- function attackone()
- attack = true
- cansound = true
- AtkBones = {}
- atktype = math.random(1, 2)
- if atktype == 1 then
- CF = RootPart.CFrame * cf(0, 0, -18)
- refe = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refe.Anchored = true
- refe.CFrame = CF
- game:GetService("Debris"):AddItem(refe, 5)
- so("306247739", refe, 1, 1)
- for i = -12, 12, 12 do
- refe.CFrame = CF * euler(0, 1.57, 0) * cf(0, 0, -8 - i)
- for d = -16, 16, 8 do
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = refe.CFrame * cf(d, 0, 8)
- game:GetService("Debris"):AddItem(ref, 5)
- bhitfloor, bposfloor = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 100, Character)
- local bone1, bhb1 = bone(workspace, 30, 3, 5, -1, 1)
- bone1.CFrame = cf(bposfloor) * cf(0, -2, 0) * euler(0, math.random(-50, 50), 0)
- bpos = Instance.new("BodyPosition")
- bpos.P = 8000
- bpos.D = 800
- bpos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bpos.Parent = bone1
- bpos.position = bposfloor + vt(0, -2, 0)
- table.insert(AtkBones, {
- bone1,
- bhb1,
- bpos,
- bposfloor
- })
- ref.Parent = nil
- end
- end
- elseif atktype == 2 then
- CF = RootPart.CFrame * cf(0, 0, -15)
- refe = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refe.Anchored = true
- refe.CFrame = CF
- game:GetService("Debris"):AddItem(refe, 5)
- so("306247739", refe, 1, 1)
- dul = math.random(-50, 50)
- for i = 0.785, 2.355, 1.57 do
- refe.CFrame = CF * euler(0, dul + i, 0)
- for d = -21, 21, 7 do
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = refe.CFrame * cf(0, 0, d)
- game:GetService("Debris"):AddItem(ref, 5)
- bhitfloor, bposfloor = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 100, Character)
- local bone1, bhb1 = bone(workspace, 30, 3, 5, -1, 1)
- bone1.CFrame = cf(bposfloor) * cf(0, -2, 0) * euler(0, math.random(-50, 50), 0)
- bpos = Instance.new("BodyPosition")
- bpos.P = 8000
- bpos.D = 800
- bpos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bpos.Parent = bone1
- bpos.position = bposfloor + vt(0, -2, 0)
- table.insert(AtkBones, {
- bone1,
- bhb1,
- bpos,
- bposfloor
- })
- ref.Parent = nil
- end
- end
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0) * euler(0, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.05, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.4, 0.1) * euler(0.4, 0, 0.1) * euler(0, -1.57, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.5)
- if Stagger.Value == true then
- break
- end
- end
- CF = RootPart.CFrame * cf(0, 0, -18)
- refe = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refe.Anchored = true
- refe.CFrame = CF
- game:GetService("Debris"):AddItem(refe, 5)
- so("306247749", refe, 1, 1)
- for i = 0, 2, 0.1 do
- swait()
- for i = 1, #AtkBones do
- MagniDamage(AtkBones[i][2], 2, 1, 1, 0, "Normal", AtkBones[i][2], 0.01, 1, math.random(2, 4), nil, nil, true)
- AtkBones[i][3].position = AtkBones[i][4] + vt(0, 2, 0)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(-0.05, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0.05) * euler(2.5, 0, 0) * euler(0, -1.57, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.5)
- if Stagger.Value == true then
- break
- end
- end
- for i = 1, #AtkBones do
- AtkBones[i][1].Parent = nil
- end
- for i = 1, #AtkBones do
- table.remove(AtkBones, 1)
- end
- cansound = false
- attack = false
- end
- function attacktwo()
- attack = true
- cansound = true
- local btprt = part(3, modelzorz, 1, 1, BrickColor.new("White"), "Bone TorsPart", vt())
- local btwld1 = weld(btprt, btprt, Torso, cf(0, -2, 2))
- so("306247739", btprt, 1, 1)
- AtkBones = {}
- na = 0
- for i = 0.628, 6.28, 0.628 do
- swait()
- na = na + 0.4
- btwld1.C0 = euler(0, 0, na) * cf(0, -4, -2)
- local bone1, bhb1 = bone(modelzorz, 20, 3, 5, -1, 2)
- local bwld1 = weld(bone1, bone1, btprt, euler(0, 0, 0) * cf(0, -4, 0) * euler(0, 0, i))
- randnum = math.random(-1000, 1000) / 100
- ran = math.random(0, 500) / 100
- table.insert(AtkBones, {
- bone1,
- bhb1,
- bwld1,
- i,
- randnum,
- ran
- })
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.1, -0.1) * euler(-0.05, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.5, 0.4) * euler(1.4, 0, 0.1) * euler(0, -1.57, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.15) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.15) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.4)
- if Stagger.Value == true then
- break
- end
- end
- so("306247749", btprt, 1, 1)
- for i = 0, 1.1, 0.1 do
- swait()
- na = na + 0.4
- for i = 1, #AtkBones do
- MagniDamage(AtkBones[i][2], 4, 1, 1, 0, "Normal", AtkBones[i][2], 0.01, 1, math.random(2, 4), nil, nil, true)
- if i <= 0.7 then
- btwld1.C0 = clerp(btwld1.C0, euler(0, 0, na) * cf(0, -2, 5), 0.05)
- AtkBones[i][3].C0 = clerp(AtkBones[i][3].C0, euler(1.57, 0, 0) * cf(0, -3, AtkBones[i][5]) * euler(0, 0, AtkBones[i][4]), 0.3)
- else
- btwld1.C0 = clerp(btwld1.C0, euler(0, 0, na) * cf(0, -2, 60), 0.02)
- AtkBones[i][3].C0 = clerp(AtkBones[i][3].C0, euler(1.57, 0, 0) * cf(0, -4 - AtkBones[i][6], AtkBones[i][5]) * euler(0, 0, AtkBones[i][4]), 0.2)
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.1, -0.1) * euler(-0.05, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.1) * euler(1.57, 0, 0) * euler(0, -1.57, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, 0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.4)
- if Stagger.Value == true then
- break
- end
- end
- for i = 1, #AtkBones do
- AtkBones[i][1].Parent = nil
- end
- for i = 1, #AtkBones do
- table.remove(AtkBones, 1)
- end
- btprt.Parent = nil
- cansound = false
- attack = false
- end
- function attackthree()
- attack = true
- attack = false
- end
- function attackfour()
- attack = true
- attack = false
- end
- function do1()
- if attack == true then
- return
- end
- if Stagger.Value == true or Stun.Value >= 100 or StaggerHit.Value == true then
- return
- end
- attack = true
- d = MMouse.Hit.p + vt(0, 2, 0)
- if d ~= nil then
- thitfloor, tposfloor = rayCast(d, CFrame.new(d, d - Vector3.new(0, 1, 0)).lookVector, 300, Character)
- if thitfloor ~= nil then
- oldpos = RootPart.Position
- game:GetService("Lighting").OutdoorAmbient = Color3.new(0, 0, 0)
- game:GetService("Lighting").Brightness = 0
- ltime = game:GetService("Lighting").TimeOfDay
- game:GetService("Lighting").TimeOfDay = 0
- ski = it("Sky", game:GetService("Lighting"))
- ski.StarCount = 0
- swait(10)
- RootPart.CFrame = cf(tposfloor) * cf(0, 3, 0)
- pos4 = vt(oldpos.X, RootPart.Position.Y, oldpos.Z)
- RootPart.CFrame = cf(RootPart.Position, pos4)
- game:GetService("Lighting").OutdoorAmbient = Color3.new(0.4980392156862745, 0.4980392156862745, 0.4980392156862745)
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").TimeOfDay = ltime
- ski.Parent = nil
- end
- end
- attack = false
- end
- function do2()
- if attack == true then
- return
- end
- if Stagger.Value == true or Stun.Value >= 100 or StaggerHit.Value == true then
- return
- end
- attack = true
- attack = false
- end
- function do3()
- if attack == true then
- return
- end
- if Stagger.Value == true or Stun.Value >= 100 or StaggerHit.Value == true then
- return
- end
- attack = true
- attack = false
- end
- function do4()
- if attack == true then
- return
- end
- if Stagger.Value == true or Stun.Value >= 100 or StaggerHit.Value == true then
- return
- end
- attack = true
- cooldowns[4] = 0
- attack = false
- end
- function DecreaseStat(Model, Stat, Amount, Duration)
- if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
- Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
- d = Instance.new("NumberValue", Model.Stats.Decrease)
- dur = Instance.new("NumberValue", d)
- dur.Name = "Duration"
- dur.Value = Duration
- game:GetService("Debris"):AddItem(d, 20)
- if Stat == "Damage" then
- d.Name = "DecreaseAtk"
- elseif Stat == "Defense" then
- d.Name = "DecreaseDef"
- elseif Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- elseif Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- elseif Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- showDamage(Model, display, "Debuff")
- end
- d.Value = Amount
- end
- end
- function GetDist(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if magni >= mag then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head
- for _, d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(head.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- elseif hitnum == 2 then
- so("199149025", ref, 1, 1)
- elseif hitnum == 3 then
- so("199149072", ref, 1, 1)
- elseif hitnum == 4 then
- so("199149109", ref, 1, 1)
- elseif hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- StaggerHit.Value = true
- end
- end
- end
- if d.className == "Part" then
- head = d
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- if stun == nil then
- stun = math.random(5, 10)
- end
- local Rang
- if Ranged == false then
- Rang = true
- end
- local stag
- if shbash == true then
- stag = true
- end
- Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function findNearestTorso(pos)
- local list = game.Workspace:children()
- local torso
- local dist = 1000
- local temp, human, temp2
- for x = 1, #list do
- temp2 = list[x]
- if temp2.className == "Model" and temp2.Name ~= Character.Name then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and dist > (temp.Position - pos).magnitude then
- local dohit = true
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(temp.Parent) ~= nil and game.Players:GetPlayerFromCharacter(temp.Parent).TeamColor == Player.TeamColor then
- dohit = false
- end
- if dohit == true then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- end
- return torso, dist
- end
- local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- function effect(Color, Ref, LP, P1, returnn)
- if LP == nil or P1 == nil then
- return
- end
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.5, mg, 0.5)
- effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- if not returnn then
- table.insert(Effects, {
- effectsg,
- "Cylinder",
- 0.2,
- 0.01,
- 0,
- 0.01,
- effectsmsh
- })
- end
- end
- function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent, prt2)
- local prt = part(3, parent, 0, 0, brickcolor, "Effect", vt())
- local wld
- prt.CFrame = cframe
- prt.Anchored = true
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 3 then
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh,
- cframe,
- prt2
- })
- end
- end
- function MagicSkull(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("SpecialMesh", prt, "FileMesh", "4770583", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Skull",
- delay,
- x3,
- y3,
- z3,
- msh,
- goe
- })
- end
- function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCylinder(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCylinder3(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, modelzorz, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicCylinder2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder2",
- delay,
- x3,
- y3,
- z3,
- msh,
- goe
- })
- end
- function MagicHead(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function ClangEffect(brickcolor, cframe, duration, decrease, size, power)
- local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "CylinderClang",
- duration,
- decrease,
- size,
- power,
- prt.CFrame,
- nil
- })
- end
- function MagicWave(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "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
- function MagicRing(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * cf(x2, y2, z2)
- local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function MagicRing2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, prt2)
- local prt = part(3, modelzorz, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh,
- cframe,
- prt2
- })
- end
- function ElecEffect(cff, x, y, z)
- local prt = part(3, workspace, 0, 0, BrickColor.new("Bright red"), "Part", vt(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z))
- prt.CFrame = cf(prt.Position)
- game:GetService("Debris"):AddItem(prt, 10)
- xval = math.random() / 3
- yval = math.random() / 3
- zval = math.random() / 3
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval))
- Effects[#Effects + 1] = {
- prt,
- "Elec",
- 0.2,
- x,
- y,
- z,
- xval,
- yval,
- zval,
- msh
- }
- end
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- if hit.Parent == nil then
- return
- end
- if hit == MovePart then
- Fly = false
- end
- if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- elseif hitnum == 2 then
- so("199149025", ref, 1, 1)
- elseif hitnum == 3 then
- so("199149072", ref, 1, 1)
- elseif hitnum == 4 then
- so("199149109", ref, 1, 1)
- elseif hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- StaggerHit.Value = true
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- 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 and game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then
- return
- 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
- enblock = Stats:findFirstChild("Block")
- if enblock ~= nil and enblock.Value == true then
- blocked = true
- end
- if Stats:findFirstChild("Defense") ~= nil then
- if prechit == false then
- Damage = Damage / Stats.Defense.Value
- else
- Val = Stats.Defense.Value
- if 2 <= Val then
- Val = 2
- end
- print(Val)
- Damage = Damage * Val
- --do break end
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199149321", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149338", hit, 1, 1)
- elseif hitnum == 3 then
- so("199149367", hit, 1, 1)
- elseif hitnum == 4 then
- so("199149409", hit, 1, 1)
- elseif hitnum == 5 then
- so("199149452", hit, 1, 1)
- --do break end
- if cansound == true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149186", hit, 1, 1)
- elseif hitnum == 3 then
- so("199149221", hit, 1, 1)
- elseif hitnum == 4 then
- so("199149235", hit, 1, 1)
- elseif hitnum == 5 then
- so("199149269", hit, 1, 1)
- elseif hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- end
- end
- if 3 >= Damage 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 < 100 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)
- elseif hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- else
- Damage = 1
- coroutine.resume(coroutine.create(function(Hum, Dam)
- Hum:takeDamage(Dam)
- end), h, Damage)
- if move4atk == true then
- sapdef = true
- end
- showDamage(hit.Parent, Damage, "Damage")
- if prechit == true then
- eul = euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- MagicCircle(BrickColor.new("White"), cf(hit.Position) * eul, 5, 5, 5, -0.1, 5, -0.1, 0.02)
- MagicCircle(BrickColor.new("White"), cf(hit.Position) * eul * euler(1.57, 0, 0), 5, 5, 5, -0.1, 5, -0.1, 0.02)
- end
- if DecreaseState ~= nil then
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 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)
- elseif Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- elseif Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- 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
- function showDamage(Char, Dealt, Type)
- m = Instance.new("Model")
- m.Name = "Effect"
- c = Instance.new("Part")
- c.Transparency = 1
- c.Name = "Head"
- c.TopSurface = 0
- c.BottomSurface = 0
- c.formFactor = "Plate"
- c.Size = Vector3.new(1, 0.4, 1)
- b = Instance.new("BillboardGui", c)
- b.Size = UDim2.new(5, 0, 5, 0)
- b.AlwaysOnTop = true
- damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- if Type == "Damage" then
- damgui.Font = "SourceSans"
- if Dealt == "Block" then
- damgui.TextColor3 = BrickColor.new("Bright blue").Color
- elseif Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- elseif Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSansBold"
- end
- elseif Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- elseif Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- end
- damgui.TextScaled = true
- ms = Instance.new("CylinderMesh")
- ms.Scale = Vector3.new(0.8, 0.8, 0.8)
- ms.Parent = c
- c.Reflectance = 0
- Instance.new("BodyGyro").Parent = c
- c.Parent = m
- if Char:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- elseif Char.Parent:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- if Type == "Damage" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- elseif Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- f.Parent = c
- game:GetService("Debris"):AddItem(m, 5)
- table.insert(Effects, {
- m,
- "showDamage",
- damgui,
- f,
- 10,
- 1,
- 15,
- 50,
- 100
- })
- c.CanCollide = false
- m.Parent = workspace
- c.CanCollide = false
- end
- combo = 0
- function ob1d(mouse)
- if attack == true or equipped == false then
- return
- end
- hold = true
- if combo == 0 then
- combo = 1
- attackone()
- elseif combo == 1 then
- combo = 0
- attacktwo()
- elseif combo == 2 then
- combo = 0
- attackthree()
- elseif combo == 3 then
- combo = 0
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- swait()
- end
- end
- if attack == false then
- combo = 0
- end
- end))
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul = 0
- equipped = false
- function key(key)
- if key == "q" then
- Stagger.Value = true
- end
- if attack == true then
- return
- end
- if key == "f" then
- pressedf = true
- fnumb = 0
- attack = true
- if equipped == false then
- equipped = true
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Animate.Parent = nil
- animTrack:Play()
- equipanim()
- else
- equipped = false
- hideanim()
- LH.C1 = LHC1
- RH.C1 = RHC1
- animTrack:Stop()
- Animate.Parent = Character
- 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" then
- print(#Bones)
- end
- if key == "g" then
- hprt3.Transparency = 0
- hprt4.Transparency = 0
- hprt5.Transparency = 1
- end
- if key == "h" then
- hprt3.Transparency = 1
- hprt4.Transparency = 1
- hprt5.Transparency = 0
- end
- if key == "j" then
- hprt3.Transparency = 1
- hprt4.Transparency = 1
- hprt5.Transparency = 1
- end
- if key == "z" then
- do1()
- end
- if key == "x" then
- do2()
- end
- if key == "c" then
- do3()
- end
- if key == "v" then
- do4()
- end
- end
- function key2(key)
- end
- function s(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end)
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player = Player
- ch = Character
- MMouse = mouse
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Calvar loaded.")
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local Point, LastPoint
- local handef = 0
- local walk = 0
- local walkforw = true
- while true do
- swait()
- for _, c in pairs(Character:children()) do
- for _, v in pairs(c:children()) do
- if (v.className == "BodyGyro" or v.className == "BodyPosition" or v.className == "BodyVelocity" or v.className == "BodyAngularVelocity") and v.Name ~= "MyGyro" and v.Name ~= "MyPos" then
- print("dai")
- v.Parent = nil
- end
- end
- end
- if hprt5.Transparency == 0 then
- parti.Enabled = true
- elseif hprt5.Transparency == 1 then
- parti.Enabled = false
- end
- col = math.random()
- col2 = 1 - col
- hprt5.BrickColor = BrickColor.new(Color3.new(col, math.random(50, 100) / 100, col2))
- parti.Color = cs(hprt5.BrickColor.Color, hprt5.BrickColor.Color)
- if Humanoid.Health <= 0 then
- attack = true
- resumeControl()
- modelzorz.Parent = workspace
- modelzorz.Name = "Weapon Model"
- game:GetService("Debris"):AddItem(modelzorz, 30)
- for i = 1, #Weapon do
- Weapon[i].Parent = modelzorz
- Weapon[i].CanCollide = true
- end
- for i = 1, #Welds do
- if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then
- Welds[i].Parent = nil
- else
- Welds[i].Parent = prt1
- end
- end
- end
- if fnumb < 21 then
- fnumb = fnumb + 1
- if pressedf == false then
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
- tellbar.TextTransparency = tellbar.TextTransparency - 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
- else
- if fnumb == 20 then
- fenframe5.Parent = nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
- tellbar.TextTransparency = tellbar.TextTransparency + 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
- end
- end
- hitbox2.Parent = hitbox.Parent
- hitbox2.Size = hitbox.Size
- hitbox2.CFrame = hitboxCF
- hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100)
- 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 Stun.Value >= 100 or StaggerHit.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Mvmt.Value
- end
- if Stun.Value >= 100 and stunanim == false then
- coroutine.resume(coroutine.create(function()
- stunanim = true
- while attack == true do
- swait()
- end
- StunAnim()
- Stun.Value = 0
- stunanim = false
- end))
- end
- local stunnum2 = 30
- if stunnum >= stunnum2 then
- if Stun.Value > 0 then
- Stun.Value = Stun.Value - 1
- end
- stunnum = 0
- end
- stunnum = stunnum + 1
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.003
- else
- donum = donum - 0.003
- end
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if not (idle >= 500) or attack == false then
- end
- 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)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- end
- if RootPart.Velocity.y > 1 and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.45, 0.3) * euler(-0.2, 0, 0.4), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.45, 0.3) * euler(-0.2, 0, 0.4), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 0) * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(-0.05, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.45, 0.3) * euler(-0.2, 0, 0.4), 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, -0.9, -0.05) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.05) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.2)
- end
- elseif torvel > 2 and torvel < 30 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1
- if walk >= 10 then
- walk = 0
- if walkforw == true then
- walkforw = false
- elseif walkforw == false then
- walkforw = true
- end
- end
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.2), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.45, 0.3) * euler(-0.2, 0, 0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.05) * euler(0, 1.57, 0) * euler(0, -0.1, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.05) * euler(0, -1.57, 0) * euler(0, 0.1, 0) * euler(-0.05, 0, 0), 0.2)
- end
- elseif torvel >= 30 and hitfloor ~= nil then
- Anim = "Run"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 0) * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(-0.05, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.1, 0.45, 0.3) * euler(-0.2, 0, -0.4), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.1, 0.45, 0.3) * euler(-0.2, 0, 0.4), 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, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, -0.2, 0) * euler(-0.1, 0, -0.05), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0.2, 0) * euler(-0.1, 0, 0.05), 0.2)
- end
- end
- end
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[2] == "CylinderClang" then
- if 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])
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- elseif Thing[6] < Thing[9] then
- Thing[6] = Thing[6] + 1
- Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
- Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
- Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] ~= "Shoot" and Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" 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]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[9].CFrame * Thing[8] * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder2" then
- Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0)
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[10]
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- fenbarmana2:TweenSize(UDim2.new(0.4, 0, -4 * mana.Value / 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
- c.Parent = nil
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- elseif c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- elseif c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- Atk.Value = 1 - decreaseatk
- if 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
- (]] .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = [[
- Defense
- (]] .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- fenbarmove.Text = [[
- Walkspeed
- (]] .. MvmtVal .. ")"
- if Stun.Value >= 100 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 >= 100 then
- mana.Value = 100
- elseif mananum <= 9 then
- mananum = mananum + 1
- else
- mananum = 0
- mana.Value = mana.Value + 1
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- end
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