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- wait() --[[ Vital Variables ]]-- local Player = game.Players.LocalPlayer local Character = Player.Character local Humanoid = Character["Humanoid"] local Head = Character.Head local Torso = Character.Torso local RootPart = Character.HumanoidRootPart local RightArm = Character["Right Arm"] local LeftArm = Character["Left Arm"] local RightLeg = Character["Right Leg"] local LeftLeg = Character["Left Leg"] --[[ Motor's Variables ]]-- local Neck = Torso.Neck local RootJoint = RootPart.RootJoint local RightShoulder = Torso["Right Shoulder"] local LeftShoulder = Torso["Left Shoulder"] local RightHip = Torso["Right Hip"] local LeftHip = Torso["Left Hip"] --[[ Other Variables ]]-- local Insert = table.insert --[[ Services ]]-- Services = { Workspace = game:GetService("Workspace"); Debris = game:GetService("Debris"); } --[[ Get mouse ]]-- local Mouse = Player:GetMouse() --[[ VFX ]]-- VFXList = {} --[[ Remove Character Animate ]]-- local CharaterAnimate, CharacterAnimator = Character:FindFirstChild("Animate"), Humanoid:FindFirstChild("Animator") CharaterAnimate.Parent = nil CharacterAnimator.Parent = nil --[[ Walkspeed ]]-- Humanoid.WalkSpeed = 18 --[[ Number Values ]]-- local ManaDelay = 0 local ManaDelay2 = 8 local EffectRemovalDelay = 0 local EffectRemovalDelay2 = 3 local Combo = 1 local AttackDecrease = 0 local MvmtDecrease = 0 local DefenceDecrease = 0 local Mana = 0 local ChargeDelay = 0 local ChargeDelay2 = 100 local Charge = 4 --[[ Bool Values ]]-- local Attacking = false local InAir = false local Charging = false local CanCharge = true --[[ Cooldowns ]]-- local Cooldown1 = 0 local Cooldown2 = 0 local Cooldown3 = 0 local Cooldown4 = 0 local Cooldown1Add = 0.3 local Cooldown2Add = 0.25 local Cooldown3Add = 0.2 local Cooldown4Add = 0.12 local MaxCooldown1 = 120 local MaxCooldown2 = 140 local MaxCooldown3 = 180 local MaxCooldown4 = 200 --[[ CFrame Values ]]-- NeckDefaultCFrame = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) RootDefaultCFrame = CFrame.Angles(-1.57, 0, 3.14) RightLegDefaultCFrame = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) LeftLegDefaultCFrame = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RightShoulder.C1 = CFrame.new(0,0.5,0) LeftShoulder.C1 = CFrame.new(0,0.5,0) --[[ Heartbeat ]]-- Heartbeat = Instance.new("BindableEvent", script) Heartbeat.Name = "Heartbeat" script:WaitForChild("Heartbeat") Frame = 1/35 TF = 0 AllowFrameLoss = false TossRemainder = false LastFrame = tick() script.Heartbeat:Fire() local HeartBeatIsNil = false game:GetService("RunService").Heartbeat:connect(function(s, p) if script:FindFirstChild("Heartbeat") == nil then HeartBeatIsNil = true end if HeartBeatIsNil then return end TF = TF + s if Frame <= TF then if AllowFrameLoss then Heartbeat:Fire() LastFrame = tick() else for i = 1, math.floor(TF / Frame) do Heartbeat:Fire() LastFrame = tick() end end if TossRemainder then TF = 0 else TF = TF - Frame * math.floor(TF / Frame) end end end) function Wait2(WaitNumber) if WaitNumber == 0 or WaitNumber == nil then Heartbeat.Event:wait() else for i = 0, WaitNumber do Heartbeat.Event:wait() end end end --[[ Vital Functions ]]-- function GUI(NewInstance, Parent, Size, Position, BGTransparency, Visible, BGColor, Rotation, Style, Text, TextColor, TextStroke, StrokeTrans, Scaled, Font) local NewGui = Instance.new(NewInstance) NewGui.Parent = Parent coroutine.resume(coroutine.create(function() NewGui:TweenSizeAndPosition(Size, Position, "Out", "Quad", 2) end)) NewGui.BackgroundTransparency = BGTransparency NewGui.Visible = Visible NewGui.Rotation = Rotation NewGui.BorderSizePixel = 0 NewGui.BackgroundColor3 = BrickColor.new(BGColor).Color if Style and NewInstance == "Frame" or Style and NewInstance == "ScrollingFrame" then NewGui.Style = Style end if NewInstance == "TextBox" or NewInstance == "TextLabel" or NewInstance == "TextButton" then NewGui.Text = Text NewGui.TextStrokeTransparency = StrokeTrans NewGui.TextColor3 = BrickColor.new(TextColor).Color NewGui.TextStrokeColor3 = BrickColor.new(TextStroke).Color NewGui.TextScaled = Scaled NewGui.Font = Font end return NewGui end local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape) local Part = Instance.new("Part", Parent) Part.Name = Name Part.BrickColor = BrickColor.new(Color) Part.Size = Size Part.Material = Material Part.Transparency = Transparency Part.Shape = Shape Part.CanCollide = false NoOutlines(Part) return Part end local CreateWeld = function(Parent, Cframe, Cframe2, P1 , P0, Name) local Weld = Instance.new("Weld", Parent) Weld.Part0 = P0 Weld.Part1 = P1 Weld.Name = Name Weld.C0 = Cframe Weld.C1 = Cframe2 return Weld end local CreateMesh = function(Parent, Scale, Type, Type2, ID, Texture) local Mesh if Type == "SpecialMesh" then Mesh = Instance.new("SpecialMesh", Parent) if Type then Mesh.MeshType = Type2 if Type2 == "FileMesh" and ID then Mesh.MeshId = "http://www.roblox.com/asset?id=" .. ID if Texture then Mesh.TextureId = "http://www.roblox.com/asset?id=" .. Texture end end end elseif Type == "BlockMesh" then Mesh = Instance.new("BlockMesh", Parent) elseif Type == "CylinderMesh" then Mesh = Instance.new("CylinderMesh", Parent) end Mesh.Scale = Scale return Mesh end function Animate(Weld, Point1, Point2) return Weld:Lerp(Point1, Point2) end --[[ Secondary Functions ]]-- function ResumeCharacterControl() CharacterUnderControl = true Humanoid.JumpPower = 50 end function RemoveCharacterControl() CharacterUnderControl = false wait() Humanoid.JumpPower = 0 Humanoid.WalkSpeed = 0 end function SoundEffect(Part, ID, Volume, Pitch, Looped) local Sound = Instance.new("Sound", Part) Sound.SoundId = "http://www.roblox.com/asset?id=" .. ID Sound.Name = "SFX" Sound.Volume = Volume Sound.Pitch = Pitch Sound:Play() if Looped then return end Services.Debris:AddItem(Sound, 5) return Sound end function NoOutlines(Part) Part.TopSurface = 10 Part.BottomSurface = 10 Part.LeftSurface = 10 Part.RightSurface = 10 Part.FrontSurface = 10 Part.BackSurface = 10 end function AddVFX(VFXType, Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) Insert(VFXList, {VFXType, Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3}) end function BlockVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Brick") AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) AddVFX("Rotate", Part) return Part end function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder") AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end function CircleVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Sphere") AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder") AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end function WaveVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 20329976) AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part and Mesh end function RingVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 3270017) AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part and Mesh end function ShurikenVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 11112101) AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end function KunaiVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 45728702) AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end function WindVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 168892432) AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end function TornadoVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3) local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block") Part.Anchored = true Part.CFrame = PartPosition Services.Debris:AddItem(Part, 3) local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 36755354) AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3) return Part end --[[ UI ]]-- WeaponGUI = Instance.new("ScreenGui", Player.PlayerGui) WeaponGUI.Name = "WeaponThing" local HealthBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 350, 0.96, 0), 0, true, "Really black", 0, nil) local HealthBarBar = GUI("Frame", HealthBarBack, UDim2.new(0, 345, 0, 19), UDim2.new(0, 3, 0.1, 0), 0, true, "Lime green", 0) local HealthBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 355, 0.96, 0), 1, true, "", 0, nil, "Health", "White", "Black", 0, true, "SourceSansBold") local ManaBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 350, 0.9, 0), 0, true, "Really black", 0, nil) local ManaBarBar = GUI("Frame", ManaBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 3, 0.1, 0), 0, true, "Bright blue", 0) local ManaBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 355, 0.9, 0), 1, true, "", 0, nil, "Mana", "White", "Cyan", 0, true, "SourceSansBold") local ChargeBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 350, 0.84, 0), 0, true, "Really black", 0, nil) local ChargeBarBar = GUI("Frame", ChargeBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 3, 0.1, 0), 0, true, "Cyan", 0) local ChargeBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 355, 0.84, 0), 1, true, "", 0, nil, "Mana", "White", "Cyan", 0, true, "SourceSansBold") local CooldownZBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0.3, 0), 0, true, "Really black", 0, nil) local CooldownZBarBar = GUI("TextButton", CooldownZBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold") local CooldownZBarText = GUI("TextLabel", CooldownZBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "Z", "White", "Cyan", 1, true, "SourceSansBold") local CooldownXBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0.93, 0, 0.3, 0), 0, true, "Really black", 0, nil) local CooldownXBarBar = GUI("TextButton", CooldownXBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold") local CooldownXBarText = GUI("TextLabel", CooldownXBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "X", "White", "Cyan", 1, true, "SourceSansBold") local CooldownCBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0.93, 0, 0.6, 0), 0, true, "Really black", 0, nil) local CooldownCBarBar = GUI("TextButton", CooldownCBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold") local CooldownCBarText = GUI("TextLabel", CooldownCBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "C", "White", "Cyan", 1, true, "SourceSansBold") local CooldownVBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0.6, 0), 0, true, "Really black", 0, nil) local CooldownVBarBar = GUI("TextButton", CooldownVBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold") local CooldownVBarText = GUI("TextLabel", CooldownVBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "V", "White", "Cyan", 1, true, "SourceSansBold") --[[ Weapon ]]-- Daggers = Instance.new("Model", Character) Handle = CreatePart(Daggers, "Handle", "White", Vector3.new(1, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) HandleMesh = CreateMesh(Handle, Vector3.new(1, 1.20000005, 1.20000005), "BlockMesh") HandleWeld = CreateWeld(Handle, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), CFrame.new(0,0,0), RightArm, Handle, "HandleToRightArm") ---------------------------------------------------- Part1 = CreatePart(Daggers, "Part1", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part1Mesh = CreateMesh(Part1, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part1Weld = CreateWeld(Part1, CFrame.new(-0.459999084, 1.09672546e-005, 0.19997406, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part1, Handle, "HandleToPart1") ---------------------------------------------------- Part2 = CreatePart(Daggers, "Part2", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part2Mesh = CreateMesh(Part2, Vector3.new(2, 2, 2), "SpecialMesh", Enum.MeshType.Sphere) Part2Weld = CreateWeld(Part2, CFrame.new(-0.759998322, 0, -1.52587891e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0,0,0), Part2, Handle, "HandleToPart2") ---------------------------------------------------- Part3 = CreatePart(Daggers, "Part3", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part3Mesh = CreateMesh(Part3, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part3Weld = CreateWeld(Part3, CFrame.new(-0.459999084, -0.199976027, -1.14440918e-005, 0, 0, -1, 0, -1, -0, -1, 0, -0), CFrame.new(0,0,0), Part3, Handle, "HandleToPart3") ---------------------------------------------------- Part4 = CreatePart(Daggers, "Part4", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part4Mesh = CreateMesh(Part4, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part4Weld = CreateWeld(Part4, CFrame.new(-0.459999084, 1.19805336e-005, -0.199996948, 0, 0, -1, 1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part4, Handle, "HandleToPart4") ---------------------------------------------------- Part5 = CreatePart(Daggers, "Part5", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part5Mesh = CreateMesh(Part5, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part5Weld = CreateWeld(Part5, CFrame.new(-0.459999084, 0.199999988, -1.14440918e-005, 0, 0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(0,0,0), Part5, Handle, "HandleToPart5") ---------------------------------------------------- Part6 = CreatePart(Daggers, "Part6", "White", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part6Mesh = CreateMesh(Part6, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part6Weld = CreateWeld(Part6, CFrame.new(-0.759998322, 0.24999994, -1.52587891e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part6, Handle, "HandleToPart6") ---------------------------------------------------- Part7 = CreatePart(Daggers, "Part7", "White", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part7Mesh = CreateMesh(Part7, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part7Weld = CreateWeld(Part7, CFrame.new(-0.759998322, -0.249976039, -1.52587891e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part7, Handle, "HandleToPart7") ---------------------------------------------------- Part8 = CreatePart(Daggers, "Part8", "White", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part8Mesh = CreateMesh(Part8, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part8Weld = CreateWeld(Part8, CFrame.new(-0.760002136, 1.09672546e-005, -0.250003815, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part8, Handle, "HandleToPart8") ---------------------------------------------------- Part9 = CreatePart(Daggers, "Part9", "White", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part9Mesh = CreateMesh(Part9, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part9Weld = CreateWeld(Part9, CFrame.new(-0.759998322, 1.09672546e-005, 0.239974976, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part9, Handle, "HandleToPart9") ---------------------------------------------------- Part10 = CreatePart(Daggers, "Part10", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part10Mesh = CreateMesh(Part10, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part10Weld = CreateWeld(Part10, CFrame.new(-0.659996033, 0.149993956, -1.52587891e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part10, Handle, "HandleToPart10") ---------------------------------------------------- Part11 = CreatePart(Daggers, "Part11", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part11Mesh = CreateMesh(Part11, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part11Weld = CreateWeld(Part11, CFrame.new(-0.659996033, 5.00679016e-006, -0.150009155, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part11, Handle, "HandleToPart11") ---------------------------------------------------- Part12 = CreatePart(Daggers, "Part12", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part12Mesh = CreateMesh(Part12, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part12Weld = CreateWeld(Part12, CFrame.new(-0.659996033, 5.00679016e-006, 0.139976501, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part12, Handle, "HandleToPart12") ---------------------------------------------------- Part13 = CreatePart(Daggers, "Part13", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part13Mesh = CreateMesh(Part13, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part13Weld = CreateWeld(Part13, CFrame.new(-0.659996033, -0.149982035, -1.52587891e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part13, Handle, "HandleToPart13") ---------------------------------------------------- Part14 = CreatePart(Daggers, "Part14", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Neon, 0, Enum.PartType.Block) Part14Mesh = CreateMesh(Part14, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge) Part14Weld = CreateWeld(Part14, CFrame.new(-0.359996796, 5.00679016e-006, -0.200000763, 0, 0, -1, 1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part14, Handle, "HandleToPart14") ---------------------------------------------------- Part15 = CreatePart(Daggers, "Part15", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Neon, 0, Enum.PartType.Block) Part15Mesh = CreateMesh(Part15, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge) Part15Weld = CreateWeld(Part15, CFrame.new(-0.359996796, 0.199994981, -1.14440918e-005, 0, 0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(0,0,0), Part15, Handle, "HandleToPart15") ---------------------------------------------------- Part16 = CreatePart(Daggers, "Part16", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Neon, 0, Enum.PartType.Block) Part16Mesh = CreateMesh(Part16, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part16Weld = CreateWeld(Part16, CFrame.new(-0.859996796, 0.24999398, -1.14440918e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part16, Handle, "HandleToPart16") ---------------------------------------------------- Part17 = CreatePart(Daggers, "Part17", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Neon, 0, Enum.PartType.Block) Part17Mesh = CreateMesh(Part17, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part17Weld = CreateWeld(Part17, CFrame.new(-0.859996796, -0.249981999, -1.14440918e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part17, Handle, "HandleToPart17") ---------------------------------------------------- Part18 = CreatePart(Daggers, "Part18", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Neon, 0, Enum.PartType.Block) Part18Mesh = CreateMesh(Part18, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge) Part18Weld = CreateWeld(Part18, CFrame.new(-0.359996796, 5.00679016e-006, 0.199966431, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part18, Handle, "HandleToPart18") ---------------------------------------------------- Part19 = CreatePart(Daggers, "Part19", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part19Mesh = CreateMesh(Part19, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part19Weld = CreateWeld(Part19, CFrame.new(-0.659996033, -1.01327896e-006, -0.150009155, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part19, Handle, "HandleToPart19") ---------------------------------------------------- Part20 = CreatePart(Daggers, "Part20", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part20Mesh = CreateMesh(Part20, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part20Weld = CreateWeld(Part20, CFrame.new(-0.659996033, 0.149987996, -1.52587891e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part20, Handle, "HandleToPart20") ---------------------------------------------------- Part21 = CreatePart(Daggers, "Part21", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Neon, 0, Enum.PartType.Block) Part21Mesh = CreateMesh(Part21, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part21Weld = CreateWeld(Part21, CFrame.new(-0.859996796, 5.00679016e-006, 0.239974976, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part21, Handle, "HandleToPart21") ---------------------------------------------------- Part22 = CreatePart(Daggers, "Part22", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Neon, 0, Enum.PartType.Block) Part22Mesh = CreateMesh(Part22, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part22Weld = CreateWeld(Part22, CFrame.new(-0.859996796, 5.00679016e-006, -0.250007629, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part22, Handle, "HandleToPart22") ---------------------------------------------------- Part23 = CreatePart(Daggers, "Part23", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Neon, 0, Enum.PartType.Block) Part23Mesh = CreateMesh(Part23, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge) Part23Weld = CreateWeld(Part23, CFrame.new(-0.359996796, -0.199983001, -1.14440918e-005, 0, 0, -1, 0, -1, -0, -1, 0, -0), CFrame.new(0,0,0), Part23, Handle, "HandleToPart23") ---------------------------------------------------- Part24 = CreatePart(Daggers, "Part24", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part24Mesh = CreateMesh(Part24, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part24Weld = CreateWeld(Part24, CFrame.new(-0.659996033, -1.01327896e-006, 0.139976501, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part24, Handle, "HandleToPart24") ---------------------------------------------------- Part25 = CreatePart(Daggers, "Part25", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part25Mesh = CreateMesh(Part25, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge) Part25Weld = CreateWeld(Part25, CFrame.new(-0.659996033, -0.149989009, -1.52587891e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part25, Handle, "HandleToPart25") ---------------------------------------------------- Part26 = CreatePart(Daggers, "Part26", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part26Mesh = CreateMesh(Part26, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part26Weld = CreateWeld(Part26, CFrame.new(0.729290009, 2.30073929e-005, -0.279289246, 0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, 0.707106829), CFrame.new(0,0,0), Part26, Handle, "HandleToPart26") ---------------------------------------------------- Part27 = CreatePart(Daggers, "Part27", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part27Mesh = CreateMesh(Part27, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part27Weld = CreateWeld(Part27, CFrame.new(1.35639572, 2.30073929e-005, -0.279289246, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part27, Handle, "HandleToPart27") ---------------------------------------------------- Part28 = CreatePart(Daggers, "Part28", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part28Mesh = CreateMesh(Part28, Vector3.new(1, 0.5, 1), "BlockMesh") Part28Weld = CreateWeld(Part28, CFrame.new(1.04284286, 2.30073929e-005, -0.672843933, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part28, Handle, "HandleToPart28") ---------------------------------------------------- Part29 = CreatePart(Daggers, "Part29", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part29Mesh = CreateMesh(Part29, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part29Weld = CreateWeld(Part29, CFrame.new(0.729290009, 2.30073929e-005, 0.264968872, 0.707106829, 0, 0.707106829, 0, -1, 0, 0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part29, Handle, "HandleToPart29") ---------------------------------------------------- Part30 = CreatePart(Daggers, "Part30", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part30Mesh = CreateMesh(Part30, Vector3.new(1, 0.5, 1), "BlockMesh") Part30Weld = CreateWeld(Part30, CFrame.new(1.04284286, 2.30073929e-005, 0.658531189, -0.707107842, 0, 0.707105815, 0, -1, 0, 0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part30, Handle, "HandleToPart30") ---------------------------------------------------- Part31 = CreatePart(Daggers, "Part31", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part31Mesh = CreateMesh(Part31, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part31Weld = CreateWeld(Part31, CFrame.new(1.35639572, 2.39610672e-005, 0.264968872, -0.707107842, 0, 0.707105815, 0, -1, 0, 0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part31, Handle, "HandleToPart31") ---------------------------------------------------- Part32 = CreatePart(Daggers, "Part32", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part32Mesh = CreateMesh(Part32, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part32Weld = CreateWeld(Part32, CFrame.new(0.729290009, -0.272113025, -0.00716400146, 0.707107365, 0, 0.707106352, -0.707106352, 0, 0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part32, Handle, "HandleToPart32") ---------------------------------------------------- Part33 = CreatePart(Daggers, "Part33", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part33Mesh = CreateMesh(Part33, Vector3.new(1, 0.5, 1), "BlockMesh") Part33Weld = CreateWeld(Part33, CFrame.new(1.04284286, -0.665663004, -0.00715637207, -0.707107365, 0, 0.707106352, -0.707106352, 0, -0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part33, Handle, "HandleToPart33") ---------------------------------------------------- Part34 = CreatePart(Daggers, "Part34", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part34Mesh = CreateMesh(Part34, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part34Weld = CreateWeld(Part34, CFrame.new(1.35639572, 0.272145927, -0.00715637207, -0.707107365, 0, 0.707106352, 0.707106352, 0, 0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part34, Handle, "HandleToPart34") ---------------------------------------------------- Part35 = CreatePart(Daggers, "Part35", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part35Mesh = CreateMesh(Part35, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part35Weld = CreateWeld(Part35, CFrame.new(1.35639572, -0.272107005, -0.00715637207, -0.707107365, 0, 0.707106352, -0.707106352, 0, -0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part35, Handle, "HandleToPart35") ---------------------------------------------------- Part36 = CreatePart(Daggers, "Part36", "White", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part36Mesh = CreateMesh(Part36, Vector3.new(1, 0.5, 0.5), "BlockMesh") Part36Weld = CreateWeld(Part36, CFrame.new(0.729290009, 0.272149026, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part36, Handle, "HandleToPart36") ---------------------------------------------------- Part37 = CreatePart(Daggers, "Part37", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part37Mesh = CreateMesh(Part37, Vector3.new(1, 0.5, 1), "BlockMesh") Part37Weld = CreateWeld(Part37, CFrame.new(1.04284286, 0.665708959, -0.00715637207, -0.707107365, 0, 0.707106352, 0.707106352, 0, 0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part37, Handle, "HandleToPart37") ---------------------------------------------------- Part38 = CreatePart(Daggers, "Part38", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part38Mesh = CreateMesh(Part38, Vector3.new(0.400200009, 1.79999995, 1.79999995), "BlockMesh") Part38Weld = CreateWeld(Part38, CFrame.new(0.5, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0,0,0), Part38, Handle, "HandleToPart38") ---------------------------------------------------- Part39 = CreatePart(Daggers, "Part39", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part39Mesh = CreateMesh(Part39, Vector3.new(0.400000006, 1.79999995, 1.79999995), "BlockMesh") Part39Weld = CreateWeld(Part39, CFrame.new(0.5, 2.39610672e-005, -7.62939453e-006, 1, 0, 0, 0, 0.707106829, 0.707106829, 0, -0.707106829, 0.707106829), CFrame.new(0,0,0), Part39, Handle, "HandleToPart39") ---------------------------------------------------- Part40 = CreatePart(Daggers, "Part40", "White", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part40Mesh = CreateMesh(Part40, Vector3.new(1, 1.20000005, 1.20000005), "BlockMesh") Part40Weld = CreateWeld(Part40, CFrame.new(1.59000397, 0, 0, 1, 0, 0, 0, 0.707106829, -0.707106829, 0, 0.707106829, 0.707106829), CFrame.new(0,0,0), Part40, Handle, "HandleToPart40") ---------------------------------------------------- Part41 = CreatePart(Daggers, "Part41", "Fossil", Vector3.new(0.200000003, 0.600000024, 0.600000024), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part41Mesh = CreateMesh(Part41, Vector3.new(0.400000006, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part41Weld = CreateWeld(Part41, CFrame.new(1.29999924, 0, 0.300003052, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part41, Handle, "HandleToPart41") ---------------------------------------------------- Part42 = CreatePart(Daggers, "Part42", "Fossil", Vector3.new(0.200000003, 0.600000024, 2.60000014), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part42Mesh = CreateMesh(Part42, Vector3.new(0.400000006, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part42Weld = CreateWeld(Part42, CFrame.new(3.90000153, 0, 0.300003052, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part42, Handle, "HandleToPart42") ---------------------------------------------------- Part43 = CreatePart(Daggers, "Part43", "Fossil", Vector3.new(0.200000003, 0.600000024, 1), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part43Mesh = CreateMesh(Part43, Vector3.new(0.400000006, 1, 1), "SpecialMesh", Enum.MeshType.Brick) Part43Weld = CreateWeld(Part43, CFrame.new(2.09999847, 2.30073929e-005, 0.300003052, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part43, Handle, "HandleToPart43") ---------------------------------------------------- Part44 = CreatePart(Daggers, "Part44", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Neon, 0, Enum.PartType.Block) Part44Mesh = CreateMesh(Part44, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part44Weld = CreateWeld(Part44, CFrame.new(1.70801163, 2.19941139e-005, -0.973514557, 0, 0.965925872, -0.258818984, -1, 0, 0, 0, 0.258818984, 0.965925872), CFrame.new(0,0,0), Part44, Handle, "HandleToPart44") ---------------------------------------------------- Part45 = CreatePart(Daggers, "Part45", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Neon, 0, Enum.PartType.Block) Part45Mesh = CreateMesh(Part45, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part45Weld = CreateWeld(Part45, CFrame.new(1.55271912, 1.9967556e-005, -0.393955231, 0, -0.965925872, 0.258818984, -1, 0, 0, 0, -0.258818984, -0.965925872), CFrame.new(0,0,0), Part45, Handle, "HandleToPart45") ---------------------------------------------------- Part46 = CreatePart(Daggers, "Part46", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Neon, 0, Enum.PartType.Block) Part46Mesh = CreateMesh(Part46, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part46Weld = CreateWeld(Part46, CFrame.new(1.50613022, 4.59551811e-005, -0.755889893, 0, 1, 0, -1, 0, 0, 0, 0, 1), CFrame.new(0,0,0), Part46, Handle, "HandleToPart46") ---------------------------------------------------- Part47 = CreatePart(Daggers, "Part47", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part47Mesh = CreateMesh(Part47, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part47Weld = CreateWeld(Part47, CFrame.new(1.50613785, 4.39882278e-005, -0.255889893, 0, -1, -0, -1, 0, -0, 0, 0, -1), CFrame.new(0,0,0), Part47, Handle, "HandleToPart47") ---------------------------------------------------- Part48 = CreatePart(Daggers, "Part48", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part48Mesh = CreateMesh(Part48, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part48Weld = CreateWeld(Part48, CFrame.new(1.34845734, 8.29696655e-005, -0.700138092, 0, 0.965925872, 0.258818984, -1, 0, 0, 0, -0.258818984, 0.965925872), CFrame.new(0,0,0), Part48, Handle, "HandleToPart48") ---------------------------------------------------- Part49 = CreatePart(Daggers, "Part49", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part49Mesh = CreateMesh(Part49, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part49Weld = CreateWeld(Part49, CFrame.new(1.45199203, 7.99894333e-005, -0.313762665, 0, -0.965925872, -0.258818984, -1, 0, 0, 0, 0.258818984, -0.965925872), CFrame.new(0,0,0), Part49, Handle, "HandleToPart49") ---------------------------------------------------- Part50 = CreatePart(Daggers, "Part50", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part50Mesh = CreateMesh(Part50, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part50Weld = CreateWeld(Part50, CFrame.new(1.40035629, 0.000115990639, -0.308738708, 0, -0.866025388, -0.500000238, -1, 0, 0, 0, 0.500000238, -0.866025388), CFrame.new(0,0,0), Part50, Handle, "HandleToPart50") ---------------------------------------------------- Part51 = CreatePart(Daggers, "Part51", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000092), Enum.Material.Neon, 0, Enum.PartType.Block) Part51Mesh = CreateMesh(Part51, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part51Weld = CreateWeld(Part51, CFrame.new(1.25035095, 0.00011998415, -0.56855011, 0, 0.866025388, 0.500000238, -1, 0, 0, 0, -0.500000238, 0.866025388), CFrame.new(0,0,0), Part51, Handle, "HandleToPart51") ---------------------------------------------------- Part52 = CreatePart(Daggers, "Part52", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part52Mesh = CreateMesh(Part52, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part52Weld = CreateWeld(Part52, CFrame.new(0.829658508, 5.90085983e-005, 0.508571625, 0, 0.258818984, -0.965925872, 1, 0, 0, 0, -0.965925872, -0.258818984), CFrame.new(0,0,0), Part52, Handle, "HandleToPart52") ---------------------------------------------------- Part53 = CreatePart(Daggers, "Part53", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Neon, 0, Enum.PartType.Block) Part53Mesh = CreateMesh(Part53, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part53Weld = CreateWeld(Part53, CFrame.new(0.239906311, 0.000115990639, 0.734588623, 0, 0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, -0.258818984), CFrame.new(0,0,0), Part53, Handle, "HandleToPart53") ---------------------------------------------------- Part54 = CreatePart(Daggers, "Part54", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000092), Enum.Material.Neon, 0, Enum.PartType.Block) Part54Mesh = CreateMesh(Part54, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part54Weld = CreateWeld(Part54, CFrame.new(0.574867249, 1.80006027e-005, 0.306930542, 0, -0.500000238, 0.866025388, 1, 0, 0, 0, 0.866025388, 0.500000238), CFrame.new(0,0,0), Part54, Handle, "HandleToPart54") ---------------------------------------------------- Part55 = CreatePart(Daggers, "Part55", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Neon, 0, Enum.PartType.Block) Part55Mesh = CreateMesh(Part55, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part55Weld = CreateWeld(Part55, CFrame.new(0.819465637, 0.000118970871, 0.579296112, 0, -0.258818984, -0.965925872, 1, 0, 0, 0, -0.965925872, 0.258818984), CFrame.new(0,0,0), Part55, Handle, "HandleToPart55") ---------------------------------------------------- Part56 = CreatePart(Daggers, "Part56", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part56Mesh = CreateMesh(Part56, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part56Weld = CreateWeld(Part56, CFrame.new(0.443286896, 5.69820404e-005, 0.405036926, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part56, Handle, "HandleToPart56") ---------------------------------------------------- Part57 = CreatePart(Daggers, "Part57", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Neon, 0, Enum.PartType.Block) Part57Mesh = CreateMesh(Part57, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part57Weld = CreateWeld(Part57, CFrame.new(0.367530823, 9.19699669e-005, 0.562705994, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part57, Handle, "HandleToPart57") ---------------------------------------------------- Part58 = CreatePart(Daggers, "Part58", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part58Mesh = CreateMesh(Part58, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part58Weld = CreateWeld(Part58, CFrame.new(0.834682465, 2.0980835e-005, 0.456935883, 0, 0.500000238, -0.866025388, 1, 0, 0, 0, -0.866025388, -0.500000238), CFrame.new(0,0,0), Part58, Handle, "HandleToPart58") ---------------------------------------------------- Part59 = CreatePart(Daggers, "Part59", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Neon, 0, Enum.PartType.Block) Part59Mesh = CreateMesh(Part59, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge) Part59Weld = CreateWeld(Part59, CFrame.new(0.867527008, 9.39965248e-005, 0.542709351, 0, 0, -1, 1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part59, Handle, "HandleToPart59") ---------------------------------------------------- Part60 = CreatePart(Daggers, "Part60", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part60Mesh = CreateMesh(Part60, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part60Weld = CreateWeld(Part60, CFrame.new(0.729290009, 0.272149026, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part60, Handle, "HandleToPart60") ---------------------------------------------------- Part61 = CreatePart(Daggers, "Part61", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part61Mesh = CreateMesh(Part61, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part61Weld = CreateWeld(Part61, CFrame.new(0.729290009, 2.30073929e-005, 0.264968872, 0.707106829, 0, 0.707106829, 0, -1, 0, 0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part61, Handle, "HandleToPart61") ---------------------------------------------------- Part62 = CreatePart(Daggers, "Part62", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part62Mesh = CreateMesh(Part62, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part62Weld = CreateWeld(Part62, CFrame.new(1.35639572, 2.30073929e-005, -0.279289246, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part62, Handle, "HandleToPart62") ---------------------------------------------------- Part63 = CreatePart(Daggers, "Part63", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part63Mesh = CreateMesh(Part63, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part63Weld = CreateWeld(Part63, CFrame.new(0.729290009, 2.30073929e-005, -0.279289246, 0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, 0.707106829), CFrame.new(0,0,0), Part63, Handle, "HandleToPart63") ---------------------------------------------------- Part64 = CreatePart(Daggers, "Part64", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part64Mesh = CreateMesh(Part64, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part64Weld = CreateWeld(Part64, CFrame.new(1.35639572, 0.272145927, -0.00715637207, -0.707107365, 0, 0.707106352, 0.707106352, 0, 0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part64, Handle, "HandleToPart64") ---------------------------------------------------- Part65 = CreatePart(Daggers, "Part65", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part65Mesh = CreateMesh(Part65, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part65Weld = CreateWeld(Part65, CFrame.new(0.729290009, -0.272110999, -0.00716018677, 0.707107365, 0, 0.707106352, -0.707106352, 0, 0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part65, Handle, "HandleToPart65") ---------------------------------------------------- Part66 = CreatePart(Daggers, "Part66", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part66Mesh = CreateMesh(Part66, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part66Weld = CreateWeld(Part66, CFrame.new(1.35639572, -0.272107005, -0.00715637207, -0.707107365, 0, 0.707106352, -0.707106352, 0, -0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part66, Handle, "HandleToPart66") ---------------------------------------------------- Part67 = CreatePart(Daggers, "Part67", "Cyan", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part67Mesh = CreateMesh(Part67, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh") Part67Weld = CreateWeld(Part67, CFrame.new(1.35639572, 2.39610672e-005, 0.264968872, -0.707107842, 0, 0.707105815, 0, -1, 0, 0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part67, Handle, "HandleToPart67") ---------------------------------------------------- Part68 = CreatePart(Daggers, "Part68", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part68Mesh = CreateMesh(Part68, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part68Weld = CreateWeld(Part68, CFrame.new(0.982131958, 0.714991987, -0.00716018677, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part68, Handle, "HandleToPart68") ---------------------------------------------------- Part69 = CreatePart(Daggers, "Part69", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part69Mesh = CreateMesh(Part69, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part69Weld = CreateWeld(Part69, CFrame.new(1.10213089, 0.714991987, -0.00715637207, 0.707106829, 0, -0.707106829, -0.707106829, 0, -0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part69, Handle, "HandleToPart69") ---------------------------------------------------- Part70 = CreatePart(Daggers, "Part70", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part70Mesh = CreateMesh(Part70, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part70Weld = CreateWeld(Part70, CFrame.new(1.04284286, 0.585702002, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part70, Handle, "HandleToPart70") ---------------------------------------------------- Part71 = CreatePart(Daggers, "Part71", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part71Mesh = CreateMesh(Part71, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part71Weld = CreateWeld(Part71, CFrame.new(1.04284286, 0.705702007, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part71, Handle, "HandleToPart71") ---------------------------------------------------- Part72 = CreatePart(Daggers, "Part72", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part72Mesh = CreateMesh(Part72, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part72Weld = CreateWeld(Part72, CFrame.new(0.982841492, 0.645703018, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part72, Handle, "HandleToPart72") ---------------------------------------------------- Part73 = CreatePart(Daggers, "Part73", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part73Mesh = CreateMesh(Part73, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part73Weld = CreateWeld(Part73, CFrame.new(1.10284805, 0.645703018, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part73, Handle, "HandleToPart73") ---------------------------------------------------- Part74 = CreatePart(Daggers, "Part74", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part74Mesh = CreateMesh(Part74, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part74Weld = CreateWeld(Part74, CFrame.new(1.10141754, -0.645722985, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part74, Handle, "HandleToPart74") ---------------------------------------------------- Part75 = CreatePart(Daggers, "Part75", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part75Mesh = CreateMesh(Part75, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part75Weld = CreateWeld(Part75, CFrame.new(1.10213089, -0.715010047, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part75, Handle, "HandleToPart75") ---------------------------------------------------- Part76 = CreatePart(Daggers, "Part76", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part76Mesh = CreateMesh(Part76, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part76Weld = CreateWeld(Part76, CFrame.new(1.04141998, -0.705724001, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part76, Handle, "HandleToPart76") ---------------------------------------------------- Part77 = CreatePart(Daggers, "Part77", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part77Mesh = CreateMesh(Part77, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part77Weld = CreateWeld(Part77, CFrame.new(1.04141998, -0.585720003, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part77, Handle, "HandleToPart77") ---------------------------------------------------- Part78 = CreatePart(Daggers, "Part78", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part78Mesh = CreateMesh(Part78, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part78Weld = CreateWeld(Part78, CFrame.new(0.981414795, -0.645720005, -0.00716018677, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part78, Handle, "HandleToPart78") ---------------------------------------------------- Part79 = CreatePart(Daggers, "Part79", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part79Mesh = CreateMesh(Part79, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part79Weld = CreateWeld(Part79, CFrame.new(0.982131958, -0.715011001, -0.00716018677, -0.707106829, 0, 0.707106829, 0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part79, Handle, "HandleToPart79") ---------------------------------------------------- Part80 = CreatePart(Daggers, "Part80", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part80Mesh = CreateMesh(Part80, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part80Weld = CreateWeld(Part80, CFrame.new(1.04284286, -1.10268593e-005, -0.712875366, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part80, Handle, "HandleToPart80") ---------------------------------------------------- Part81 = CreatePart(Daggers, "Part81", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part81Mesh = CreateMesh(Part81, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part81Weld = CreateWeld(Part81, CFrame.new(1.10284805, -8.04662704e-006, -0.652870178, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part81, Handle, "HandleToPart81") ---------------------------------------------------- Part82 = CreatePart(Daggers, "Part82", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part82Mesh = CreateMesh(Part82, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part82Weld = CreateWeld(Part82, CFrame.new(1.04284286, -1.00135803e-005, -0.592868805, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part82, Handle, "HandleToPart82") ---------------------------------------------------- Part83 = CreatePart(Daggers, "Part83", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part83Mesh = CreateMesh(Part83, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part83Weld = CreateWeld(Part83, CFrame.new(1.04141998, -8.04662704e-006, 0.578552246, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part83, Handle, "HandleToPart83") ---------------------------------------------------- Part84 = CreatePart(Daggers, "Part84", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part84Mesh = CreateMesh(Part84, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part84Weld = CreateWeld(Part84, CFrame.new(0.982131958, -9.00030136e-006, 0.707839966, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part84, Handle, "HandleToPart84") ---------------------------------------------------- Part85 = CreatePart(Daggers, "Part85", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part85Mesh = CreateMesh(Part85, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part85Weld = CreateWeld(Part85, CFrame.new(1.10213089, -1.10268593e-005, 0.707839966, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part85, Handle, "HandleToPart85") ---------------------------------------------------- Part86 = CreatePart(Daggers, "Part86", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part86Mesh = CreateMesh(Part86, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part86Weld = CreateWeld(Part86, CFrame.new(1.04141998, -8.04662704e-006, 0.698554993, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part86, Handle, "HandleToPart86") ---------------------------------------------------- Part87 = CreatePart(Daggers, "Part87", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part87Mesh = CreateMesh(Part87, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part87Weld = CreateWeld(Part87, CFrame.new(0.982131958, -9.00030136e-006, -0.722160339, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part87, Handle, "HandleToPart87") ---------------------------------------------------- Part88 = CreatePart(Daggers, "Part88", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part88Mesh = CreateMesh(Part88, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part88Weld = CreateWeld(Part88, CFrame.new(0.982841492, -8.04662704e-006, -0.652870178, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part88, Handle, "HandleToPart88") ---------------------------------------------------- Part89 = CreatePart(Daggers, "Part89", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part89Mesh = CreateMesh(Part89, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh") Part89Weld = CreateWeld(Part89, CFrame.new(1.10213089, -9.00030136e-006, -0.722164154, 0.707106829, 0, -0.707106829, 0, 1, 0, 0.707106829, 0, 0.707106829), CFrame.new(0,0,0), Part89, Handle, "HandleToPart89") ---------------------------------------------------- Part90 = CreatePart(Daggers, "Part90", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part90Mesh = CreateMesh(Part90, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part90Weld = CreateWeld(Part90, CFrame.new(0.98141098, -1.00135803e-005, 0.638549805, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part90, Handle, "HandleToPart90") ---------------------------------------------------- Part91 = CreatePart(Daggers, "Part91", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part91Mesh = CreateMesh(Part91, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh") Part91Weld = CreateWeld(Part91, CFrame.new(1.10141754, -9.00030136e-006, 0.638557434, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part91, Handle, "HandleToPart91") ---------------------------------------------------- Part92 = CreatePart(Daggers, "Part92", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part92Mesh = CreateMesh(Part92, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part92Weld = CreateWeld(Part92, CFrame.new(1.59999847, 2.30073929e-005, 0.499996185, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part92, Handle, "HandleToPart92") ---------------------------------------------------- Part93 = CreatePart(Daggers, "Part93", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part93Mesh = CreateMesh(Part93, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part93Weld = CreateWeld(Part93, CFrame.new(1.70000076, 4.59551811e-005, 0.399997711, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part93, Handle, "HandleToPart93") ---------------------------------------------------- Part94 = CreatePart(Daggers, "Part94", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part94Mesh = CreateMesh(Part94, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part94Weld = CreateWeld(Part94, CFrame.new(1.80000305, 4.59551811e-005, 0.499996185, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part94, Handle, "HandleToPart94") ---------------------------------------------------- Part95 = CreatePart(Daggers, "Part95", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part95Mesh = CreateMesh(Part95, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part95Weld = CreateWeld(Part95, CFrame.new(1.59999847, 4.59551811e-005, 0.300003052, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part95, Handle, "HandleToPart95") ---------------------------------------------------- Part96 = CreatePart(Daggers, "Part96", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part96Mesh = CreateMesh(Part96, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part96Weld = CreateWeld(Part96, CFrame.new(1.79999924, 4.59551811e-005, 0.299999237, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part96, Handle, "HandleToPart96") ---------------------------------------------------- Part97 = CreatePart(Daggers, "Part97", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part97Mesh = CreateMesh(Part97, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part97Weld = CreateWeld(Part97, CFrame.new(1.5, 4.59551811e-005, 0.399993896, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part97, Handle, "HandleToPart97") ---------------------------------------------------- Part98 = CreatePart(Daggers, "Part98", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part98Mesh = CreateMesh(Part98, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part98Weld = CreateWeld(Part98, CFrame.new(1.39999771, 6.8962574e-005, 0.5, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part98, Handle, "HandleToPart98") ---------------------------------------------------- Part99 = CreatePart(Daggers, "Part99", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part99Mesh = CreateMesh(Part99, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part99Weld = CreateWeld(Part99, CFrame.new(1.90000153, 6.8962574e-005, 0.399997711, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part99, Handle, "HandleToPart99") ---------------------------------------------------- Part100 = CreatePart(Daggers, "Part100", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block) Part100Mesh = CreateMesh(Part100, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh") Part100Weld = CreateWeld(Part100, CFrame.new(2, 6.8962574e-005, 0.299999237, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part100, Handle, "HandleToPart100") ---------------------------------------------------- Part101 = CreatePart(Daggers, "Part101", "Cyan", Vector3.new(0.200000003, 0.200000003, 1.79999995), Enum.Material.Neon, 0, Enum.PartType.Block) Part101Mesh = CreateMesh(Part101, Vector3.new(0.409999996, 1, 1), "SpecialMesh", Enum.MeshType.Wedge) Part101Weld = CreateWeld(Part101, CFrame.new(4.29999924, 0, 0.0899963379, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part101, Handle, "HandleToPart101") ---------------------------------------------------- Part102 = CreatePart(Daggers, "Part102", "Cyan", Vector3.new(0.200000003, 0.200000003, 2), Enum.Material.Neon, 0, Enum.PartType.Block) Part102Mesh = CreateMesh(Part102, Vector3.new(0.409999996, 1, 1), "SpecialMesh", Enum.MeshType.Brick) Part102Weld = CreateWeld(Part102, CFrame.new(2.5, 0, 0.0899963379, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part102, Handle, "HandleToPart102") ---------------------------------------------------- Part103 = CreatePart(Daggers, "Part103", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.499999881), Enum.Material.Neon, 0, Enum.PartType.Block) Part103Mesh = CreateMesh(Part103, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge) Part103Weld = CreateWeld(Part103, CFrame.new(4.00980759, 0, -0.060005188, 0, -0.500000238, 0.866025388, 1, 0, 0, 0, 0.866025388, 0.500000238), CFrame.new(0,0,0), Part103, Handle, "HandleToPart103") ---------------------------------------------------- Part104 = CreatePart(Daggers, "Part104", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.699999869), Enum.Material.Neon, 0, Enum.PartType.Block) Part104Mesh = CreateMesh(Part104, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge) Part104Weld = CreateWeld(Part104, CFrame.new(3.52320099, 2.30073929e-005, -0.11000824, 0, -0.500000238, 0.866025388, 1, 0, 0, 0, 0.866025388, 0.500000238), CFrame.new(0,0,0), Part104, Handle, "HandleToPart104") ---------------------------------------------------- Part105 = CreatePart(Daggers, "Part105", "Cyan", Vector3.new(0.200000003, 0.200000003, 1.0999999), Enum.Material.Neon, 0, Enum.PartType.Block) Part105Mesh = CreateMesh(Part105, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge) Part105Weld = CreateWeld(Part105, CFrame.new(2.94999695, 2.30073929e-005, -0.100006104, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part105, Handle, "HandleToPart105") ---------------------------------------------------- Part106 = CreatePart(Daggers, "Part106", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.899999857), Enum.Material.Neon, 0, Enum.PartType.Block) Part106Mesh = CreateMesh(Part106, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge) Part106Weld = CreateWeld(Part106, CFrame.new(2.41661835, 2.30073929e-005, -0.0717697144, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part106, Handle, "HandleToPart106") ---------------------------------------------------- Part107 = CreatePart(Daggers, "Part107", "White", Vector3.new(1, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block) Part107Mesh = CreateMesh(Part107, Vector3.new(1.00399995, 1.20000005, 1.20000005), "BlockMesh") Part107Weld = CreateWeld(Part107, CFrame.new(0, 2.39610672e-005, -7.62939453e-006, 1, 0, 0, 0, 0.707106829, 0.707106829, 0, -0.707106829, 0.707106829), CFrame.new(0,0,0), Part107, Handle, "HandleToPart107") ---------------------------------------------------- Part108 = CreatePart(Daggers, "Part108", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.499999851), Enum.Material.Neon, 0, Enum.PartType.Block) Part108Mesh = CreateMesh(Part108, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge) Part108Weld = CreateWeld(Part108, CFrame.new(2.00979996, 4.59551811e-005, -0.0200119019, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part108, Handle, "HandleToPart108") ---------------------------------------------------- Part109 = CreatePart(Daggers, "Part109", "Cyan", Vector3.new(0.200000003, 0.200000003, 3.40000033), Enum.Material.Neon, 1, Enum.PartType.Block) Part109Mesh = CreateMesh(Part109, Vector3.new(0.409999996, 1, 1), "SpecialMesh", Enum.MeshType.Brick) Part109Weld = CreateWeld(Part109, CFrame.new(3.29999924, 0, -0.0100021362, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part109, Handle, "HandleToPart109") Daggers2 = Daggers:clone() Daggers2.Parent = Character Daggers2.Handle.HandleToRightArm.Part1 = LeftArm Handle2Weld = Daggers2.Handle.HandleToRightArm --[[ References ]]-- RightArmReference = CreatePart(Character, "Right arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block") RightArmReferenceWeld = CreateWeld(RightArmReference, CFrame.new(0,1.5,0), CFrame.new(0,0,0), RightArm, RightArmReference, "LeftArmReferenceToRightArm") ---------------------------------------------------------------------------------------------------------------------------- LeftArmReference = CreatePart(Character, "Left arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block") LeftArmReferenceWeld = CreateWeld(LeftArmReference, CFrame.new(0,1.5,0), CFrame.new(0,0,0), LeftArm, LeftArmReference, "LeftArmReferenceToLeftArm") ---------------------------------------------------------------------------------------------------------------------------- TorsoReference = CreatePart(Character, "Torso reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block") TorsoReferenceWeld = CreateWeld(TorsoReference, CFrame.new(0,0,0), CFrame.new(0,0,0), Torso, TorsoReference, "TorsoReferenceToTorsoArm") ---------------------------------------------------------------------------------------------------------------------------- RootPartReference = CreatePart(Character, "Root part reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block") RootPartReferenceWeld = CreateWeld(RootPartReference, CFrame.new(0,0,0), CFrame.new(0,0,0), RootPart, RootPartReference, "RootPartReferenceToRootPart") --[[ Damage function ]]-- function Display(HitCharacter, DisplayText, DisplayType) if HitCharacter:FindFirstChild("Head") then local DamageShowingPart = Instance.new("Part",Services.Workspace) DamageShowingPart.Name = "ShowDamage" DamageShowingPart.BrickColor = BrickColor.new("Crimson") DamageShowingPart.Size = Vector3.new() DamageShowingPart.Material = "Neon" DamageShowingPart.Transparency = 1 local DisplayGui = Instance.new("BillboardGui", DamageShowingPart) DisplayGui.Name = "Damage" DisplayGui.AlwaysOnTop = true DisplayGui.Size = UDim2.new(2, 0, 2, 0) local DisplayNumber = Instance.new("TextLabel", DisplayGui) DisplayNumber.Size = UDim2.new(1,0,1,0) DisplayNumber.TextTransparency = 1 DisplayNumber.TextStrokeTransparency = 1 DisplayNumber.BackgroundTransparency = 1 DisplayNumber.TextTransparency = 1 DisplayNumber.Font = "SourceSansBold" DisplayNumber.TextScaled = true local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart) BodyVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge) BodyVelocity.Velocity = Vector3.new(0,0.5,0) if DisplayType == "Stun" then BodyVelocity.Velocity = Vector3.new(0,0.1,0) DisplayGui.Size = UDim2.new(5, 0, 5, 0) DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color DisplayNumber.TextColor3 = BrickColor.new("Bright yellow").Color DisplayNumber.Text = "Stunned!" DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(0,5,0) end if DisplayType == "Damage" then DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color DisplayNumber.TextColor3 = BrickColor.new("Really red").Color DisplayNumber.Text = "-" .. DisplayText DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1,1),5,math.random(-1,1)) end coroutine.resume(coroutine.create(function() while DisplayNumber.TextTransparency > 0 do wait() DisplayNumber.TextStrokeTransparency = DisplayNumber.BackgroundTransparency - 0.1 DisplayNumber.TextTransparency = DisplayNumber.TextTransparency - 0.1 end AddVFX("Display", DamageShowingPart, 0.05) end)) Services.Debris:AddItem(DamageShowingPart, 10) end end function DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook) if Hit.Health == 0 or HitCharacter:FindFirstChild(Player.Name) then return end SoundEffect(HitCharacter.Torso, SFX, 10, SFXPitch, false) if Type == "Stand" then HitCharacter.Humanoid.PlatformStand = true coroutine.resume(coroutine.create(function() wait(3) HitCharacter.Humanoid.PlatformStand = false end)) end local DelayDebounce = Instance.new("Folder", HitCharacter) DelayDebounce.Name = Player.Name Services.Debris:AddItem(DelayDebounce, Delay) local Damage = math.random(MinDamage, MaxDamage) HitCharacter.Torso.Velocity = PartLook.CFrame.lookVector * Knockback coroutine.resume(coroutine.create(function() wait() Hit:TakeDamage(Damage) Display(HitCharacter, Damage, "Damage") end)) end function ValidateDamage(Part, Type, Distance, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration) for ChildrenNumber, Children in pairs(Services.Workspace:children()) do if Children ~= Character and Children:FindFirstChild("Humanoid") and Children:FindFirstChild("Head") then local HitHead = Children.Head local TargetPosition = HitHead.Position - Part.Position local Magnitude = TargetPosition.magnitude if Magnitude < Distance then local Hit = Children.Humanoid local HitCharacter = Children DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration) end end end end --[[ Attacks ]]-- function Attack1() Attacking = true for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end SoundEffect(Torso, 231917871, 1, 2, false) for i = 1,10 do Wait2() ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3) RootPart.Velocity = RootPart.CFrame.lookVector * 50 Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2) end Attacking = false end function Attack2() Attacking = true for i = 1,10 do Wait2() RootPart.Velocity = RootPart.CFrame.lookVector * 25 Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2) end BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(LeftArmReference.Position, CFrame.new(LeftArmReference.Position, LeftArmReference.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition), "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3) wait() RootPartReferenceWeld.C0 = CFrame.new(0,0,-25) Character:MoveTo(RootPartReference.Position) BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(LeftArmReference.Position, CFrame.new(LeftArmReference.Position, LeftArmReference.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) , "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end SoundEffect(Torso, 320557563, 1, 1, false) for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end Attacking = false end function Attack3() Attacking = true for i = 1,2 do SoundEffect(Torso, 231917871, 1, 2, false) for i = 1,10 do Wait2() ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3) RootPart.Velocity = RootPart.CFrame.lookVector * 50 Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0, 0, -i/2), 0.5) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,-1.6,0), 0.2) end end Attacking = false end function Attack4() Attacking = true for i = 1,5 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.5) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 0.2), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.6, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,-1.6,0), 0.2) end for i = 1,5 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 1.6), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0, 0.3, -1.6), 0.5) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.8 , -0, 0.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end local RootPartLook = RootPart.CFrame.lookVector local Tornado = Instance.new("Part", Services.Workspace) Tornado.Size = Vector3.new() Tornado.CanCollide = false Tornado.Position = RootPart.Position Tornado.Transparency = 1 Services.Debris:AddItem(Tornado, 1) local TornadoVelocity = Instance.new("BodyVelocity", Tornado) TornadoVelocity.Velocity = RootPartLook * 30 TornadoVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge) SoundEffect(Tornado, 324867021, 1, 1, false) coroutine.resume(coroutine.create(function() local TornadoRotate = 0 while Tornado.Parent == Services.Workspace do Wait2() local TouchedFloor, WavePosition = FindPartOnRay(Tornado.Position, CFrame.new(Tornado.Position, Tornado.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "Cyan", "Neon", 0 , 0.1, 10,2,10, 0,0,0) WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "White", "Neon", 0 , 0.1, 5,2,5, 0,0,0) end TornadoRotate = TornadoRotate + 0.1 TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "Cyan", "Neon", 0.1, 0.5, 7, 7, 7, 0, 0, 0) TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "White", "Neon", 0, 0.5, 3,5, 3, 0, 0, 0) ValidateDamage(Tornado, "Normal", 10, 6, 8, Tornado, 5, 199149269, 1, 0.3) end end)) Attacking = false end function Move1() Attacking = true for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end for i = 1, 3 do BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition), "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end ValidateDamage(Torso, "Normal", 20, 10, 15, RootPart, 5, 199149269, 1, 0.3) wait() RootPartReferenceWeld.C0 = CFrame.new(0,0,-10) Character:MoveTo(RootPartReference.Position) BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) , "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end SoundEffect(Torso, 320557563, 1, 1, false) end for i = 1 ,3 do for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition), "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3) wait() RootPartReferenceWeld.C0 = CFrame.new(0,0,20) Character:MoveTo(RootPartReference.Position) BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) , "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end SoundEffect(Torso, 231917871, 1, 2, false) for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2) end end Attacking = false end function Move2() Attacking = true Humanoid.WalkSpeed = 0 Humanoid.JumpPower = 0 coroutine.resume(coroutine.create(function() for i = 1, 5 do Wait2(10) BlockVFX(RightArmReference.CFrame, "Cyan", "Neon", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5) BlockVFX(LeftArmReference.CFrame, "Cyan", "Neon", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition), "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end end end)) for i = 1,100 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2) end local RootPartLook = RootPart.CFrame.lookVector local Tornado = Instance.new("Part", Services.Workspace) Tornado.Size = Vector3.new() Tornado.CanCollide = false Tornado.Position = RootPart.Position Tornado.Transparency = 1 Services.Debris:AddItem(Tornado, 2) local TornadoVelocity = Instance.new("BodyVelocity", Tornado) TornadoVelocity.Velocity = RootPartLook * 100 TornadoVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge) SoundEffect(Tornado, 324867021, 1, 1, false) coroutine.resume(coroutine.create(function() local TornadoRotate = 0 while Tornado.Parent == Services.Workspace do Wait2() local TouchedFloor, WavePosition = FindPartOnRay(Tornado.Position, CFrame.new(Tornado.Position, Tornado.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "Cyan", "Neon", 0 , 0.1, 20,4,20, 0,0,0) WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "White", "Neon", 0 , 0.1, 15,4,15, 0,0,0) end TornadoRotate = TornadoRotate + 0.1 TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "Cyan", "Neon", 0.1, 0.5, 17, 17, 17, 0, 0, 0) TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "White", "Neon", 0, 0.5, 13,15, 13, 0, 0, 0) ValidateDamage(Tornado, "Stand", 10, 10, 13, Tornado, 5, 199149269, 1, 0.1) end end)) Humanoid.WalkSpeed = 20 Humanoid.JumpPower = 50 Attacking = false end function Move3() Attacking = true for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end Humanoid.WalkSpeed = 30 Humanoid.JumpPower = 0 BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) , "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end Daggers.Parent = nil Daggers2.Parent = nil for i = 1,10 do Wait2() Head.face.Transparency = 1 for i,v in pairs(Character:children()) do if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then v.Transparency = v.Transparency + 0.1 end if v:IsA("Accessory") then v.Handle.Transparency = v.Handle.Transparency + 0.1 end end end wait(3) Daggers.Parent = Character Daggers2.Parent = Character for i = 1,10 do Wait2() Head.face.Transparency = 0 for i,v in pairs(Character:children()) do if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then v.Transparency = v.Transparency - 0.1 end if v:IsA("Accessory") then v.Handle.Transparency = v.Handle.Transparency - 0.1 end end end SoundEffect(Torso, 231917871, 1, 2, false) BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5) local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) , "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1) end for i = 1,10 do Wait2() ValidateDamage(Torso, "Normal", 10, 36, 46, RootPart, 5, 199149269, 1, 0.3) RootPart.Velocity = RootPart.CFrame.lookVector * 50 Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2) end Humanoid.WalkSpeed = 20 Humanoid.JumpPower = 50 Attacking = false end function Move4() Attacking = true for i = 1,10 do Wait2() Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end local RootPartLook = RootPart.CFrame.lookVector RootPartReferenceWeld.C0 = CFrame.new(0,0,20) local Tornado = Instance.new("Part", Services.Workspace) Tornado.Size = Vector3.new() Tornado.CanCollide = false Tornado.Position = RootPartReference.Position Tornado.Transparency = 1 Tornado.Anchored = true Services.Debris:AddItem(Tornado, 10) SoundEffect(Tornado, 324867021, 1, 1, false) coroutine.resume(coroutine.create(function() local TornadoRotate = 0 while Tornado.Parent == Services.Workspace do Wait2() local TouchedFloor, WavePosition = FindPartOnRay(Tornado.Position, CFrame.new(Tornado.Position, Tornado.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character) if TouchedFloor then WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "Cyan", "Neon", 0 , 0.1, 100,20,100, 0,0,0) WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "White", "Neon", 0 , 0.1, 50,20,50, 0,0,0) end TornadoRotate = TornadoRotate + 0.1 TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "Cyan", "Neon", 0.1, 0.5, 70, 70, 70, 0, 0, 0) TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "White", "Neon", 0, 0.5, 30,50, 30, 0, 0, 0) ValidateDamage(Tornado, "Stand", 50, 3, 6, Tornado, 5, 199149269, 1, 0.3) end end)) for i = 1,10 do Wait2() RootPart.Velocity = RootPart.CFrame.lookVector * 50 Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2) end Attacking = false end function UseAirCharge() CanCharge = false Charge = Charge - 1 local AntiFall = Instance.new("Part", workspace) AntiFall.Anchored = true AntiFall.Size = Vector3.new(50,1,50) AntiFall.Transparency = 1 AntiFall.CFrame = RootPart.CFrame * CFrame.new(0,-2,0) Services.Debris:AddItem(AntiFall, 1) Humanoid.JumpPower = 0 SoundEffect(Torso, 169380505, 1, 1, false) RingVFX(RootPart.CFrame * CFrame.new(0,-2,0) * CFrame.Angles(1.6,0,0), "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) CircleVFX(RootPart.CFrame * CFrame.new(0,-2,0), "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3) coroutine.resume(coroutine.create(function() wait(1) CanCharge = true end)) end --[[ Other functions ]]-- function Keydown(Key) if Attacking then return end if Key == "z" and Cooldown1 == MaxCooldown1 and Mana > 20 then Mana = Mana - 20 Cooldown1 = 0 Move1() end if Key == "x" and Cooldown2 == MaxCooldown2 and Mana > 40 then Cooldown2 = 0 Mana = Mana - 40 Move2() end if Key == "c" and Cooldown3 == MaxCooldown3 and Mana > 70 then Cooldown3 = 0 Mana = Mana - 70 Move3() end if Key == "v" and Cooldown4 == MaxCooldown4 and Mana > 99 then Cooldown4 = 0 Mana = Mana - 100 Move4() end if Key == " " and InAir then Charging = true Humanoid.JumpPower = 0 end end function Keyup(Key) if Attacking then return end if Key == " " then Charging = false Humanoid.JumpPower = 50 end end function MouseClick() if Attacking then return end if Combo == 1 then Combo = 2 Attack1() elseif Combo == 2 then Combo = 3 Attack2() elseif Combo == 3 then Combo = 4 Attack3() elseif Combo == 4 then Combo = 1 Attack4() end end Mouse.Button1Down:connect(MouseClick) Mouse.KeyDown:connect(Keydown) Mouse.KeyUp:connect(Keyup) --[[ Values ]]-- DoAnimateVal = 0 DoAnimateVal2 = 0 DoAnimateVal3 = 0 DoAnimateVal4 = 0 Increase = 0 Increase2 = 0 Invert = false Invert2 = false Invert3 = false Invert4 = false WalkVal = 0 WalkInvert = false Walk = false --[[ Looped functions ]]-- function VisualEffects() for i = 1, #VFXList do if VFXList[i] then local VFXConfiguration = VFXList[i] if VFXConfiguration then if VFXConfiguration[1] == "Display" then if VFXConfiguration[2]:FindFirstChild("Damage") then VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency = VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency + VFXConfiguration[3] VFXConfiguration[2].Damage.TextLabel.TextTransparency = VFXConfiguration[2].Damage.TextLabel.TextTransparency + VFXConfiguration[3] end end if VFXConfiguration[1] == "Resize" then if VFXConfiguration[2]:FindFirstChild("Mesh") then if VFXConfiguration[2].Transparency < 1 then VFXConfiguration[2].Mesh.Scale = VFXConfiguration[2].Mesh.Scale + Vector3.new(VFXConfiguration[4], VFXConfiguration[5], VFXConfiguration[6]) VFXConfiguration[2].Transparency = VFXConfiguration[2].Transparency + VFXConfiguration[3] end end end if VFXConfiguration[1] == "Rotate" then if VFXConfiguration[2].Transparency < 1 then VFXConfiguration[2].Rotation = VFXConfiguration[2].Rotation + Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) end end end end end end function FindPartOnRay(Position, Direction, MaxDistance, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * MaxDistance), Ignore) end function Values() Increase = Increase + 1 Increase2 = Increase2 + 0.5 if WalkVal > 8 then WalkInvert = true elseif WalkVal < 1 then WalkInvert = false end if WalkInvert then WalkVal = WalkVal - 1 elseif not WalkInvert then WalkVal = WalkVal + 1 end if 0.5 < DoAnimateVal then Invert = true elseif DoAnimateVal < -0.5 then Invert = false end if 0.2 < DoAnimateVal2 then Invert2 = true elseif DoAnimateVal2 < -0.2 then Invert2 = false end if Invert == false then DoAnimateVal = DoAnimateVal + 0.01 else DoAnimateVal = DoAnimateVal - 0.01 end if Invert2 == false then DoAnimateVal2 = DoAnimateVal2 + 0.05 else DoAnimateVal2 = DoAnimateVal2 - 0.05 end if 1 < DoAnimateVal3 then Invert3 = true elseif DoAnimateVal3 < -0 then Invert3 = false end if Invert3 == false then DoAnimateVal3 = DoAnimateVal3 + 0.1 else DoAnimateVal3 = DoAnimateVal3 - 0.1 end if 1 < DoAnimateVal4 then Invert4 = true elseif DoAnimateVal4 < -1 then Invert4 = false end if ChargeDelay < ChargeDelay2 then ChargeDelay = ChargeDelay + 1 elseif ChargeDelay > ChargeDelay2 - 1 then ChargeDelay = 0 end if Charge < 100 and ChargeDelay < 1 and not Charging then Charge = Charge + 1 end if Charge > 3 then Charge = 4 end if Invert4 == false then DoAnimateVal4 = DoAnimateVal4 + 0.1 else DoAnimateVal4 = DoAnimateVal4 - 0.1 end if Cooldown1 < MaxCooldown1 then Cooldown1 = Cooldown1 + Cooldown1Add end if Cooldown1 > MaxCooldown1 - 1 then Cooldown1 = MaxCooldown1 end if Cooldown2 < MaxCooldown2 then Cooldown2 = Cooldown2 + Cooldown2Add end if Cooldown2 > MaxCooldown2 - 1 then Cooldown2 = MaxCooldown2 end if Cooldown3 < MaxCooldown3 then Cooldown3 = Cooldown3 + Cooldown3Add end if Cooldown3 > MaxCooldown3 - 1 then Cooldown3 = MaxCooldown3 end if Cooldown4 < MaxCooldown4 then Cooldown4 = Cooldown4 + Cooldown4Add end if Cooldown4 > MaxCooldown4 - 1 then Cooldown4 = MaxCooldown4 end if ManaDelay < ManaDelay2 then ManaDelay = ManaDelay + 1 elseif ManaDelay > ManaDelay2 - 1 then ManaDelay = 0 end if Mana < 100 and ManaDelay < 1 then Mana = Mana + 1 end if Mana > 99 then Mana = 100 end end function UpdateAllBars() ManaBarText.Text = "Mana: " .. Mana .. "%" HealthBarText.Text = "Health: " .. Humanoid.Health .. "%" ChargeBarText.Text = "Charges: "..Charge.." / 4" HealthBarBar:TweenSize(UDim2.new(0.98 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 0, 19), "Out", "Quad", 0.3) ManaBarBar:TweenSize(UDim2.new(0.98 * (Mana / 100), 0, 0, 19), "Out", "Quad", 0.3) ChargeBarBar:TweenSize(UDim2.new(0.98 * (Charge / 4), 0, 0, 19), "Out", "Quad", 0.3) CooldownZBarBar:TweenSize(UDim2.new(1 * (Cooldown1 / MaxCooldown1), 0, 0, 70), "Out", "Quad", 0.3) CooldownXBarBar:TweenSize(UDim2.new(1 * (Cooldown2 / MaxCooldown2), 0, 0, 70), "Out", "Quad", 0.3) CooldownCBarBar:TweenSize(UDim2.new(1 * (Cooldown3 / MaxCooldown3), 0, 0, 70), "Out", "Quad", 0.3) CooldownVBarBar:TweenSize(UDim2.new(1 * (Cooldown4 / MaxCooldown4), 0, 0, 70), "Out", "Quad", 0.3) if Humanoid.Health > 75 then HealthBarBar.BackgroundColor3 = BrickColor.new("Lime green").Color elseif Humanoid.Health > 50 and Humanoid.Health < 75 then HealthBarBar.BackgroundColor3 = BrickColor.new("Cool yellow").Color elseif Humanoid.Health > 35 and Humanoid.Health < 50 then HealthBarBar.BackgroundColor3 = BrickColor.new("Bright yellow").Color elseif Humanoid.Health > 15 and Humanoid.Health < 35 then HealthBarBar.BackgroundColor3 = BrickColor.new("Bright red").Color elseif Humanoid.Health < 35 then HealthBarBar.BackgroundColor3 = BrickColor.new("Really red").Color end end function Animations() local Velocity = (RootPart.Velocity * Vector3.new(1,0,1)).magnitude local FallVelocity = RootPart.Velocity.Y local Floor = FindPartOnRay(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position + Vector3.new(0,-1,0)).lookVector, 4, Character) if Velocity > 1 and Floor then if WalkInvert then RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0,0,1.2), 0.2) LeftHip.C1 = Animate(LeftHip.C1,LeftLegDefaultCFrame * CFrame.Angles(0,0,1.2), 0.2) elseif not WalkInvert then RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0,0,-0.8), 0.2) LeftHip.C1 = Animate(LeftHip.C1,LeftLegDefaultCFrame * CFrame.Angles(0,0,-0.8), 0.2) end else RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2) LeftHip.C1 = Animate(LeftHip.C1,LeftLegDefaultCFrame, 0.2) end if Velocity < 1 and Floor and not Attacking then Walk = false InAir = false Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, -0.6), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0 + DoAnimateVal / 8) * CFrame.Angles(-0.2, -0.1, 0.6), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5+ DoAnimateVal / 8, 0) * CFrame.Angles(-0.2 - DoAnimateVal / 8 , -0.2, 0.2 + DoAnimateVal / 8), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5 + DoAnimateVal / 8,0) * CFrame.Angles(-0.2 + DoAnimateVal / 8 , 0.2, -0.2- DoAnimateVal / 8), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1.05 - DoAnimateVal / 8, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0.01,0,-0.2), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1 - DoAnimateVal / 8, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0.05,0,0.2), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end if Velocity > 1 and Floor and not Attacking then InAir = false Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.3, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,-0.5) * CFrame.Angles(0.8, 0, DoAnimateVal2), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 0.5), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(-0.5 , 0, -0.5), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2) end if FallVelocity > 1 and not Floor and not Attacking then InAir = true Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.05, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,-0.2) * CFrame.Angles(-0.6, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 0.7), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(-0.5 , 0, -0.7), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.5), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2) end if FallVelocity < -1 and not Floor and not Attacking then InAir = true Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.05, 0, 0), 0.2) RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,-0.2) * CFrame.Angles(0.6, 0, 0), 0.2) RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 1), 0.2) LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(-0.5 , 0, -1), 0.2) RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0), 0.2) LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.5), 0.2) Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2) HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2) end if Charge < 1 then Charging = false end if Charging and InAir and CanCharge then UseAirCharge() end end --[[ Loop ]]-- while 1 do Wait2() Values() UpdateAllBars() VisualEffects() Animations() end
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