--Instructions: Put your name where it says "YOURNAME"
--Many different controls: Experiment by pressing verious letters on your keyboard and find out which does which!
--Script is not local
-------------------------------------------------------------------------------------
me = game.Players.300AB
char = me.Character
Modelname = "Warhammah"
Toolname = "Warhammar"
Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"}
necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
selected = false
effectOn = false
Hurt = false
Leghurt = false
Deb = true
LegDeb = true
Able = true
Resting = false
RestingAnim = false
AbleG = true
Prop = {Damage = 42, Legdmg = 34, AS = 28, ShockDMG = 50, Rage = 7000000, RageIncome = 7000, MaxRage = 7000000}
Prop.AS = Prop.AS/300
Cam = workspace.CurrentCamera
ToolIcon = "http://www.roblox.com/asset/?id=49192762"
MouseIc = "http://www.roblox.com/asset/?id=49192792"
MouseDo = "http://www.roblox.com/asset/?id=49192819"
Add = {
Sphere = function(P)
local m = Instance.new("SpecialMesh",P)
m.MeshType = "Sphere"
return m
end,
BF = function(P)
local bf = Instance.new("BodyForce",P)
bf.force = Vector3.new(0, P:GetMass()*187, 0)
return bf
end,
BP = function(P)
local bp = Instance.new("BodyPosition",P)
bp.maxForce = Vector3.new(math.huge, 0, math.huge)
bp.P = 14000
return bp
end,
BG = function(P)
local bg = Instance.new("BodyGyro",P)
bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
bg.P = 14000
return bg
end,
Mesh = function(P, ID, x, y, z)
local m = Instance.new("SpecialMesh")
m.MeshId = ID
m.Scale = Vector3.new(x, y, z)
m.Parent = P
return m
end,
Sound = function(P, ID, vol, pitch)
local s = Instance.new("Sound")
s.SoundId = ID
s.Volume = vol
s.Pitch = pitch
s.Parent = P
return s
end
}
function find(tab, arg)
local ah = nil
for i,v in pairs(tab) do
if v == arg then
ah = v
end
end
return ah
end
function getAllParts(from)
local t = {}
function getParts(where)
for i, v in pairs(where:children()) do
if v:IsA("BasePart") then
if v.Parent ~= char and v.Parent.Parent ~= char then
table.insert(t, v)
end
end
getParts(v)
end
end
getParts(workspace)
return t
end
function RayCast(pos1, pos2, maxDist, forward)
local list = getAllParts(workspace)
local pos0 = pos1
for dist = 1, maxDist, forward do
pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p
for _, v in pairs(list) do
local pos3 = v.CFrame:pointToObjectSpace(pos0)
local s = v.Size
if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide and v:GetMass() > 14 then
return pos0, v
end
end
end
return pos0, nil
end
function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)
local p = Instance.new("Part")
p.formFactor = "Custom"
p.Anchored = Anchor
p.CanCollide = Collide
p.Transparency = Tran
p.Reflectance = Ref
p.BrickColor = BrickColor.new(Color)
for _, Surf in pairs(Surfaces) do
p[Surf] = "Smooth"
end
p.Size = Vector3.new(X, Y, Z)
if Break then
p:BreakJoints()
else p:MakeJoints() end
p.Parent = Parent
p.Locked = true
return p
end
function Weld(p0, p1, x, y, z, a, b, c)
local w = Instance.new("Weld")
w.Parent = p0
w.Part0 = p0
w.Part1 = p1
w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c)
return w
end
function ComputePos(pos1, pos2)
local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
return CFrame.new(pos1, pos3)
end
function getHumanoid(c)
local h = nil
for i,v in pairs(c:children()) do
if v:IsA("Humanoid") and c ~= char then
if v.Health > 0 then
h = v
end
end
end
return h
end
for i,v in pairs(char:children()) do
if v.Name == Modelname then
v:remove()
end
end
pcall(function() me.PlayerGui:findFirstChild("RaigMeter",true):remove() end)
Sc = Instance.new("ScreenGui",me:findFirstChild("PlayerGui"))
Sc.Name = "RaigMeter"
Fr = Instance.new("Frame",Sc)
Fr.Size = UDim2.new(0, 250, 0, 28)
Fr.Position = UDim2.new(0.5, -125, 0, 5)
Fr.BackgroundColor3 = Color3.new(0.8, 0.3, 0.1)
Met = Instance.new("Frame", Fr)
Met.Size = UDim2.new(1, -10, 1, -6)
Met.Position = UDim2.new(0, 5, 0, 3)
Met.BackgroundColor3 = Color3.new(0, 0, 0)
Met.BorderSizePixel = 0
Meter = Instance.new("ImageLabel", Met)
Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2)
Meter.Position = UDim2.new(0, 0, 0, 1)
Meter.Image = "http://www.roblox.com/asset/?id=48965808"
Meter.BorderSizePixel = 0
Meter.BackgroundColor3 = Color3.new(1, 0.6, 0.1)
Tx = Instance.new("TextLabel", Met)
Tx.Size = UDim2.new(0, 0, 1, 0)
Tx.Position = UDim2.new(0, 5, 0, 0)
Tx.Text = Prop.Rage.." / "..Prop.MaxRage
Tx.Font = "ArialBold"
Tx.FontSize = "Size18"
Tx.BackgroundTransparency = 1
Tx.TextColor3 = Color3.new(1, 0, 0)
Tx.TextXAlignment = "Left"
laast = Prop.Rage
coroutine.resume(coroutine.create(function()
while true do
wait()
if Prop.Rage > Prop.MaxRage then Prop.Rage = Prop.MaxRage end
if laast ~= Prop.Rage then
Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2)
laast = Prop.Rage
Tx.Text = Prop.Rage.." / "..Prop.MaxRage
end
end
end))
torso = char.Torso
neck = torso.Neck
hum = char.Humanoid
Rarm = char["Right Arm"]
Larm = char["Left Arm"]
Rleg = char["Right Leg"]
Lleg = char["Left Leg"]
hc = Instance.new("Humanoid")
hc.Health = 0
hc.MaxHealth = 0
slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8)
hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6)
charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65)
boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3)
smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35)
boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18)
equip = Add.Sound(nil, "rbxasset://sounds\\unsheath.wav", 0.6, 0.7)
function PlaySound(sound, pitch)
local s = sound:clone()
if pitch ~= nil then
if tonumber(pitch) then
s.Pitch = tonumber(pitch)
end
end
s.Parent = torso
s.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
s:remove()
end))
end
Mo = Instance.new("Model")
Mo.Name = Modelname
RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0)
LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0)
RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0)
LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)
RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0)
LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0)
RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0)
LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)
HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0)
HW = Weld(HB, nil, 0, -1.3, 0, math.pi/2, 0, 0)
TH = Weld(torso, nil, -0.8, 0.1, 0, 0, math.pi/2, math.rad(-140))
RAWStand, LAWStand, RLWStand, LLWStand, HWStand = nil
handle = Part(Mo, false, false, 0, 0, "Navy blue", 0.4, 5, 0.4, true)
handle.Name = "Handle"
Instance.new("SpecialMesh",handle)
maintip = Part(Mo, false, false, 1, 0, "Bright yellow", 0.6, 0.5, 0.6, true)
Weld(handle, maintip, 0, -1.8, 0, 0, 0, 0)
DMGParts = {}
for i = 0, 135, 45 do
local tip = Part(Mo, false, false, 0, 0, "Dark grey", 0.54, 1.3, 2.2, true)
Instance.new("BlockMesh",tip)
Weld(maintip, tip, 0, 0, 0, 0, 0, math.rad(i))
table.insert(DMGParts, tip)
for a = -0.9, 0.9, 1.8 do
for x = 0, math.pi, math.pi do
local spike = Part(Mo, false, false, 0, 0, "Medium grey", 0.3, 0.5, 0.3, true)
local w = Weld(tip, spike, 0, 0, 0, 0, 0, 0)
w.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)
w.C1 = CFrame.new(0, -1, 0)
Add.Mesh(spike, "http://www.roblox.com/asset/?id=1033714", 0.14, 1, 0.14)
local trim = Part(Mo, false, false, 0, 0, "Really black", 0.67, 0.1, 0.5, true)
local w2 = Weld(tip, trim, 0, 0, 0, 0, 0, 0)
w2.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0)
w2.C1 = CFrame.new(0, -0.58, 0)
end
end
end
spiketip = Part(Mo, false, false, 0, 0.2, "Navy blue", 0.3, 0.8, 0.3, true)
Weld(handle, spiketip, 0, -3.1, 0, 0, 0, 0)
Add.Mesh(spiketip, "http://www.roblox.com/asset/?id=1033714", 0.17, 2, 0.17)
table.insert(DMGParts, spiketip)
local handletip1 = Part(Mo, false, false, 0, 0.2, "Really black", 0.5, 0.5, 0.5, true)
local w1 = Weld(handle, handletip1, 0, 0, 0, 0, 0, 0)
w1.C0 = CFrame.new(0, -2.6, 0)
Add.Mesh(handletip1, "http://www.roblox.com/asset/?id=9756362", 0.85, 0.75, 0.85)
local handletip2 = Part(Mo, false, false, 0, 0.2, "Dark grey", 0.5, 0.5, 0.5, true)
Weld(handletip1, handletip2, 0, 0, 0, 0, math.rad(45), 0)
Add.Mesh(handletip2, "http://www.roblox.com/asset/?id=9756362", 0.95, 0.5, 0.95)
Mo.Parent = char
TH.Part1 = handle
function showdmg(dmg, p, pos)
local mo = Instance.new("Model")
mo.Name = dmg
local pa = Part(mo, false, true, 0, 0, "Bright red", 0.8, 0.3, 0.8, true)
pa.CFrame = CFrame.new(p.Position) * CFrame.new(0, pos, 0)
pa.Name = "Head"
local hah = hc:clone()
hah.Parent = mo
local bp = Add.BP(pa)
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.position = p.Position + Vector3.new(0, 3+pos, 0)
Add.BG(pa)
coroutine.resume(coroutine.create(function()
wait()
mo.Parent = workspace
wait(1.4)
mo:remove()
end))
end
function damage(hum, p, num, dm1, dm2)
local dmg = math.random(dm1, dm2)
hum.Health = hum.Health - dmg
showdmg(dmg, p, num)
return dmg
end
function brickdamage(hit)
local h = getHumanoid(hit.Parent)
if h ~= nil and Hurt and Deb then
Deb = false
local dmg = damage(h, maintip, 0, Prop.Damage/4, Prop.Damage)
PlaySound(hitsound)
Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))
wait(0.3)
Deb = true
end
end
function legdamage(hit)
local h = getHumanoid(hit.Parent)
if h ~= nil and Leghurt and LegDeb then
LegDeb = false
local dmg = damage(h, Rleg, 0, Prop.Legdmg/2, Prop.Legdmg)
PlaySound(hitsound)
Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome))
coroutine.resume(coroutine.create(function()
local haha = math.random(1,3)
if haha == 1 then
h.PlatformStand = true
wait()
local ps = getAllParts(h.Parent)
for i, v in pairs(ps) do
if v.Anchored == false then
v.Velocity = CFrame.new(handle.Position, v.Position).lookVector * 40
v.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))
end
end
wait(0.8)
h.PlatformStand = false
end
end))
wait(0.2)
LegDeb = true
end
end
for i, v in pairs({Rleg, Lleg}) do
v.Touched:connect(legdamage)
end
for i,v in pairs(DMGParts) do
v.Touched:connect(brickdamage)
end
if script.Parent.className ~= "HopperBin" then
h = Instance.new("HopperBin",me.Backpack)
h.Name = Toolname
h.TextureId = ToolIcon
script.Parent = h
end
bin = script.Parent
function StartEffect(part)
effectOn = true
local lastPoint = part.Position
coroutine.resume(coroutine.create(function()
while effectOn do
wait()
local point = CFrame.new(lastPoint, part.Position) * CFrame.Angles(-math.pi/2, 0, 0)
local mag = (lastPoint - part.Position).magnitude
local p = Part(workspace, true, false, 0.1, 0, "Institutional white", 1, 1, 1, true)
local m = Instance.new("SpecialMesh",p)
p.CFrame = point * CFrame.new(0, mag/2, 0)
m.Scale = Vector3.new(1.2, mag+0.6, 1.2)
lastPoint = part.Position
coroutine.resume(coroutine.create(function() for i = 0.1, 1, 0.9/5 do wait() p.Transparency = i end p:remove() end))
end
end))
end
function EndEffect()
effectOn = false
end
function detach(bool)
LLW.C0 = CFrame.new(0, 0, 0)
RLW.C0 = CFrame.new(0, 0, 0)
LAW.C0 = CFrame.new(0,0,0)
RAW.C0 = CFrame.new(0, 0, 0)
if bool then
LLW.Part1 = nil
RLW.Part1 = nil
RAW.Part1 = nil
LAW.Part1 = nil
end
end
function attach()
RAW.Part1 = Rarm
LAW.Part1 = Larm
RLW.Part1 = Rleg
LLW.Part1 = Lleg
end
function normal()
neck.C0 = necko
RAW.C0 = RAWStand
LAW.C0 = LAWStand
RLW.C0 = RLWStand
LLW.C0 = LLWStand
RAW.C1 = CFrame.new(0, 0.5, 0)
LAW.C1 = CFrame.new(0, 0.5, 0)
RLW.C1 = CFrame.new(0, 0.8, 0)
LLW.C1 = CFrame.new(0, 0.8, 0)
HW.C0 = HWStand
end
function idleanim()
attach()
for i = 0, 10, 10/22 do
RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))
neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)
if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end
wait()
end
wait()
for i = 10, 0, -10/29 do
RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6))
neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0)
if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end
wait()
end
normal()
end
function runanim()
RLW.Part1 = nil
LLW.Part1 = nil
end
coroutine.resume(coroutine.create(function()
while true do
wait()
if selected and Able == true and RestingAnim == false then
if torso.Velocity.magnitude < 2 then
idleanim()
wait()
else
runanim()
wait()
end
end
end
end))
function selectanim()
if RestingAnim == false and Able == true then
local ah = CFrame.Angles(0, 0, math.rad(90))
RAW.Part1 = Rarm
for i = 0, 270, 270/5 do
RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))
wait()
end
HW.C0 = ah
HW.Part1 = handle
TH.Part1 = nil
PlaySound(equip)
for i = 270, 70, -200/13 do
RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))
wait()
end
attach()
for i = 70, 120, 50/8 do
local asd = i-70
RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))
LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)
HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))
neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))
RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))
LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))
wait()
end
if RAWStand == nil then
RAWStand = RAW.C0
LAWStand = LAW.C0
RLWStand = RLW.C0
LLWStand = LLW.C0
HWStand = HW.C0
end
normal()
end
end
function deselanim()
if RestingAnim == false and Able == true then
local ah = CFrame.Angles(0, 0, math.rad(90))
for i = 120, 70, -50/8 do
local asd = i-70
RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4))
LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0)
HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8))
neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5)))
RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4))
LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4))
wait()
end
LLW.Part1 = nil
RLW.Part1 = nil
LAW.Part1 = nil
for i = 70, 270, 200/13 do
RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5))
wait()
end
HW.C0 = ah
HW.Part1 = nil
TH.Part1 = handle
for i = 270, 0, -270/6 do
RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5))
wait()
end
neck.C0 = necko
detach(true)
end
end
function smash(mouse)
attach()
local mouseHit = mouse
local Orig = torso.CFrame
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.position = Orig.p
local CF = ComputePos(Orig.p, mouseHit)
local CF2 = CF
bg.cframe = CF2
PlaySound(slash)
for i = 0, 1, Prop.AS*1.1 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(80*i), 0, math.rad(45*i)) * CFrame.new(0, -0.4*i, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(75*i), 0, math.rad(40*i)) * CFrame.new(0, -0.5*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), math.rad(16*i), math.rad(-8*i))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30*i), math.rad(-16*i), math.rad(8*i))
HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(30*i))
neck.C0 = necko * CFrame.Angles(math.rad(-35*i), 0, math.rad(-10*i))
wait()
end
bp.position = CF * CFrame.new(0, 0, -1.1).p
StartEffect(maintip)
Hurt = true
for i = 0, 1, Prop.AS*1.5 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150*i), math.rad(-45*i), math.rad(45-140*i)) * CFrame.new(0, -0.4, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180*i), math.rad(80*i), math.rad(40-20*i)) * CFrame.new(0, -0.5, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50*i), math.rad(16-16*i), math.rad(-8+8*i))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40*i), math.rad(-16+16*i), math.rad(8-8*i))
HW.C0 = HWStand * CFrame.Angles(math.rad(-48*i), 0, math.rad(30))
neck.C0 = necko * CFrame.Angles(math.rad(-35+75*i), 0, math.rad(-10+26*i))
wait()
end
Hurt = false
EndEffect()
PlaySound(smashsound)
bp.position = CF * CFrame.new(0, 0, -1.9).p
for i = 0, 1, Prop.AS do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150+80*i), math.rad(-45+45*i), math.rad(45-140+95*i)) * CFrame.new(0, -0.4+0.4*i, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180+105*i), math.rad(80-80*i), math.rad(20-20*i)) * CFrame.new(0, -0.5+0.5*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50+30*i), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40-10*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(-48+48*i), 0, math.rad(30-30*i))
neck.C0 = necko * CFrame.Angles(math.rad(-35+75-40*i), 0, math.rad(-10+26-16*i))
wait()
end
normal()
bg:remove()
bp:remove()
end
function swing(mouse)
attach()
local mouseHit = mouse
local Orig = torso.CFrame
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.position = Orig.p
local CF = ComputePos(Orig.p, mouseHit)
local CF2 = CF
bg.cframe = CF2
PlaySound(slash)
for i = 0, 1, Prop.AS*1.5 do
RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(-140*i), 0) * CFrame.new(0, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(25*i), 0, math.rad(20*i)) * CFrame.new(0, -0.4*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, math.rad(-10*i), 0)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50*i))
bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40*i), 0)
wait()
end
Hurt = true
StartEffect(maintip)
for i = 0, 1, Prop.AS*1.3 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(70*i), math.rad(-140), 0) * CFrame.new(0, -0.9*i, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(25), 0, math.rad(20-100*i)) * CFrame.new(0, -0.4+0.6*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(20), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10), 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), math.rad(-15), 0) * CFrame.new(0, 0, -0.9*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90*i))
bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40+80*i), 0)
wait()
end
EndEffect()
Hurt = false
for i = 0, 1, Prop.AS*0.8 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-70*i), math.rad(-140+140*i), 0) * CFrame.new(0, -0.9+0.9*i, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(25-25*i), 0, math.rad(20-100+80*i)) * CFrame.new(0, -0.4+0.6-0.2*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-20*i), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10+10*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), math.rad(-15+15*i), 0) * CFrame.new(0, 0, -0.9+0.9*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90-40*i))
bg.cframe = CF2 * CFrame.Angles(0, math.rad(40-40*i), 0)
wait()
end
normal()
bg:remove()
bp:remove()
end
function stab(mouse)
attach()
local mouseHit = mouse
local Orig = torso.CFrame
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.position = Orig.p
local CF = ComputePos(Orig.p, mouseHit)
local CF2 = CF
bg.cframe = CF2
PlaySound(slash)
for i = 0, 1, Prop.AS do
RAW.C0 = RAWStand * CFrame.new(0, 0.6*i, 0) * CFrame.Angles(math.rad(-60*i), math.rad(-40*i), math.rad(-30*i)) * CFrame.new(-0.45*i, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50*i), 0, math.rad(40*i)) * CFrame.new(0, -0.6*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(3*i), math.rad(20*i), math.rad(-10*i))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3*i), math.rad(-20*i), math.rad(10*i))
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1*i)
neck.C0 = necko * CFrame.Angles(math.rad(25*i), 0, math.rad(-45*i))
bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30*i), 0)
wait()
end
StartEffect(maintip)
Hurt = true
bp.position = CF * CFrame.new(0, 0, -0.6).p
for i = 0, 1, Prop.AS*1.5 do
RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8*i, 0) * CFrame.Angles(math.rad(-60+100*i), math.rad(-40), math.rad(-30+70*i)) * CFrame.new(-0.45, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60*i), 0, math.rad(40-30*i)) * CFrame.new(0, -0.6-0.4*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18*i), math.rad(20-40*i), math.rad(-10+20*i))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18*i), math.rad(-20+40*i), math.rad(10-20*i))
HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), 0, 0) * CFrame.new(0, 0, 1-1.4*i)
neck.C0 = necko * CFrame.Angles(math.rad(25-20*i), 0, math.rad(-45+35*i))
bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45*i), 0)
wait()
end
Hurt = false
EndEffect()
bp.position = CF.p
for i = 0, 1, Prop.AS*1.1 do
RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8+0.2*i, 0) * CFrame.Angles(math.rad(-60+100-40*i), math.rad(-40+40*i), math.rad(-30+70-40*i)) * CFrame.new(-0.45+0.45*i, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60-10*i), 0, math.rad(40-30-10*i)) * CFrame.new(0, -0.6-0.4+1*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18+15*i), math.rad(20-40+20*i), math.rad(-10+20-10*i))
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18-15*i), math.rad(-20+40-20*i), math.rad(10-20+10*i))
HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), 0, 0) * CFrame.new(0, 0, 1-1.4+0.4*i)
neck.C0 = necko * CFrame.Angles(math.rad(5-5*i), 0, math.rad(-10+10*i))
bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45-15*i), 0)
wait()
end
normal()
bg:remove()
bp:remove()
end
function epicsmashfunc(hit)
local ch = hit.Parent
local h = getHumanoid(ch)
local t, head = ch:findFirstChild("Torso"), ch:findFirstChild("Head")
return h, t, head
end
function epicsmash(mouse)
if Prop.Rage >= 50 then
attach()
local mouseHit = mouse
local Orig = torso.CFrame
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.position = Orig.p
local CF = ComputePos(Orig.p, mouseHit)
bg.cframe = CF
local hu, to, head = nil, nil, nil
local Epic = true
local conn = Lleg.Touched:connect(function(hit)
if Epic then
hu, to, head = epicsmashfunc(hit)
if hu and to and head then Epic = false end
end
end)
PlaySound(slash)
for i = 0, 1, 0.12 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160*i), math.rad(-30*i), math.rad(-80*i)) * CFrame.new(0, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80*i), 0, math.rad(-70*i)) * CFrame.new(0, -0.4*i, 0.6*i)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20*i)) * CFrame.new(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(115*i), 0, math.rad(-40*i)) * CFrame.new(0, -0.8*i, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52*i))
bg.cframe = CF * CFrame.Angles(math.rad(10*i), math.rad(-45*i), math.rad(-15*i))
wait()
end
conn:disconnect()
if hu and to and head then
Prop.Rage = Prop.Rage - 50
hu.PlatformStand = true
local bg2 = Add.BG(to)
bg2.P = 6000
bg2.cframe = CF * CFrame.Angles(math.rad(90), math.rad(180), math.rad(90))
local bp2 = Add.BP(to)
bp2.position = CF * CFrame.new(-1, -4, -4).p
bp2.P = 5000
wait(0.1)
for i = 0, 1, 0.045 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270*i), math.rad(-30+20*i), math.rad(-80+120*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140*i), 0, math.rad(-70+120*i)) * CFrame.new(0, -0.4-0.1*i, 0.6-0.6*i)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37*i))
bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+35*i), math.rad(-15+15*i))
wait()
end
PlaySound(slash)
bp2:remove()
bg2:remove()
wait(0.2)
StartEffect(maintip)
for i = 0, 1, 0.1 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190*i), math.rad(-30+20-35*i), math.rad(-80+120-135*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150*i), math.rad(60*i), math.rad(-70+120-40*i)) * CFrame.new(0, -0.4-0.1, 0)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(-55*i), 0, math.rad(30*i)) * CFrame.new(0, 0, -1*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37+30*i))
bg.cframe = CF * CFrame.Angles(math.rad(10-10), math.rad(-45+35-30*i), math.rad(-15+15))
wait()
end
coroutine.resume(coroutine.create(function()
local frr = Cam.CoordinateFrame
for i = 1, math.random(3,6) do
wait()
Cam.CoordinateFrame = frr * CFrame.new(math.random(-6,6)/10, math.random(-6,6)/10, math.random(-6,6)/10)
end
end))
PlaySound(smashsound)
EndEffect()
local pos = head.Position
if (pos - maintip.Position).magnitude < 2 then
damage(hu, head, 0.3, hu.Health, hu.Health)
head:remove()
PlaySound(hitsound)
for i = 1, math.random(7, 17) do
local hmm = math.random(1,6)
if hmm < 6 then
local cols = {"Bright red", "Really red"}
local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(2,10)/10, 0.2, math.random(2,10)/10)
p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)
p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))
p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))
else
local cols = {"Institutional white", "White"}
local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(4,13)/10, 0.3, math.random(2,3)/10)
p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10)
p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15))
p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25))
end
end
end
for i = 0, 1, 0.06 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190+80*i), math.rad(-30+20-35+45*i), math.rad(-80+120-135+95*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150+90*i), math.rad(60-60*i), math.rad(10-10*i)) * CFrame.new(0, -0.4-0.1+0.5*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(-55+55*i), 0, math.rad(30-30*i)) * CFrame.new(0, 0, -1+1*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(45-45*i))
bg.cframe = CF * CFrame.Angles(0, math.rad(-45+35-20+30*i), 0)
wait()
end
else
for i = 0, 1, 0.08 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+160*i), math.rad(-30+30*i), math.rad(-80+80*i)) * CFrame.new(0, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+80*i), 0, math.rad(-70+70*i)) * CFrame.new(0, -0.4+0.4*i, 0.6-0.6*i)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i)
neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-52*i))
bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+45*i), math.rad(-15+15*i))
wait()
end
bg:remove()
bp:remove()
normal()
end
normal()
bg:remove()
bp:remove()
end
end
function shockwave(mouse)
local p, t = RayCast(torso.Position, torso.CFrame * CFrame.new(0, -5, 0).p, 5, 1)
if Prop.Rage >= 80 and t then
Prop.Rage = Prop.Rage - 80
attach()
local mouseHit = mouse
local Orig = torso.CFrame
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.position = Orig.p
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.P = 5000
local CF = ComputePos(Orig.p, mouseHit)
bg.cframe = CF
PlaySound(charge)
for i = 0, 1, 0.07 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110*i), math.rad(-40*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -0.8*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0.2*i)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)
neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)
bg.cframe = CF * CFrame.Angles(0, 0, 0)
bp.position = Orig.p + Vector3.new(0, -1.9*i, 0)
wait()
end
for i = 0, 1, 0.04 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110+220*i), math.rad(-40+50*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100+185*i), 0, math.rad(-40+75*i)) * CFrame.new(-0.2-0.2*i, -0.4-0.05*i, 0.5-0.5*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-25*i), 0, math.rad(-10+6*i)) * CFrame.new(0, 0.7-0.7*i, -0.8+0.8*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+65*i), 0, math.rad(10-6*i)) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)
HW.C0 = HWStand * CFrame.Angles(math.rad(-15*i), 0, 0) * CFrame.new(0, 0, 1.6-2.1*i)
neck.C0 = necko * CFrame.Angles(math.rad(30-70*i), 0, 0)
bg.cframe = CF * CFrame.Angles(0, 0, 0)
bp.position = Orig.p + Vector3.new(0, -1.9+17*i, 0)
wait()
end
bp.P = 12001
wait(0.1)
StartEffect(maintip)
PlaySound(slash)
for i = 0, 1, 0.1 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-30*i), math.rad(40-90*i)) * CFrame.new(0, -0.85+0.85*i, -0.8*i)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125*i), 0, math.rad(35)) * CFrame.new(0, -0.45+0.1, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25*i), 0, math.rad(-4+4*i)) * CFrame.new(0, 0.5*i, -0.8*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35*i), 0, math.rad(4-4*i)) * CFrame.new(0, 0.4*i, 0.2*i)
HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7*i)
neck.C0 = necko * CFrame.Angles(math.rad(-40+75*i), 0, math.rad(-20*i))
bg.cframe = CF * CFrame.Angles(0, math.rad(380*i), 0)
bp.position = Orig.p + Vector3.new(0, 15.1-16.7*i, 0)
wait()
end
coroutine.resume(coroutine.create(function()
local frr = Cam.CoordinateFrame
for i = 1, math.random(10,16) do
wait()
Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)
end
end))
PlaySound(smashsound)
local pos = CF * CFrame.new(-2, -3, -3).p
EndEffect()
local p = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)
p.CFrame = CFrame.new(pos)
local p2 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)
p2.CFrame = CFrame.new(pos)
local p3 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true)
p3.CFrame = CFrame.new(pos)
local m3 = Instance.new("SpecialMesh",p3)
m3.MeshType = "Sphere"
PlaySound(boom)
local m2 = Instance.new("CylinderMesh",p2)
local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 1.2, 1)
local tab = {}
coroutine.resume(coroutine.create(function()
for x = 0, 1.04, 0.04 do
wait()
local thing = 33*x
m.Scale = Vector3.new(21*x, 5*x, 21*x)
m2.Scale = Vector3.new(thing, 1, thing)
m3.Scale = Vector3.new(thing*0.93, thing*0.7, thing*0.93)
p.Transparency = x
p2.Transparency = x
p3.Transparency = x
for i, v in pairs(workspace:children()) do
local h = getHumanoid(v)
local to = v:findFirstChild("Torso")
if h ~= nil and to ~= nil and find(tab, v) == nil then
if (to.Position - pos).magnitude < (thing/2) then
damage(h, to, 0.5, Prop.ShockDMG/2, Prop.ShockDMG)
to.Velocity = CFrame.new(pos, to.Position).lookVector * 60
to.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))
h.PlatformStand = true
table.insert(tab, v)
coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))
end
end
end
end
p:remove()
p2:remove()
p3:remove()
end))
wait(0.8)
for i = 0, 1, Prop.AS*0.8 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-30+20*i), math.rad(40-90+50*i)) * CFrame.new(0, 0, -0.8+0.8*i)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125+40*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.45+0.1+0.35*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25-15*i), 0, 0) * CFrame.new(0, 0.5-0.5*i, -0.8+0.8*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35+45*i), 0, 0) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i)
HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10+25*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7-0.2*i)
neck.C0 = necko * CFrame.Angles(math.rad(-40+75-35*i), 0, math.rad(-20+20*i))
bg.cframe = CF * CFrame.Angles(0, 0, 0)
bp.position = Orig.p + Vector3.new(0, 15.1-16.7+1.6*i, 0)
wait()
end
normal()
bg:remove()
bp:remove()
end
end
function flipsmash(mouse)
local Orig = torso.CFrame
local mouseHit = mouse
local CF = ComputePos(Orig.p, mouseHit)
local p, t = RayCast(torso.Position, torso.Position + Vector3.new(0, -5, 0), 5, 0.5)
local ahp = (CF * CFrame.new(0, 0, -14.5))
local p2, t2 = RayCast(ahp.p, (ahp * CFrame.new(0, -5, 0)).p, 5, 0.5)
if t and t2 and Prop.Rage >= 90 then
Prop.Rage = Prop.Rage - 90
attach()
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.position = Orig.p
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bg.cframe = CF
local cen = CF * CFrame.new(0, -1.2, -1.5-6.5)
for i = 0, 1, 0.08 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100*i), math.rad(-50*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -1*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i)
neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0)
bg.cframe = CF * CFrame.Angles(0, 0, 0)
bp.position = CF * CFrame.new(0, -1.2*i, -1.5*i).p
wait()
end
wait(0.15)
hum.PlatformStand = true
for i = 0, 1, 0.13 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70*i), math.rad(-50), math.rad(-50)) * CFrame.new(0.2, 0, 0.2)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50*i), 0, math.rad(-40+30*i)) * CFrame.new(-0.2, -0.4, 0.5)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-10*i), 0, math.rad(-10)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+70*i), 0, math.rad(10)) * CFrame.new(0, 0.4-0.4*i, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6)
neck.C0 = necko * CFrame.Angles(math.rad(30-40*i), 0, 0)
bg.cframe = CF * CFrame.Angles(math.rad(-90*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(180-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p
wait()
end
PlaySound(slash)
for i = 0, 1, 0.13 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70-80*i), math.rad(-50+60*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50-125*i), 0, math.rad(-40+30+45*i)) * CFrame.new(-0.2+0.2*i, -0.4-0.5*i, 0.5-0.5*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(5), 0, math.rad(-10)) * CFrame.new(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5), 0, math.rad(10)) * CFrame.new(0, 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6-2.6*i)
neck.C0 = necko * CFrame.Angles(math.rad(-10), 0, 0)
bg.cframe = CF * CFrame.Angles(math.rad(-90-90*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(180-45-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p
wait()
end
StartEffect(maintip)
PlaySound(slash)
for i = 0, 1, 0.06 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-50*i), math.rad(40-85*i)) * CFrame.new(0, -0.85+0.45*i, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130*i), 0, math.rad(35)) * CFrame.new(0, -0.9+0.3*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80*i), 0, math.rad(-10)) * CFrame.new(0, 0.4*i, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20*i), 0, math.rad(10)) * CFrame.new(0, 0.7*i, -1*i)
HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6)
neck.C0 = necko * CFrame.Angles(math.rad(-10+50*i), 0, 0)
bg.cframe = CF * CFrame.Angles(math.rad(-180-190*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(90-90*i), 0, 0) * CFrame.new(0, 0, -6.5).p
wait()
end
coroutine.resume(coroutine.create(function()
local frr = Cam.CoordinateFrame
for i = 1, math.random(13,20) do
wait()
Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10)
end
end))
PlaySound(smashsound)
PlaySound(boomboom)
EndEffect()
local poo = Vector3.new(maintip.Position.x, t2.Position.y + t2.Size.y/2, maintip.Position.z)
local siz = math.random(65,115)/10
local partie = Part(workspace, true, false, 1, 0, "White", siz, 0.2, siz, true)
partie.CFrame = CFrame.new(poo) * CFrame.Angles(0, math.rad(math.random(0, 360)), 0)
local decc = Instance.new("Decal",partie)
decc.Shiny = 0
decc.Specular = 0
decc.Texture = "http://www.roblox.com/asset/?id=49173398"
decc.Face = "Top"
local count = 0
for i, v in pairs(workspace:children()) do
local h = getHumanoid(v)
local to = v:findFirstChild("Torso")
if h ~= nil and to ~= nil then
if (to.Position - poo).magnitude < 15 then
count = count + 1
local Maxhp = h.MaxHealth
if Maxhp > 5000 then Maxhp = 5000 end
damage(h, to, 0.5, 0, Maxhp+5)
to.Velocity = CFrame.new(poo, to.Position).lookVector * 30
to.Velocity = to.Velocity + Vector3.new(0, 60, 0)
to.RotVelocity = Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
h.PlatformStand = true
coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end))
if count >= 2 then break end
end
end
end
coroutine.resume(coroutine.create(function() wait(math.random(7,14)) partie:remove() end))
wait(0.6)
for i = 0, 1, 0.06 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-50+40*i), math.rad(40-85+45*i)) * CFrame.new(0, -0.85+0.45+0.4*i, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130+45*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.9+0.3+0.6*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80+75*i), 0, math.rad(-10+10*i)) * CFrame.new(0, 0.4-0.4*i, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20-15*i), 0, math.rad(10-10*i)) * CFrame.new(0, 0.7-0.7*i, -1+1*i)
HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10+25*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6+1*i)
neck.C0 = necko * CFrame.Angles(math.rad(-10+50-40*i), 0, 0)
bg.cframe = CF * CFrame.Angles(0, 0, 0)
bp.position = cen * CFrame.new(0, 1.2*i, -6.5).p
wait()
end
hum.PlatformStand = false
normal()
bg:remove()
bp:remove()
end
end
function spin(mouse)
attach()
local mouseHit = mouse
local Orig = torso.CFrame
local CF = ComputePos(Orig.p, mouseHit)
local p, t = RayCast(torso.Position, CF * CFrame.new(0, -7, -1.5).p, 5, 0.5)
if t then
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.position = Orig.p
bg.cframe = CF
PlaySound(slash)
for i = 0, 1, 0.11 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(20*i), math.rad(120*i), math.rad(20*i)) * CFrame.new(0, 0, 0)
RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100*i), 0, math.rad(20*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(60*i), 0, math.rad(40*i)) * CFrame.new(0, -0.8*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(10*i), 0, 0) * CFrame.new(0, 0.3*i, -0.2*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0)
neck.C0 = necko * CFrame.Angles(math.rad(-15*i), 0, math.rad(-30*i))
bg.cframe = CF * CFrame.Angles(0, 0, 0)
wait()
end
local posg = CF * CFrame.new(0, -0.6, -4)
PlaySound(hitsound, 0.9)
for i = 0, 1, 0.13 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(20-20*i), math.rad(120+10*i), math.rad(20)) * CFrame.new(0, -0.8*i, 0.4*i)
RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60*i), 0, math.rad(20-20*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40*i), 0, math.rad(40-50*i)) * CFrame.new(0, -0.8+0.3*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(10-10*i), 0, 0) * CFrame.new(0, 0.3-0.3*i, -0.2+0.2*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25+25*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35*i)) * CFrame.new(0, 0, -0.6*i)
neck.C0 = necko * CFrame.Angles(math.rad(-15+25*i), 0, math.rad(-30+30*i))
bg.cframe = CF * CFrame.Angles(0, 0, 0)
bp.position = CF * CFrame.new(0, 1*i, -2*i).p
wait()
end
hum.PlatformStand = true
bg.Parent = handle
bg.cframe = CF * CFrame.Angles(math.pi, math.pi, 0)
bp.Parent = handle
bp.position = posg.p
StartEffect(Lleg)
Leghurt = true
PlaySound(slash)
for i = 0, 1, 0.09 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90*i), math.rad(130-40*i), math.rad(20-40*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)
RAW.C1 = CFrame.new(0, 0.5+0.5*i, 0) * CFrame.Angles(math.rad(100-60+60*i), 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40-20+60*i), 0, math.rad(40-50+10*i)) * CFrame.new(0, -0.8+0.3-0.5*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1*i)
neck.C0 = necko * CFrame.Angles(math.rad(10-35*i), 0, 0)
bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90*i), 0)
wait()
end
for i = 0, 1, 0.055 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(-20)) * CFrame.new(0, 0, 0)
RAW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(100), 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(60), 0, 0) * CFrame.new(0, -1, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10*i), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)
neck.C0 = necko * CFrame.Angles(math.rad(-25), 0, 0)
bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90+270*i), 0)
wait()
end
EndEffect()
Leghurt = false
for i = 0, 1, 0.12 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90+90*i), math.rad(90+40*i), math.rad(-20+40*i)) * CFrame.new(0, -0.8*i, 0.4*i)
RAW.C1 = CFrame.new(0, 1-0.5*i, 0) * CFrame.Angles(math.rad(100-60*i), 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-60*i), 0, 0) * CFrame.new(0, -1+0.5*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10-25*i), 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5+25*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1)
neck.C0 = necko * CFrame.Angles(math.rad(-25+25*i), 0, 0)
bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(360), 0)
wait()
end
bg.Parent = torso
bp.Parent = torso
bg.cframe = CF
for i = 0, 1, 0.14 do
RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(90+40-130*i), math.rad(-20+40-20*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i)
RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60-40*i), 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, -1+0.5+0.5*i, 0)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35+35*i)) * CFrame.new(0, 0, 1-1*i)
neck.C0 = necko * CFrame.Angles(0, 0, 0)
bp.position = CF * CFrame.new(0, 0, -2+1*i).p
bg.cframe = CF
wait()
end
hum.PlatformStand = false
normal()
bg:remove()
bp:remove()
end
end
function rest()
local Orig = torso.CFrame
local CF = ComputePos(Orig.p, Orig * CFrame.new(0, 0, -5).p)
local p, t = RayCast(CF.p, CF * CFrame.new(0, -6, 0.5).p, 6, 0.5)
if t then
attach()
local bg = Add.BG(torso)
local bp = Add.BP(torso)
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.position = CF.p
bg.cframe = CF
local cen = CF * CFrame.new(0, -2.5, 0)
RestingAnim = true
hum.PlatformStand = true
local standup = function()
Resting = false
bp.Parent = torso
cen = ComputePos(torso.CFrame.p, torso.CFrame * CFrame.new(0, 0, -5).p) * CFrame.new(0, 0, -2.5)
for i = 1, 0, -0.12 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, 0, -0.4)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, 0, -0.4)
neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)
bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p
wait()
end
for i = 1, 0, -0.17 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, -0.4*i, -0.4*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, -0.4*i, -0.4*i)
neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)
bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p
wait()
end
hum.PlatformStand = false
bg:remove()
bp:remove()
normal()
Able = true
RestingAnim = false
end
local connec = hum.Changed:connect(function()
if hum.PlatformStand == false then
coroutine.resume(coroutine.create(function()
standup()
end))
standup = nil
connec:disconnect()
end
end)
local lasthp = hum.Health
local conn = hum.HealthChanged:connect(function(hp)
if lasthp - hp > 0.8 then
hum.PlatformStand = false
conn:disconnect()
end
lasthp = hp
end)
coroutine.resume(coroutine.create(function()
repeat wait() until Resting
while Resting do
wait()
if torso.Velocity.magnitude > 4 then
hum.PlatformStand = false
break
end
end
end))
for i = 0, 1, 0.1 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0)
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, 0, -0.4*i)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, 0, -0.4*i)
neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i)
bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p
wait()
end
for i = 0, 1, 0.07 do
RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i))
LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i)
RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, -0.4*i, -0.4)
LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, -0.4*i, -0.4)
neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0)
HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i)
bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0)
bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p
wait()
end
Resting = true
coroutine.resume(coroutine.create(function()
wait(0.4)
bp.Parent = nil
end))
coroutine.resume(coroutine.create(function()
while Resting and selected do
wait(math.random(350,800)/1000)
hum.Health = hum.Health + math.random(1,2)
Prop.Rage = Prop.Rage + 1
end
hum.PlatformStand = false
end))
end
end
function select(mouse)
mouse.Icon = MouseIc
selectanim()
selected = true
mouse.Button1Down:connect(function()
if Able and RestingAnim == false and hum.Sit == false then
Able = false
swing(mouse.Hit.p)
Able = true
end
end)
mouse.Button1Down:connect(function()
mouse.Icon = MouseDo
mouse.Button1Up:wait()
mouse.Icon = MouseIc
end)
mouse.KeyDown:connect(function(key)
key = key:lower()
if Able and RestingAnim == false and hum.Sit == false then
if key == "q" then
Able = false
smash(mouse.Hit.p)
Able = true
elseif key == "e" then
Able = false
swing(mouse.Hit.p)
Able = true
elseif key == "r" then
Able = false
stab(mouse.Hit.p)
Able = true
elseif key == "f" then
Able = false
epicsmash(mouse.Hit.p)
Able = true
elseif key == "z" then
Able = false
shockwave(mouse.Hit.p)
Able = true
elseif key == "x" then
Able = false
flipsmash(mouse.Hit.p)
Able = true
elseif key == "t" then
Able = false
spin(mouse.Hit.p)
Able = true
end
end
if Able then
if key == "g" and AbleG then
AbleG = false
if Resting == true then
Resting = false
else
rest()
end
wait(0.8)
AbleG = true
end
end
end)
end
function deselect(mouse)
selected = false
deselanim()
end
bin.Selected:connect(select)
bin.Deselected:connect(deselect)