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Jan 18th, 2018
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  1. --//====================================================\\--
  2. --|| CREATED BY BRANNON1964802
  3. --\\====================================================//--
  4.  
  5.  
  6.  
  7. wait(1 / 60)
  8.  
  9.  
  10.  
  11. Player = game:GetService("Players").LocalPlayer
  12. PlayerGui = Player.PlayerGui
  13. Cam = workspace.CurrentCamera
  14. Backpack = Player.Backpack
  15. Character = Player.Character
  16. Humanoid = Character.Humanoid
  17. Mouse = Player:GetMouse()
  18. RootPart = Character["HumanoidRootPart"]
  19. Torso = Character["Torso"]
  20. Head = Character["Head"]
  21. RightArm = Character["Right Arm"]
  22. LeftArm = Character["Left Arm"]
  23. RightLeg = Character["Right Leg"]
  24. LeftLeg = Character["Left Leg"]
  25. RootJoint = RootPart["RootJoint"]
  26. Neck = Torso["Neck"]
  27. RightShoulder = Torso["Right Shoulder"]
  28. LeftShoulder = Torso["Left Shoulder"]
  29. RightHip = Torso["Right Hip"]
  30. LeftHip = Torso["Left Hip"]
  31.  
  32. IT = Instance.new
  33. CF = CFrame.new
  34. VT = Vector3.new
  35. RAD = math.rad
  36. C3 = Color3.new
  37. UD2 = UDim2.new
  38. BRICKC = BrickColor.new
  39. ANGLES = CFrame.Angles
  40. EULER = CFrame.fromEulerAnglesXYZ
  41. COS = math.cos
  42. ACOS = math.acos
  43. SIN = math.sin
  44. ASIN = math.asin
  45. ABS = math.abs
  46. MRANDOM = math.random
  47. FLOOR = math.floor
  48.  
  49.  
  50.  
  51.  
  52.  
  53. --//=================================\\
  54. --|| CUSTOMIZATION
  55. --\\=================================//
  56.  
  57. Class_Name = "Firebreather"
  58. Weapon_Name = "Redemption"
  59.  
  60. Custom_Colors = {
  61. Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
  62. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
  63.  
  64. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
  65. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
  66. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
  67. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
  68. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
  69.  
  70. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
  71. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
  72. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
  73. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
  74. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
  75. }
  76.  
  77. Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
  78. Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
  79. Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
  80. Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
  81. Ability_Background_Transparency = 0 --Transparency for the background of the abilities.
  82. Stat_Background_Transparency = 0 --Transparency for the background of the stats.
  83.  
  84. Player_Size = 1 --Size of the player.
  85. Animation_Speed = 2
  86. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  87.  
  88. Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
  89. Enable_Stats = false --Enables or disables stats.
  90. Put_Stats_In_Character = false --Places stats in Character.
  91. Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
  92. Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
  93. Enable_Stagger = false --Enables or disables staggering.
  94. Enable_Stun = false --Enables or disables the stun mechanic.
  95. Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
  96. Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
  97.  
  98. Start_Equipped = false --Starts the player equipped with their weapon.
  99. Start_Equipped_With_Equipped_Animation = false --Used in conjunction with the above option. Starts your equip animation.
  100. Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
  101. Disable_Animator = true --Disables the Animator in the humanoid.
  102. Disable_Animate = true --Disables the Animate script in the character.
  103. Disable_Moving_Arms = false --Keeps the arms from moving around.
  104. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
  105. Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
  106. Disable_Jump = false --Disables jumping.
  107. Use_HopperBin = true --Uses a hopperbin to do things.
  108.  
  109. Cooldown_1 = 0 --Cooldowns for abilites.
  110. Cooldown_2 = 0
  111. Cooldown_3 = 0
  112. Cooldown_4 = 0
  113. Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
  114. Skill_2_Mana_Cost = 0
  115. Skill_3_Mana_Cost = 0
  116. Skill_4_Mana_Cost = 0
  117. Max_Mana = 0 --Maximum amount of mana you can have.
  118. Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
  119. Mana_Name = "Mana" --Name for the mana bar.
  120. Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
  121. Max_Stun = 1 --Maximum amount of stun you can have.
  122. Recover_Mana = 0 --How much mana you gain.
  123. Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
  124. Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
  125. Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
  126. Recover_Secondary_Mana = 0 --How much secondary mana you gain.
  127. Lose_Stun = 0 --How much stun you lose.
  128. Stun_Wait = 0 --Delay between losing stun.
  129. Mana_Wait = 0 --Delay between gaining mana.
  130. Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
  131. Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
  132. Constant_Update = false --Removes the delay between updating the Weapon GUI.
  133. Show_Stats = false --Hides or shows stats.
  134. Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
  135.  
  136. --//=================================\\
  137. --|| END OF CUSTOMIZATION
  138. --\\=================================//
  139.  
  140.  
  141.  
  142.  
  143.  
  144. --//=================================\\
  145. --|| USEFUL VALUES
  146. --\\=================================//
  147.  
  148. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  149. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  150. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  151. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  152. local CO1 = 0
  153. local CO2 = 0
  154. local CO3 = 0
  155. local CO4 = 0
  156. local CHANGEDEFENSE = 0
  157. local CHANGEDAMAGE = 0
  158. local CHANGEMOVEMENT = 0
  159. local ANIM = "Idle"
  160. local ATTACK = false
  161. local EQUIPPED = false
  162. local HOLD = false
  163. local COMBO = 1
  164. local LASTPOINT = nil
  165. local BLCF = nil
  166. local SCFR = nil
  167. local STAGGERHITANIM = false
  168. local STAGGERANIM = false
  169. local STUNANIM = false
  170. local CRITCHANCENUMBER = 0
  171. local IDLENUMBER = 0
  172. local DONUMBER = 0
  173. local HANDIDLE = false
  174. local SINE = 0
  175. local CHANGE = 2 / Animation_Speed
  176. local WALKINGANIM = false
  177. local WALK = 0
  178. local DISABLEJUMPING = false
  179. local HASBEENBLOCKED = false
  180. local STUNDELAYNUMBER = 0
  181. local MANADELAYNUMBER = 0
  182. local SECONDARYMANADELAYNUMBER = 0
  183. local ROBLOXIDLEANIMATION = IT("Animation")
  184. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  185. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  186. --ROBLOXIDLEANIMATION.Parent = Humanoid
  187. local WEAPONGUI = IT("ScreenGui", nil)
  188. WEAPONGUI.Name = "Weapon GUI"
  189. local WEAPONTOOL = IT("HopperBin", nil)
  190. WEAPONTOOL.Name = Weapon_Name
  191. local Weapon = IT("Model")
  192. Weapon.Name = Weapon_Name
  193. local Effects = IT("Folder", Weapon)
  194. Effects.Name = "Effects"
  195. local ANIMATOR = Humanoid.Animator
  196. local ANIMATE = Character.Animate
  197. local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
  198. local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
  199. local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
  200. local HITBLOCKSOUNDS = {"199148933", "199148947"}
  201.  
  202. --//=================================\\
  203. --\\=================================//
  204.  
  205.  
  206.  
  207.  
  208.  
  209. --//=================================\\
  210. --|| STATS
  211. --\\=================================//
  212.  
  213. if Character:FindFirstChild("Stats") ~= nil then
  214. Character:FindFirstChild("Stats").Parent = nil
  215. end
  216.  
  217. local Stats = IT("Folder", nil)
  218. Stats.Name = "Stats"
  219. local ChangeStat = IT("Folder", Stats)
  220. ChangeStat.Name = "ChangeStat"
  221. local Defense = IT("NumberValue", Stats)
  222. Defense.Name = "Defense"
  223. Defense.Value = 1
  224. local Movement = IT("NumberValue", Stats)
  225. Movement.Name = "Movement"
  226. Movement.Value = 1
  227. local Damage = IT("NumberValue", Stats)
  228. Damage.Name = "Damage"
  229. Damage.Value = 1
  230. local Mana = IT("NumberValue", Stats)
  231. Mana.Name = "Mana"
  232. Mana.Value = 0
  233. local SecondaryMana = IT("NumberValue", Stats)
  234. SecondaryMana.Name = "SecondaryMana"
  235. SecondaryMana.Value = 0
  236. local CanCrit = IT("BoolValue", Stats)
  237. CanCrit.Name = "CanCrit"
  238. CanCrit.Value = false
  239. local CritChance = IT("NumberValue", Stats)
  240. CritChance.Name = "CritChance"
  241. CritChance.Value = 20
  242. local CanPenetrateArmor = IT("BoolValue", Stats)
  243. CanPenetrateArmor.Name = "CanPenetrateArmor"
  244. CanPenetrateArmor.Value = false
  245. local AntiTeamKill = IT("BoolValue", Stats)
  246. AntiTeamKill.Name = "AntiTeamKill"
  247. AntiTeamKill.Value = false
  248. local Rooted = IT("BoolValue", Stats)
  249. Rooted.Name = "Rooted"
  250. Rooted.Value = false
  251. local Block = IT("BoolValue", Stats)
  252. Block.Name = "Block"
  253. Block.Value = false
  254. local RecentEnemy = IT("ObjectValue", Stats)
  255. RecentEnemy.Name = "RecentEnemy"
  256. RecentEnemy.Value = nil
  257. local StaggerHit = IT("BoolValue", Stats)
  258. StaggerHit.Name = "StaggerHit"
  259. StaggerHit.Value = false
  260. local Stagger = IT("BoolValue", Stats)
  261. Stagger.Name = "Stagger"
  262. Stagger.Value = false
  263. local Stun = IT("BoolValue", Stats)
  264. Stun.Name = "Stun"
  265. Stun.Value = false
  266. local StunValue = IT("NumberValue", Stats)
  267. StunValue.Name = "StunValue"
  268. StunValue.Value = 0
  269.  
  270. if Enable_Stats == true and Put_Stats_In_Character == true then
  271. Stats.Parent = Character
  272. end
  273.  
  274. --//=================================\\
  275. --\\=================================//
  276.  
  277.  
  278.  
  279.  
  280.  
  281. --//=================================\\
  282. --|| DEBUFFS / BUFFS
  283. --\\=================================//
  284.  
  285. local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
  286. DEFENSECHANGE1.Name = "ChangeDefense"
  287. DEFENSECHANGE1.Value = 0
  288.  
  289. local MOVEMENTCHANGE1 = IT("NumberValue", nil)
  290. MOVEMENTCHANGE1.Name = "ChangeMovement"
  291. MOVEMENTCHANGE1.Value = 0
  292.  
  293. --//=================================\\
  294. --\\=================================//
  295.  
  296.  
  297.  
  298.  
  299.  
  300. --//=================================\\
  301. --|| SAZERENOS' ARTIFICIAL HEARTBEAT
  302. --\\=================================//
  303.  
  304. ArtificialHB = Instance.new("BindableEvent", script)
  305. ArtificialHB.Name = "ArtificialHB"
  306.  
  307. script:WaitForChild("ArtificialHB")
  308.  
  309. frame = Frame_Speed
  310. tf = 0
  311. allowframeloss = false
  312. tossremainder = false
  313. lastframe = tick()
  314. script.ArtificialHB:Fire()
  315.  
  316. game:GetService("RunService").Heartbeat:connect(function(s, p)
  317. tf = tf + s
  318. if tf >= frame then
  319. if allowframeloss then
  320. script.ArtificialHB:Fire()
  321. lastframe = tick()
  322. else
  323. for i = 1, math.floor(tf / frame) do
  324. script.ArtificialHB:Fire()
  325. end
  326. lastframe = tick()
  327. end
  328. if tossremainder then
  329. tf = 0
  330. else
  331. tf = tf - frame * math.floor(tf / frame)
  332. end
  333. end
  334. end)
  335.  
  336. --//=================================\\
  337. --\\=================================//
  338.  
  339.  
  340.  
  341.  
  342.  
  343. --//=================================\\
  344. --|| SOME FUNCTIONS
  345. --\\=================================//
  346.  
  347. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  348. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  349. end
  350.  
  351. function PositiveAngle(NUMBER)
  352. if NUMBER >= 0 then
  353. NUMBER = 0
  354. end
  355. return NUMBER
  356. end
  357.  
  358. function NegativeAngle(NUMBER)
  359. if NUMBER <= 0 then
  360. NUMBER = 0
  361. end
  362. return NUMBER
  363. end
  364.  
  365. function Swait(NUMBER)
  366. if NUMBER == 0 or NUMBER == nil then
  367. ArtificialHB.Event:wait()
  368. else
  369. for i = 1, NUMBER do
  370. ArtificialHB.Event:wait()
  371. end
  372. end
  373. end
  374.  
  375. function QuaternionFromCFrame(cf)
  376. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  377. local trace = m00 + m11 + m22
  378. if trace > 0 then
  379. local s = math.sqrt(1 + trace)
  380. local recip = 0.5 / s
  381. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  382. else
  383. local i = 0
  384. if m11 > m00 then
  385. i = 1
  386. end
  387. if m22 > (i == 0 and m00 or m11) then
  388. i = 2
  389. end
  390. if i == 0 then
  391. local s = math.sqrt(m00 - m11 - m22 + 1)
  392. local recip = 0.5 / s
  393. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  394. elseif i == 1 then
  395. local s = math.sqrt(m11 - m22 - m00 + 1)
  396. local recip = 0.5 / s
  397. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  398. elseif i == 2 then
  399. local s = math.sqrt(m22 - m00 - m11 + 1)
  400. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  401. end
  402. end
  403. end
  404.  
  405. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  406. local xs, ys, zs = x + x, y + y, z + z
  407. local wx, wy, wz = w * xs, w * ys, w * zs
  408. local xx = x * xs
  409. local xy = x * ys
  410. local xz = x * zs
  411. local yy = y * ys
  412. local yz = y * zs
  413. local zz = z * zs
  414. return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  415. end
  416.  
  417. function QuaternionSlerp(a, b, t)
  418. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  419. local startInterp, finishInterp;
  420. if cosTheta >= 0.0001 then
  421. if (1 - cosTheta) > 0.0001 then
  422. local theta = ACOS(cosTheta)
  423. local invSinTheta = 1 / SIN(theta)
  424. startInterp = SIN((1 - t) * theta) * invSinTheta
  425. finishInterp = SIN(t * theta) * invSinTheta
  426. else
  427. startInterp = 1 - t
  428. finishInterp = t
  429. end
  430. else
  431. if (1 + cosTheta) > 0.0001 then
  432. local theta = ACOS(-cosTheta)
  433. local invSinTheta = 1 / SIN(theta)
  434. startInterp = SIN((t - 1) * theta) * invSinTheta
  435. finishInterp = SIN(t * theta) * invSinTheta
  436. else
  437. startInterp = t - 1
  438. finishInterp = t
  439. end
  440. end
  441. return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  442. end
  443.  
  444. function Clerp(a, b, t)
  445. local qa = {QuaternionFromCFrame(a)}
  446. local qb = {QuaternionFromCFrame(b)}
  447. local ax, ay, az = a.x, a.y, a.z
  448. local bx, by, bz = b.x, b.y, b.z
  449. local _t = 1 - t
  450. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  451. end
  452.  
  453. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  454. local frame = IT("Frame")
  455. frame.BackgroundTransparency = TRANSPARENCY
  456. frame.BorderSizePixel = BORDERSIZEPIXEL
  457. frame.Position = POSITION
  458. frame.Size = SIZE
  459. frame.BackgroundColor3 = COLOR
  460. frame.BorderColor3 = BORDERCOLOR
  461. frame.Name = NAME
  462. frame.Parent = PARENT
  463. return frame
  464. end
  465.  
  466. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  467. local label = IT("TextLabel")
  468. label.BackgroundTransparency = 1
  469. label.Size = UD2(1, 0, 1, 0)
  470. label.Position = UD2(0, 0, 0, 0)
  471. label.TextColor3 = C3(255, 255, 255)
  472. label.TextStrokeTransparency = STROKETRANSPARENCY
  473. label.TextTransparency = TRANSPARENCY
  474. label.FontSize = TEXTFONTSIZE
  475. label.Font = TEXTFONT
  476. label.BorderSizePixel = BORDERSIZEPIXEL
  477. label.TextScaled = true
  478. label.Text = TEXT
  479. label.Name = NAME
  480. label.Parent = PARENT
  481. return label
  482. end
  483.  
  484. function NoOutlines(PART)
  485. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  486. end
  487.  
  488. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
  489. local NEWPART = IT("Part")
  490. NEWPART.formFactor = FORMFACTOR
  491. NEWPART.Reflectance = REFLECTANCE
  492. NEWPART.Transparency = TRANSPARENCY
  493. NEWPART.CanCollide = false
  494. NEWPART.Locked = true
  495. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  496. NEWPART.Name = NAME
  497. NEWPART.Size = SIZE
  498. NEWPART.Position = Torso.Position
  499. NoOutlines(NEWPART)
  500. NEWPART.Material = MATERIAL
  501. NEWPART:BreakJoints()
  502. NEWPART.Parent = PARENT
  503. return NEWPART
  504. end
  505.  
  506. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  507. local NEWMESH = IT(MESH)
  508. if MESH == "SpecialMesh" then
  509. NEWMESH.MeshType = MESHTYPE
  510. if MESHID ~= "nil" and MESHID ~= "" then
  511. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  512. end
  513. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  514. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  515. end
  516. end
  517. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  518. NEWMESH.Scale = SCALE
  519. NEWMESH.Parent = PARENT
  520. return NEWMESH
  521. end
  522.  
  523. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  524. local NEWWELD = IT(TYPE)
  525. NEWWELD.Part0 = PART0
  526. NEWWELD.Part1 = PART1
  527. NEWWELD.C0 = C0
  528. NEWWELD.C1 = C1
  529. NEWWELD.Parent = PARENT
  530. return NEWWELD
  531. end
  532.  
  533. function CreateSound(ID, PARENT, VOLUME, PITCH)
  534. coroutine.resume(coroutine.create(function()
  535. local NEWSOUND = IT("Sound", PARENT)
  536. NEWSOUND.Volume = VOLUME
  537. NEWSOUND.Pitch = PITCH
  538. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  539. Swait()
  540. NEWSOUND:play()
  541. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  542. end))
  543. end
  544.  
  545. function CFrameFromTopBack(at, top, back)
  546. local right = top:Cross(back)
  547. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  548. end
  549.  
  550. function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
  551. local MAGNITUDE = (POSITION1 - POSITION2).magnitude
  552. local CURRENTPOSITION = POSITION1
  553. local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
  554. coroutine.resume(coroutine.create(function()
  555. for i = 1, MULTIPLIERTIME do
  556. local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
  557. LIGHTNINGPART.Anchored = true
  558. local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
  559. local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
  560. if MULTIPLIERTIME == i then
  561. local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
  562. LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
  563. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
  564. else
  565. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
  566. end
  567. CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
  568. game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
  569. coroutine.resume(coroutine.create(function()
  570. while LIGHTNINGPART.Transparency ~= 1 do
  571. --local StartTransparency = tra
  572. for i=0, 1, LASTINGTIME do
  573. Swait()
  574. LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
  575. end
  576. end
  577. end))
  578. Swait(LIGHTNINGDELAY / Animation_Speed)
  579. end
  580. end))
  581. end
  582.  
  583. function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  584. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  585. EFFECTPART.Anchored = true
  586. EFFECTPART.CFrame = CFRAME
  587. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  588. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  589. coroutine.resume(coroutine.create(function(PART, MESH)
  590. for i = 0, 1, delay do
  591. Swait()
  592. PART.CFrame = PART.CFrame * ROTATION
  593. PART.Transparency = i
  594. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  595. end
  596. PART.Parent = nil
  597. end), EFFECTPART, EFFECTMESH)
  598. end
  599.  
  600. function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  601. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  602. EFFECTPART.Anchored = true
  603. EFFECTPART.CFrame = CFRAME
  604. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  605. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  606. coroutine.resume(coroutine.create(function(PART, MESH)
  607. for i = 0, 1, delay do
  608. Swait()
  609. PART.CFrame = PART.CFrame * ROTATION
  610. PART.Transparency = i
  611. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  612. end
  613. PART.Parent = nil
  614. end), EFFECTPART, EFFECTMESH)
  615. end
  616.  
  617. function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  618. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  619. EFFECTPART.Anchored = true
  620. EFFECTPART.CFrame = CFRAME
  621. local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  622. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  623. coroutine.resume(coroutine.create(function(PART, MESH)
  624. for i = 0, 1, delay do
  625. Swait()
  626. PART.CFrame = PART.CFrame * ROTATION
  627. PART.Transparency = i
  628. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  629. end
  630. PART.Parent = nil
  631. end), EFFECTPART, EFFECTMESH)
  632. end
  633.  
  634. function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  635. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  636. EFFECTPART.Anchored = true
  637. EFFECTPART.CFrame = CFRAME
  638. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  639. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  640. coroutine.resume(coroutine.create(function(PART, MESH)
  641. for i = 0, 1, delay do
  642. Swait()
  643. PART.CFrame = PART.CFrame * ROTATION
  644. PART.Transparency = i
  645. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  646. end
  647. PART.Parent = nil
  648. end), EFFECTPART, EFFECTMESH)
  649. end
  650.  
  651. function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  652. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  653. EFFECTPART.Anchored = true
  654. EFFECTPART.CFrame = CFRAME
  655. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  656. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  657. coroutine.resume(coroutine.create(function(PART, MESH)
  658. for i = 0, 1, delay do
  659. Swait()
  660. PART.CFrame = PART.CFrame * ROTATION
  661. PART.Transparency = i
  662. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  663. end
  664. PART.Parent = nil
  665. end), EFFECTPART, EFFECTMESH)
  666. end
  667.  
  668. function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  669. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  670. EFFECTPART.Anchored = true
  671. EFFECTPART.CFrame = CFRAME
  672. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
  673. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  674. coroutine.resume(coroutine.create(function(PART, MESH)
  675. for i = 0, 1, delay do
  676. Swait()
  677. PART.CFrame = PART.CFrame * ROTATION
  678. PART.Transparency = i
  679. MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
  680. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  681. end
  682. PART.Parent = nil
  683. end), EFFECTPART, EFFECTMESH)
  684. end
  685.  
  686. function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  687. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  688. EFFECTPART.Anchored = true
  689. EFFECTPART.CFrame = CFRAME
  690. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  691. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  692. coroutine.resume(coroutine.create(function(PART, MESH)
  693. for i = 0, 1, delay do
  694. Swait()
  695. PART.CFrame = PART.CFrame * ROTATION
  696. PART.Transparency = i
  697. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  698. end
  699. PART.Parent = nil
  700. end), EFFECTPART, EFFECTMESH)
  701. end
  702.  
  703. function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  704. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  705. EFFECTPART.Anchored = true
  706. EFFECTPART.CFrame = CFRAME
  707. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  708. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  709. coroutine.resume(coroutine.create(function(PART, MESH)
  710. for i = 0, 1, delay do
  711. Swait()
  712. PART.CFrame = PART.CFrame * ROTATION
  713. PART.Transparency = i
  714. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  715. end
  716. PART.Parent = nil
  717. end), EFFECTPART, EFFECTMESH)
  718. end
  719.  
  720. function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  721. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  722. EFFECTPART.Anchored = true
  723. EFFECTPART.CFrame = CFRAME
  724. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  725. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  726. coroutine.resume(coroutine.create(function(PART, MESH)
  727. for i = 0, 1, delay do
  728. Swait()
  729. PART.CFrame = PART.CFrame * ROTATION
  730. PART.Transparency = i
  731. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  732. end
  733. PART.Parent = nil
  734. end), EFFECTPART, EFFECTMESH)
  735. end
  736.  
  737. function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  738. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  739. EFFECTPART.Anchored = true
  740. EFFECTPART.CFrame = CFRAME
  741. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  742. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  743. coroutine.resume(coroutine.create(function(PART, MESH)
  744. for i = 0, 1, delay do
  745. Swait()
  746. PART.CFrame = PART.CFrame * ROTATION
  747. PART.Transparency = i
  748. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  749. end
  750. PART.Parent = nil
  751. end), EFFECTPART, EFFECTMESH)
  752. end
  753.  
  754. function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  755. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  756. EFFECTPART.Anchored = true
  757. EFFECTPART.CFrame = CFRAME
  758. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  759. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  760. coroutine.resume(coroutine.create(function(PART, MESH)
  761. for i = 0, 1, delay do
  762. Swait()
  763. PART.CFrame = PART.CFrame * ROTATION
  764. PART.Transparency = i
  765. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  766. end
  767. PART.Parent = nil
  768. end), EFFECTPART, EFFECTMESH)
  769. end
  770.  
  771. function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  772. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  773. EFFECTPART.Anchored = true
  774. EFFECTPART.CFrame = CFRAME
  775. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  776. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  777. coroutine.resume(coroutine.create(function(PART, MESH)
  778. for i = 0, 1, delay do
  779. Swait()
  780. PART.CFrame = PART.CFrame * ROTATION
  781. PART.Transparency = i
  782. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  783. end
  784. PART.Parent = nil
  785. end), EFFECTPART, EFFECTMESH)
  786. end
  787.  
  788. function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  789. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  790. EFFECTPART.Anchored = true
  791. EFFECTPART.CFrame = CFRAME
  792. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  793. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  794. coroutine.resume(coroutine.create(function(PART, MESH)
  795. for i = 0, 1, delay do
  796. Swait()
  797. PART.CFrame = PART.CFrame * ROTATION
  798. PART.Transparency = i
  799. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  800. end
  801. PART.Parent = nil
  802. end), EFFECTPART, EFFECTMESH)
  803. end
  804.  
  805. function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
  806. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  807. EFFECTPART.Anchored = true
  808. EFFECTPART.CFrame = CFRAME
  809. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
  810. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  811. local XVALUE = MRANDOM()
  812. local YVALUE = MRANDOM()
  813. local ZVALUE = MRANDOM()
  814. coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
  815. for i = 0, 1, delay do
  816. Swait()
  817. PART.CFrame = PART.CFrame * ROTATION
  818. PART.Transparency = i
  819. THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
  820. THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
  821. THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
  822. MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
  823. end
  824. PART.Parent = nil
  825. end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
  826. end
  827.  
  828. function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
  829. local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
  830. if MAGNITUDECFRAME > (1 / 100) then
  831. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
  832. EFFECTPART.Anchored = true
  833. EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
  834. local THEMESHTYPE = "BlockMesh"
  835. if MESHTYPE == "Cylinder" then
  836. THEMESHTYPE = "CylinderMesh"
  837. end
  838. local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
  839. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  840. coroutine.resume(coroutine.create(function(PART, MESH)
  841. for i = 0, 1, delay do
  842. Swait()
  843. PART.CFrame = PART.CFrame * ROTATION
  844. PART.Transparency = i
  845. MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
  846. end
  847. PART.Parent = nil
  848. end), EFFECTPART, EFFECTMESH)
  849. end
  850. end
  851.  
  852. function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
  853. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
  854. EFFECTPART.Anchored = true
  855. EFFECTPART.CFrame = CFRAME
  856. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
  857. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  858. local THELASTPOINT = CFRAME
  859. coroutine.resume(coroutine.create(function(PART)
  860. for i = 1, DURATION do
  861. Swait()
  862. PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
  863. TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
  864. THELASTPOINT = PART.CFrame
  865. end
  866. PART.Parent = nil
  867. end), EFFECTPART)
  868. end
  869.  
  870. --local list={}
  871. function Triangle(Color, Material, a, b, c, delay)
  872. local edge1 = (c - a):Dot((b - a).unit)
  873. local edge2 = (a - b):Dot((c - b).unit)
  874. local edge3 = (b - c):Dot((a - c).unit)
  875. if edge1 <= (b - a).magnitude and edge1 >= 0 then
  876. a, b, c=a, b, c
  877. elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
  878. a, b, c=b, c, a
  879. elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
  880. a, b, c=c, a, b
  881. else
  882. assert(false, "unreachable")
  883. end
  884. local len1 = (c - a):Dot((b - a).unit)
  885. local len2 = (b - a).magnitude - len1
  886. local width = (a + (b - a).unit * len1 - c).magnitude
  887. local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
  888. if len1 > 1 / 100 then
  889. local sz = VT(0.2, width, len1)
  890. local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  891. local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
  892. w1.Anchored = true
  893. w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
  894. coroutine.resume(coroutine.create(function()
  895. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  896. Swait()
  897. w1.Transparency = i
  898. end
  899. w1.Parent = nil
  900. end))
  901. game:GetService("Debris"):AddItem(w1, 10)
  902. --table.insert(list, w1)
  903. end
  904. if len2 > 1 / 100 then
  905. local sz = VT(0.2, width, len2)
  906. local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  907. local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
  908. w2.Anchored = true
  909. w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
  910. coroutine.resume(coroutine.create(function()
  911. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  912. Swait()
  913. w2.Transparency = i
  914. end
  915. w2.Parent = nil
  916. end))
  917. game:GetService("Debris"):AddItem(w2, 10)
  918. --table.insert(list, w2)
  919. end
  920. --return unpack(list)
  921. end
  922.  
  923. --[[Usage:
  924. local Pos = Part
  925. local Offset = Part.CFrame * CF(0, 0, 0)
  926. local Color = "Institutional white"
  927. local Material = "Neon"
  928. local TheDelay = 0.01
  929. local Height = 4
  930. BLCF = Offset
  931. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  932. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  933. if a then game:GetService("Debris"):AddItem(a, 1) end
  934. if b then game:GetService("Debris"):AddItem(b, 1) end
  935. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  936. if a then game:GetService("Debris"):AddItem(a, 1) end
  937. if b then game:GetService("Debris"):AddItem(b, 1) end
  938. SCFR = BLCF
  939. elseif not SCFR then
  940. SCFR = BLCF
  941. end
  942. --
  943. BLCF = nil
  944. SCFR = nil
  945. --]]
  946.  
  947. --//=================================\\
  948. --\\=================================//
  949.  
  950.  
  951.  
  952.  
  953.  
  954. --//=================================\\
  955. --|| RESIZE PLAYER
  956. --\\=================================//
  957.  
  958. if Player_Size ~= 1 then
  959. RootPart.Size = RootPart.Size * Player_Size
  960. Torso.Size = Torso.Size * Player_Size
  961. Head.Size = Head.Size * Player_Size
  962. RightArm.Size = RightArm.Size * Player_Size
  963. LeftArm.Size = LeftArm.Size * Player_Size
  964. RightLeg.Size = RightLeg.Size * Player_Size
  965. LeftLeg.Size = LeftLeg.Size * Player_Size
  966. RootJoint.Parent = RootPart
  967. Neck.Parent = Torso
  968. RightShoulder.Parent = Torso
  969. LeftShoulder.Parent = Torso
  970. RightHip.Parent = Torso
  971. LeftHip.Parent = Torso
  972.  
  973. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  974. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  975. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  976. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  977. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  978. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  979. if Disable_Moving_Arms == false then
  980. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  981. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  982. else
  983. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  984. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  985. end
  986. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  987. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  988. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  989. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  990. end
  991.  
  992.  
  993. --//=================================\\
  994. --\\=================================//
  995.  
  996.  
  997.  
  998.  
  999.  
  1000. --//=================================\\
  1001. --|| WEAPON CREATION
  1002. --\\=================================//
  1003.  
  1004. local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0))
  1005. local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "93180631", "93180676", VT(1, 1, 1), VT(0, 3.1 * Player_Size, 0))
  1006. local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, Torso, HandlePart, CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
  1007.  
  1008. local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
  1009. local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1010.  
  1011. local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
  1012. local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1013.  
  1014. if Player_Size ~= 1 then
  1015. for _, v in pairs (Weapon:GetChildren()) do
  1016. if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
  1017. local p1 = v.Part1
  1018. v.Part1 = nil
  1019. local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
  1020. v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
  1021. v.Part1 = p1
  1022. elseif v.ClassName == "Part" then
  1023. for _, b in pairs (v:GetChildren()) do
  1024. if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
  1025. b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
  1026. end
  1027. end
  1028. end
  1029. end
  1030. end
  1031.  
  1032. for _, c in pairs(Weapon:GetChildren()) do
  1033. if c.ClassName == "Part" then
  1034. c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
  1035. end
  1036. end
  1037.  
  1038. if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
  1039. HandleWeld.Part0 = RightArm
  1040. HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1041. end
  1042.  
  1043. Weapon.Parent = Character
  1044.  
  1045. Humanoid.Died:connect(function()
  1046. ATTACK = true
  1047. end)
  1048.  
  1049. print(Class_Name.." loaded.")
  1050.  
  1051. --//=================================\\
  1052. --\\=================================//
  1053.  
  1054.  
  1055.  
  1056.  
  1057.  
  1058. --//=================================\\
  1059. --|| DAMAGE FUNCTIONS
  1060. --\\=================================//
  1061.  
  1062. function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
  1063. local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1064. STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
  1065. local BODYGYRO = IT("BodyGyro", STATPART)
  1066. local BODYPOSITION = IT("BodyPosition", STATPART)
  1067. BODYPOSITION.P = 2000
  1068. BODYPOSITION.D = 100
  1069. BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
  1070. if LABELTYPE == "Normal" then
  1071. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
  1072. elseif LABELTYPE == "Debuff" then
  1073. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
  1074. elseif LABELTYPE == "Interruption" then
  1075. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
  1076. end
  1077. game:GetService("Debris"):AddItem(STATPART ,5)
  1078. local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
  1079. BILLBOARDGUI.Adornee = STATPART
  1080. BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
  1081. BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
  1082. BILLBOARDGUI.AlwaysOnTop = false
  1083. local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
  1084. TEXTLABEL.BackgroundTransparency = 1
  1085. TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
  1086. TEXTLABEL.Text = TEXT
  1087. TEXTLABEL.Font = "SourceSans"
  1088. TEXTLABEL.FontSize="Size42"
  1089. TEXTLABEL.TextColor3 = COLOR
  1090. TEXTLABEL.TextStrokeTransparency = 0
  1091. TEXTLABEL.TextScaled = true
  1092. TEXTLABEL.TextWrapped = true
  1093. coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
  1094. wait(0.2)
  1095. for i=1, 5 do
  1096. wait()
  1097. THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
  1098. end
  1099. wait(1.2)
  1100. for i=1, 5 do
  1101. wait()
  1102. THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
  1103. THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
  1104. THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
  1105. end
  1106. THEPART.Parent = nil
  1107. end),STATPART, BODYPOSITION, TEXTLABEL)
  1108. end
  1109.  
  1110. function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
  1111. if LOCATION:FindFirstChild("Stats") ~= nil then
  1112. if LOCATION.Stats:FindFirstChild("Block") ~= nil then
  1113. if LOCATION.Stats:FindFirstChild("Block").Value == true then
  1114. return
  1115. end
  1116. end
  1117. if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
  1118. local NewStatChange = IT("NumberValue")
  1119. NewStatChange.Value = AMOUNT
  1120. if STAT == "Defense" then
  1121. NewStatChange.Name = "ChangeDefense"
  1122. elseif STAT == "Damage" then
  1123. NewStatChange.Name = "ChangeDamage"
  1124. elseif STAT == "Movement" then
  1125. NewStatChange.Name = "ChangeMovement"
  1126. end
  1127. if SHOWTHESTAT == true then
  1128. if AMOUNT < 0 then
  1129. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
  1130. elseif AMOUNT > 0 then
  1131. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
  1132. end
  1133. end
  1134. if DURATION ~= nil and DURATION ~= 0 then
  1135. local StatDuration = IT("NumberValue")
  1136. StatDuration.Name = "Duration"
  1137. StatDuration.Value = DURATION
  1138. StatDuration.Parent = NewStatChange
  1139. end
  1140. NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
  1141. end
  1142. end
  1143. end
  1144.  
  1145. --Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1146. function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1147. if HIT.Parent == nil then
  1148. return
  1149. end
  1150. local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
  1151. for _, v in pairs(HIT.Parent:GetChildren()) do
  1152. if v:IsA("Humanoid") then
  1153. HITHUMANOID = v
  1154. end
  1155. end
  1156. if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
  1157. StaggerHit.Value = true
  1158. if Play_Hitbox_Hit_Sound == true then
  1159. if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
  1160. CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
  1161. end
  1162. end
  1163. return
  1164. end
  1165. if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
  1166. HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
  1167. end
  1168. if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
  1169. HIT = HIT.Parent.Parent:FindFirstChild("Head")
  1170. end
  1171. if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
  1172. if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
  1173. if HIT.Parent.DebounceHit.Value == true then
  1174. return
  1175. end
  1176. end
  1177. if AntiTeamKill.Value == true then
  1178. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
  1179. if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
  1180. return
  1181. end
  1182. end
  1183. end
  1184. if HITEVENWHENDEAD == false then
  1185. if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
  1186. if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
  1187. return
  1188. end
  1189. end
  1190. end
  1191. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1192. if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
  1193. HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
  1194. end
  1195. end
  1196. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1197. if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
  1198. if STAGGER == true and Enable_Stagger == true then
  1199. HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
  1200. end
  1201. end
  1202. end
  1203. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1204. if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
  1205. if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
  1206. HASBEENBLOCKED = true
  1207. if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
  1208. StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
  1209. if RANGED ~= true then
  1210. if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
  1211. CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
  1212. end
  1213. end
  1214. local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
  1215. BlockDebounce.Name = "BlockDebounce"
  1216. BlockDebounce.Value = true
  1217. if RANGED ~= true then
  1218. game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
  1219. else
  1220. game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
  1221. end
  1222. end
  1223. if RANGED ~= true and Enable_Stagger == true then
  1224. HIT.Parent.Stats:FindFirstChild("Block").Value = false
  1225. Stagger.Value = true
  1226. end
  1227. return
  1228. end
  1229. end
  1230. end
  1231. if DECREASETHESTAT ~= nil then
  1232. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1233. IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1234. end
  1235. end
  1236. local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
  1237. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1238. if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
  1239. if CanPenetrateArmor.Value == true then
  1240. DAMAGE = DAMAGE
  1241. else
  1242. DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
  1243. end
  1244. elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
  1245. DAMAGE = DAMAGE
  1246. end
  1247. end
  1248. if CanCrit.Value == true then
  1249. CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
  1250. if CRITCHANCENUMBER == 1 then
  1251. DAMAGE = DAMAGE * 2
  1252. end
  1253. end
  1254. DAMAGE = math.floor(DAMAGE)
  1255. if HASBEENBLOCKED == false then
  1256. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1257. end
  1258. if DAMAGE <= 3 and HASBEENBLOCKED == false then
  1259. if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
  1260. StaggerHit.Value = true
  1261. end
  1262. if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
  1263. CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH)
  1264. end
  1265. elseif DAMAGE > 3 and HASBEENBLOCKED == false then
  1266. if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
  1267. CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH)
  1268. end
  1269. end
  1270. if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
  1271. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1272. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1273. CreateSound("296102734", HIT, 1, 1)
  1274. else
  1275. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0))
  1276. end
  1277. elseif DAMAGE >= 20 and HASBEENBLOCKED == false then
  1278. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1279. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1280. CreateSound("296102734", HIT, 1, 1)
  1281. else
  1282. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0))
  1283. end
  1284. elseif DAMAGE <= 3 and HASBEENBLOCKED == false then
  1285. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1286. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1287. CreateSound("296102734", HIT, 1, 1)
  1288. else
  1289. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(225/255, 225/255, 225/255))
  1290. end
  1291. end
  1292. if TYPE == "Normal" then
  1293. local vp = IT("BodyVelocity")
  1294. vp.P=500
  1295. vp.maxForce = VT(math.huge, 0, math.huge)
  1296. if KNOCKBACKTYPE == 1 then
  1297. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
  1298. elseif KNOCKBACKTYPE == 2 then
  1299. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
  1300. end
  1301. if KNOCKBACK > 0 and HASBEENBLOCKED == false then
  1302. vp.Parent = HIT--.Parent.Torso
  1303. end
  1304. game:GetService("Debris"):AddItem(vp, 0.5)
  1305. end
  1306. HASBEENBLOCKED = false
  1307. RecentEnemy.Value = HIT.Parent
  1308. local DebounceHit = IT("BoolValue", HIT.Parent)
  1309. DebounceHit.Name = "DebounceHit"
  1310. DebounceHit.Value = true
  1311. game:GetService("Debris"):AddItem(DebounceHit, DELAY)
  1312. end
  1313. end
  1314.  
  1315. --Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1316. function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1317. for _, c in pairs(workspace:GetChildren()) do
  1318. local HUMANOID = c:FindFirstChild("Humanoid")
  1319. local HEAD = nil
  1320. if HUMANOID ~= nil then
  1321. for _, d in pairs(c:GetChildren()) do
  1322. if d.ClassName == "Model" and RANGED ~= true then
  1323. HEAD = d:FindFirstChild("Hitbox")
  1324. if HEAD ~= nil then
  1325. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1326. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1327. if Play_Hitbox_Hit_Sound == true then
  1328. local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1329. HitRefpart.Anchored = true
  1330. HitRefpart.CFrame = CF(HEAD.Position)
  1331. CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
  1332. end
  1333. if Enable_Stagger_Hit == true then
  1334. StaggerHit.Value = true
  1335. end
  1336. end
  1337. end
  1338. elseif d:IsA"BasePart" then
  1339. HEAD = d
  1340. if HEAD ~= nil then
  1341. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1342. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1343. DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1344. end
  1345. end
  1346. end
  1347. end
  1348. end
  1349. end
  1350. end
  1351.  
  1352. --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
  1353. function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
  1354. if Player.Neutral == true then
  1355. IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1356. end
  1357. for _, c in pairs(workspace:GetChildren()) do
  1358. local HUMANOID = c:FindFirstChild("Humanoid")
  1359. local THEHEAD = nil
  1360. if HUMANOID ~= nil then
  1361. if c:FindFirstChild("Torso") ~= nil then
  1362. THEHEAD = c:FindFirstChild("Torso")
  1363. elseif c:FindFirstChild("UpperTorso") ~= nil then
  1364. THEHEAD = c:FindFirstChild("UpperTorso")
  1365. end
  1366. if THEHEAD ~= nil then
  1367. local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
  1368. print("yes 1")
  1369. if APPLYTOOTHERSINSTEAD == true then
  1370. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1371. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1372. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1373. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1374. end
  1375. end
  1376. end
  1377. elseif APPLYTOOTHERSINSTEAD == false then
  1378. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
  1379. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1380. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1381. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1382. end
  1383. end
  1384. end
  1385. end
  1386. end
  1387. end
  1388. end
  1389. end
  1390.  
  1391. --//=================================\\
  1392. --\\=================================//
  1393.  
  1394.  
  1395.  
  1396.  
  1397.  
  1398. --//=================================\\
  1399. --|| WEAPON GUI
  1400. --\\=================================//
  1401.  
  1402. local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar")
  1403. local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover")
  1404. local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
  1405.  
  1406. local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar")
  1407. local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover")
  1408. local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
  1409.  
  1410. local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame")
  1411. local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar")
  1412. local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
  1413.  
  1414. local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar")
  1415. local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover")
  1416. local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
  1417.  
  1418. local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame")
  1419. local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
  1420.  
  1421. local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame")
  1422. local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
  1423.  
  1424. local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame")
  1425. local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
  1426.  
  1427. local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame")
  1428. local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame")
  1429. local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame")
  1430. local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame")
  1431.  
  1432. local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar")
  1433. local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar")
  1434. local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar")
  1435. local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar")
  1436.  
  1437. local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
  1438. local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
  1439. local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
  1440. local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
  1441.  
  1442. if Enable_Gui == true then
  1443. WEAPONGUI.Parent = PlayerGui
  1444. end
  1445.  
  1446. if Enable_Stats == true and Show_Stats == true then
  1447. DEFENSEFRAME.Parent = WEAPONGUI
  1448. DAMAGEFRAME.Parent = WEAPONGUI
  1449. MOVEMENTFRAME.Parent = WEAPONGUI
  1450. end
  1451.  
  1452. if Enable_Secondary_Bar == true then
  1453. SECONDARYMANABAR.Parent = WEAPONGUI
  1454. end
  1455.  
  1456. if Enable_Abilities == true then
  1457. SKILL1FRAME.Parent = WEAPONGUI
  1458. SKILL2FRAME.Parent = WEAPONGUI
  1459. SKILL3FRAME.Parent = WEAPONGUI
  1460. SKILL4FRAME.Parent = WEAPONGUI
  1461. end
  1462.  
  1463. if Enable_Stun == true then
  1464. STUNFRAME.Parent = WEAPONGUI
  1465. end
  1466.  
  1467. function UpdateGUI()
  1468. MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1469. MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1470. MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
  1471. HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1472. HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1473. HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
  1474. if Enable_Abilities == true then
  1475. SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1476. SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1477. SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1478. SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1479. SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1480. SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1481. SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1482. SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1483. end
  1484. if Enable_Stats == true and Show_Stats == true then
  1485. DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1486. DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
  1487. DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1488. DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
  1489. MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1490. MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
  1491. end
  1492. if Enable_Stun == true then
  1493. STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1494. STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1495. STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
  1496. end
  1497. if Enable_Secondary_Bar == true then
  1498. SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1499. SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1500. SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
  1501. end
  1502. end
  1503.  
  1504. if Enable_Gui == true then
  1505. UpdateGUI()
  1506. for _, v in pairs (WEAPONGUI:GetChildren()) do
  1507. if v.ClassName == "Frame" then
  1508. for _, b in pairs (v:GetChildren()) do
  1509. if b.ClassName == "TextLabel" then
  1510. coroutine.resume(coroutine.create(function(THETEXTLABEL)
  1511. wait(Menu_Update_Speed)
  1512. for i = 1, 0, -0.1 do
  1513. Swait()
  1514. THETEXTLABEL.TextTransparency = i
  1515. THETEXTLABEL.TextStrokeTransparency = i
  1516. end
  1517. THETEXTLABEL.TextTransparency = 0
  1518. THETEXTLABEL.TextStrokeTransparency = 0
  1519. end), b)
  1520. end
  1521. end
  1522. end
  1523. end
  1524. end
  1525.  
  1526. --//=================================\\
  1527. --\\=================================//
  1528.  
  1529.  
  1530.  
  1531.  
  1532.  
  1533. --//=================================\\
  1534. --|| SKILL FUNCTIONS
  1535. --\\=================================//
  1536.  
  1537. function UpdateSkillsAndStuff()
  1538. if Mana_Regen_Mode == "1" then
  1539. if Mana.Value >= Max_Mana then
  1540. Mana.Value = Max_Mana
  1541. elseif Mana.Value < 0 then
  1542. Mana.Value = 0
  1543. else
  1544. if MANADELAYNUMBER <= Mana_Wait then
  1545. MANADELAYNUMBER = MANADELAYNUMBER + 1
  1546. else
  1547. MANADELAYNUMBER = 0
  1548. Mana.Value = Mana.Value + Recover_Mana
  1549. end
  1550. end
  1551. elseif Mana_Regen_Mode == "2" then
  1552. if Mana.Value <= Max_Mana then
  1553. Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
  1554. elseif Mana.Value >= Max_Mana then
  1555. Mana.Value = Max_Mana
  1556. elseif Mana.Value < 0 then
  1557. Mana.Value = 0
  1558. end
  1559. end
  1560. if Enable_Secondary_Bar == true then
  1561. if Secondary_Mana_Regen_Mode == "1" then
  1562. if SecondaryMana.Value >= Max_Secondary_Mana then
  1563. SecondaryMana.Value = Max_Secondary_Mana
  1564. elseif SecondaryMana.Value < 0 then
  1565. SecondaryMana.Value = 0
  1566. else
  1567. if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
  1568. SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
  1569. else
  1570. SECONDARYMANADELAYNUMBER = 0
  1571. SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
  1572. end
  1573. end
  1574. elseif Secondary_Mana_Regen_Mode == "2" then
  1575. if SecondaryMana.Value <= Max_Secondary_Mana then
  1576. SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
  1577. elseif SecondaryMana.Value >= Max_Secondary_Mana then
  1578. SecondaryMana.Value = Max_Secondary_Mana
  1579. elseif SecondaryMana.Value < 0 then
  1580. SecondaryMana.Value = 0
  1581. end
  1582. end
  1583. else
  1584. SecondaryMana.Value = 0
  1585. end
  1586. if Enable_Stun == true then
  1587. if Stun_Lose_Mode == "1" then
  1588. if StunValue.Value > Max_Stun then
  1589. StunValue.Value = Max_Stun
  1590. elseif StunValue.Value <= 0 then
  1591. StunValue.Value = 0
  1592. else
  1593. if STUNDELAYNUMBER <= Stun_Wait then
  1594. STUNDELAYNUMBER = STUNDELAYNUMBER + 1
  1595. else
  1596. STUNDELAYNUMBER = 0
  1597. StunValue.Value = StunValue.Value - Lose_Stun
  1598. end
  1599. end
  1600. elseif Stun_Lose_Mode == "2" then
  1601. if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
  1602. StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
  1603. elseif StunValue.Value > Max_Stun then
  1604. StunValue.Value = Max_Stun
  1605. elseif StunValue.Value <= 0 then
  1606. StunValue.Value = 0
  1607. end
  1608. end
  1609. else
  1610. StunValue.Value = 0
  1611. end
  1612. if Enable_Abilities == true then
  1613. if CO1 <= Cooldown_1 then
  1614. CO1 = CO1 + (1 / 30) / Animation_Speed
  1615. elseif CO1 >= Cooldown_1 then
  1616. CO1 = Cooldown_1
  1617. end
  1618. if CO2 <= Cooldown_2 then
  1619. CO2 = CO2 + (1 / 30) / Animation_Speed
  1620. elseif CO2 >= Cooldown_2 then
  1621. CO2 = Cooldown_2
  1622. end
  1623. if CO3 <= Cooldown_3 then
  1624. CO3 = CO3 + (1 / 30) / Animation_Speed
  1625. elseif CO3 >= Cooldown_3 then
  1626. CO3 = Cooldown_3
  1627. end
  1628. if CO4 <= Cooldown_4 then
  1629. CO4 = CO4 + (1 / 30) / Animation_Speed
  1630. elseif CO4 >= Cooldown_4 then
  1631. CO4 = Cooldown_4
  1632. end
  1633. end
  1634. end
  1635.  
  1636. --//=================================\\
  1637. --\\=================================//
  1638.  
  1639.  
  1640.  
  1641.  
  1642.  
  1643. --//=================================\\
  1644. --|| ATTACK FUNCTIONS AND STUFF
  1645. --\\=================================//
  1646.  
  1647. function EquipWeapon()
  1648. --ATTACK = true
  1649. DEFENSECHANGE1.Parent = nil
  1650. MOVEMENTCHANGE1.Parent = ChangeStat
  1651. for i=0, 1, 0.5 / Animation_Speed do
  1652. Swait()
  1653. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1654. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1655. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1656. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1657. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1658. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1659. end
  1660. for i=0, 1, 0.08 / Animation_Speed do
  1661. Swait()
  1662. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1663. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1664. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1665. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1666. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1667. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1668. end
  1669. HandleWeld.Part0 = RightArm
  1670. HandleWeld.C0 = CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0))
  1671. CreateSound("174884033", HitboxPart, 1, 1.5)
  1672. for i=0, 1, 0.5 / Animation_Speed do
  1673. Swait()
  1674. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1675. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1676. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1677. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1678. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1679. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1680. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-70), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1681. end
  1682. LASTPOINT = EffectPart.CFrame
  1683. for i=0, 1, 0.08 / Animation_Speed do
  1684. Swait()
  1685. TrailEffect("Institutional white", "Neon", EffectPart.CFrame, LASTPOINT, "Block", 0, 0.2, ANGLES(0, 0, 0), -0.01, 0, -0.01, 0.1)
  1686. LASTPOINT = EffectPart.CFrame
  1687. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1688. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  1689. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(-60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1690. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1691. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  1692. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1693. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-140), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1694. end
  1695. LASTPOINT = nil
  1696. --ATTACK = false
  1697. end
  1698.  
  1699. function UnequipWeapon()
  1700. --ATTACK = true
  1701. for i=0, 1, 0.5 / Animation_Speed do
  1702. Swait()
  1703. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1704. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1705. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1706. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1707. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1708. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1709. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  1710. end
  1711. CreateSound("245542809", HitboxPart, 1, 1.2)
  1712. for i=0, 1, 0.08 / Animation_Speed do
  1713. Swait()
  1714. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1715. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1716. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1717. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1718. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1719. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1720. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  1721. end
  1722. HandleWeld.Part0 = Torso
  1723. HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135))
  1724. for i=0, 1, 0.5 / Animation_Speed do
  1725. Swait()
  1726. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1727. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1728. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1729. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1730. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1731. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1732. end
  1733. for i=0, 1, 0.08 / Animation_Speed do
  1734. Swait()
  1735. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1736. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1737. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1738. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)), 0.3 / Animation_Speed)
  1739. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1740. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1741. if Disable_Moving_Arms == false then
  1742. RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1743. LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1744. else
  1745. RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1746. LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1747. end
  1748. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1749. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1750. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1751. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1752. end
  1753. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1754. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1755. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1756. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1757. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  1758. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  1759. if Disable_Moving_Arms == false then
  1760. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1761. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1762. else
  1763. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1764. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1765. end
  1766. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1767. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1768. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1769. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1770. --ATTACK = false
  1771. DEFENSECHANGE1.Parent = ChangeStat
  1772. MOVEMENTCHANGE1.Parent = nil
  1773. end
  1774.  
  1775. function StaggerHitAnimation()
  1776. ATTACK = true
  1777. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1778. for i = 1, MRANDOM(2, 4) do
  1779. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1780. end
  1781. end
  1782. for i = 0, 1, 0.1 / Animation_Speed do
  1783. Swait()
  1784. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1785. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1786. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1787. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1788. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1789. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed)
  1790. if Stagger.Value == true or Stun.Value == true then
  1791. break
  1792. end
  1793. end
  1794. ATTACK = false
  1795. end
  1796.  
  1797. function StaggerAnimation()
  1798. ATTACK = true
  1799. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1800. for i = 1, MRANDOM(2, 4) do
  1801. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1802. end
  1803. end
  1804. DISABLEJUMPING = true
  1805. COMBO = 1
  1806. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
  1807. local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
  1808. STAGGERVELOCITY.P = 500
  1809. STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
  1810. if Rooted.Value == false then
  1811. STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
  1812. end
  1813. for i = 0, 1, 0.35 / Animation_Speed do
  1814. Swait()
  1815. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1816. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  1817. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1818. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1819. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1820. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed)
  1821. end
  1822. for i = 0, 1, 0.2 / Animation_Speed do
  1823. Swait()
  1824. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  1825. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  1826. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1827. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1828. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  1829. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed)
  1830. end
  1831. STAGGERVELOCITY.Parent = nil
  1832. for i = 1, 50 * Animation_Speed do
  1833. Swait()
  1834. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed)
  1835. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed)
  1836. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1837. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1838. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed)
  1839. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed)
  1840. end
  1841. DISABLEJUMPING = false
  1842. ATTACK = false
  1843. end
  1844.  
  1845. function StunAnimation()
  1846. ATTACK = true
  1847. DISABLEJUMPING = true
  1848. COMBO = 1
  1849. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
  1850. for i = 0, 1, 0.3 / Animation_Speed do
  1851. Swait()
  1852. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed)
  1853. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1854. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1855. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1856. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1857. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  1858. end
  1859. for i = 0, 1, 0.3 / Animation_Speed do
  1860. Swait()
  1861. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  1862. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1863. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1864. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1865. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  1866. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  1867. end
  1868. for i = 0, 1, 0.3 / Animation_Speed do
  1869. Swait()
  1870. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  1871. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  1872. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1873. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1874. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  1875. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed)
  1876. end
  1877. for i = 1, 70 * Animation_Speed do
  1878. Swait()
  1879. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed)
  1880. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed)
  1881. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1882. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1883. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1884. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1885. end
  1886. for i = 0, 1, 0.2 / Animation_Speed do
  1887. Swait()
  1888. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed)
  1889. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1890. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1891. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1892. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed)
  1893. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  1894. end
  1895. DISABLEJUMPING = false
  1896. ATTACK = false
  1897. end
  1898.  
  1899. function EAbility()
  1900. ATTACK = true
  1901. ATTACK = false
  1902. end
  1903.  
  1904. function Attack1()
  1905. ATTACK = true
  1906. for i=0, 1, 0.1 / Animation_Speed do
  1907. Swait()
  1908. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  1909. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  1910. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1911. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.25 * Player_Size, 0.5 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1912. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1913. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  1914. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1915. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1916. break
  1917. end
  1918. end
  1919. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  1920. local HASHITFLOOR = false
  1921. for i=0, 1, 0.1 / Animation_Speed do
  1922. Swait()
  1923. local Pos = HitboxPart
  1924. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  1925. local Color = "Institutional white"
  1926. local Material = "Neon"
  1927. local TheDelay = 0.01
  1928. local Height = 6.2 * Player_Size
  1929. BLCF = Offset
  1930. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  1931. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  1932. if a then game:GetService("Debris"):AddItem(a, 1) end
  1933. if b then game:GetService("Debris"):AddItem(b, 1) end
  1934. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  1935. if a then game:GetService("Debris"):AddItem(a, 1) end
  1936. if b then game:GetService("Debris"):AddItem(b, 1) end
  1937. SCFR = BLCF
  1938. elseif not SCFR then
  1939. SCFR = BLCF
  1940. end
  1941. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  1942. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  1943. HASHITFLOOR = true
  1944. --print(SWORDHIT.Material)
  1945. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  1946. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  1947. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  1948. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  1949. for i = 1, MRANDOM(2, 4) do
  1950. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1951. end
  1952. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  1953. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  1954. end
  1955. end
  1956. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1957. if HASHITFLOOR == true then
  1958. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  1959. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  1960. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1961. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1962. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  1963. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  1964. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1965. else
  1966. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  1967. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  1968. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1969. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1970. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  1971. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  1972. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1973. end
  1974. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1975. break
  1976. end
  1977. end
  1978. BLCF = nil
  1979. SCFR = nil
  1980. ATTACK = false
  1981. end
  1982.  
  1983. function Attack2()
  1984. ATTACK = true
  1985. for i=0, 1, 0.1 / Animation_Speed do
  1986. Swait()
  1987. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  1988. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  1989. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1990. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1991. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  1992. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1993. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  1994. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  1995. break
  1996. end
  1997. end
  1998. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  1999. for i=0, 1, 0.1 / Animation_Speed do
  2000. Swait()
  2001. local Pos = HitboxPart
  2002. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2003. local Color = "Institutional white"
  2004. local Material = "Neon"
  2005. local TheDelay = 0.01
  2006. local Height = 6.2 * Player_Size
  2007. BLCF = Offset
  2008. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2009. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2010. if a then game:GetService("Debris"):AddItem(a, 1) end
  2011. if b then game:GetService("Debris"):AddItem(b, 1) end
  2012. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2013. if a then game:GetService("Debris"):AddItem(a, 1) end
  2014. if b then game:GetService("Debris"):AddItem(b, 1) end
  2015. SCFR = BLCF
  2016. elseif not SCFR then
  2017. SCFR = BLCF
  2018. end
  2019. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2020. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2021. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2022. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2023. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2024. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2025. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2026. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2027. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2028. break
  2029. end
  2030. end
  2031. BLCF = nil
  2032. SCFR = nil
  2033. ATTACK = false
  2034. end
  2035.  
  2036. function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  2037. local POS1 = POSITION1
  2038. local POS2 = POSITION2
  2039. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2040. local FIREBALLSPEED = SPEED * Player_Size
  2041. local FIREBALLDURATION = DURATION
  2042. local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2043. local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
  2044. coroutine.resume(coroutine.create(function()
  2045. repeat
  2046. Swait()
  2047. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  2048. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  2049. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  2050. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  2051. FIREBALLDURATION = 0
  2052. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2053. FireballHitRefpart.Anchored = true
  2054. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  2055. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  2056. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  2057. for i = 1, MRANDOM(4, 8) do
  2058. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
  2059. end
  2060. MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
  2061. MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
  2062. MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
  2063. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  2064. else
  2065. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  2066. end
  2067. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  2068. end))
  2069. end
  2070.  
  2071. function FirePillar(POSITION1, POSITION2, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
  2072. local POS1 = POSITION1
  2073. local POS2 = POSITION2
  2074. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  2075. local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
  2076. local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2077. local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, MOUSELOOK.lookVector, RANGE * Player_Size, Character)
  2078. local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2079. FirePillarRefpart1.Anchored = true
  2080. FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
  2081. game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
  2082. local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
  2083. if FIREPILLAR2HIT ~= nil then
  2084. FirePillarRefpart1.Parent = nil
  2085. local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  2086. FirePillarRefpart2.Anchored = true
  2087. FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
  2088. game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
  2089. CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
  2090. for i = 1, MRANDOM(5, 10) do
  2091. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 3, 3, 3, 0, 0, 0, MRANDOM(3, 5) / 100)
  2092. end
  2093. for i = 1, MRANDOM(15, 20) do
  2094. local FIREEFFECTSIZE = MRANDOM(1, 2)
  2095. MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100)
  2096. end
  2097. MagicCylinder("Bright red", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
  2098. MagicSphere("Bright red", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
  2099. MagicSphere("Bright orange", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME)
  2100. MagicSphere("Bright yellow", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME)
  2101. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true)
  2102. end
  2103. end
  2104.  
  2105. function Attack3()
  2106. ATTACK = true
  2107. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2108. for i=0, 1, 0.1 / Animation_Speed do
  2109. Swait()
  2110. for i = 1, 2 do
  2111. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2112. end
  2113. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2114. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2115. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2116. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2117. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2118. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2119. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2120. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2121. break
  2122. end
  2123. end
  2124. CreateSound("154324879", LeftArm, 1.4, 1.5)
  2125. ShootFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 1, 10, 2.1, 5, 10)
  2126. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2127. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2128. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2129. for i=0, 1, 0.1 / Animation_Speed do
  2130. Swait()
  2131. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
  2132. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2133. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2134. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2135. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2136. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2137. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2138. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2139. break
  2140. end
  2141. end
  2142. ATTACK = false
  2143. end
  2144.  
  2145. function Attack4()
  2146. ATTACK = true
  2147. local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
  2148. for i=0, 1, 0.1 / Animation_Speed do
  2149. Swait()
  2150. MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2151. --MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
  2152. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2153. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2154. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2155. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2156. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2157. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  2158. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2159. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2160. break
  2161. end
  2162. end
  2163. CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
  2164. FirePillar(RootPart.Position, Mouse.hit.p, 25, 7.5, 20, 5, 10, 0.025)
  2165. MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
  2166. MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
  2167. MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
  2168. for i=0, 1, 0.1 / Animation_Speed do
  2169. Swait()
  2170. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2171. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2172. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2173. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2174. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  2175. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
  2176. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2177. --[[
  2178. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
  2179. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  2180. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2181. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2182. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2183. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2184. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2185. --]]
  2186. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2187. break
  2188. end
  2189. end
  2190. ATTACK = false
  2191. end
  2192.  
  2193. function Move1()
  2194. ATTACK = true
  2195. ATTACK = false
  2196. end
  2197.  
  2198. function Move2()
  2199. ATTACK = true
  2200. ATTACK = false
  2201. end
  2202.  
  2203. function Move3()
  2204. ATTACK = true
  2205. ATTACK = false
  2206. end
  2207.  
  2208. function Move4()
  2209. ATTACK = true
  2210. ATTACK = false
  2211. end
  2212.  
  2213. --//=================================\\
  2214. --\\=================================//
  2215.  
  2216.  
  2217.  
  2218.  
  2219.  
  2220. --//=================================\\
  2221. --|| SET THINGS UP
  2222. --\\=================================//
  2223.  
  2224. if Start_Equipped == true then
  2225. ATTACK = true
  2226. EQUIPPED = true
  2227. if Disable_Animate == true then
  2228. ANIMATE.Parent = nil
  2229. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  2230. IDLEANIMATION:Play()
  2231. end
  2232. if Disable_Animator == true then
  2233. ANIMATOR.Parent = nil
  2234. end
  2235. if Disable_Moving_Arms == true then
  2236. RSH = Torso["Right Shoulder"]
  2237. LSH = Torso["Left Shoulder"]
  2238. RSH.Parent = nil
  2239. LSH.Parent = nil
  2240. if Use_Motors_Instead_Of_Welds == true then
  2241. RightShoulder = IT("Motor")
  2242. LeftShoulder = IT("Motor")
  2243. else
  2244. RightShoulder = IT("Weld")
  2245. LeftShoulder = IT("Weld")
  2246. end
  2247. RightShoulder.Name = "Right Shoulder"
  2248. RightShoulder.Part0 = Torso
  2249. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2250. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2251. RightShoulder.Part1 = Character["Right Arm"]
  2252. RightShoulder.Parent = Torso
  2253. LeftShoulder.Name = "Left Shoulder"
  2254. LeftShoulder.Part0 = Torso
  2255. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2256. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2257. LeftShoulder.Part1 = Character["Left Arm"]
  2258. LeftShoulder.Parent = Torso
  2259. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2260. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2261. end
  2262. if Start_Equipped_With_Equipped_Animation == true then
  2263. Swait()
  2264. EquipWeapon()
  2265. end
  2266. ATTACK = false
  2267. end
  2268.  
  2269. --//=================================\\
  2270. --\\=================================//
  2271.  
  2272.  
  2273.  
  2274.  
  2275.  
  2276. --//=================================\\
  2277. --|| ASSIGN THINGS TO KEYS
  2278. --\\=================================//
  2279.  
  2280. Humanoid.Changed:connect(function(Jump)
  2281. if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
  2282. Humanoid.Jump = false
  2283. end
  2284. end)
  2285.  
  2286. function MouseDown(Mouse)
  2287. if ATTACK == true or EQUIPPED == false then
  2288. return
  2289. end
  2290. HOLD = true
  2291. if COMBO == 1 then
  2292. COMBO = 2
  2293. Attack1()
  2294. elseif COMBO == 2 then
  2295. COMBO = 3
  2296. Attack2()
  2297. elseif COMBO == 3 then
  2298. COMBO = 4
  2299. Attack3()
  2300. elseif COMBO == 4 then
  2301. COMBO = 1
  2302. Attack4()
  2303. end
  2304. coroutine.resume(coroutine.create(function()
  2305. for i=1, 50 do
  2306. if ATTACK == false then
  2307. Swait()
  2308. end
  2309. end
  2310. if ATTACK == false then
  2311. COMBO = 1
  2312. end
  2313. end))
  2314. end
  2315.  
  2316. function MouseUp(Mouse)
  2317. HOLD = false
  2318. end
  2319.  
  2320. function KeyDown(Key)
  2321. if Key == "f" and Can_Equip_Or_Unequip == true and ATTACK == false then
  2322. ATTACK = true
  2323. COMBO = 1
  2324. if EQUIPPED == false then
  2325. EQUIPPED = true
  2326. if Disable_Animate == true then
  2327. ANIMATE.Parent = nil
  2328. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  2329. IDLEANIMATION:Play()
  2330. end
  2331. if Disable_Animator == true then
  2332. ANIMATOR.Parent = nil
  2333. end
  2334. if Disable_Moving_Arms == true then
  2335. RSH = Torso["Right Shoulder"]
  2336. LSH = Torso["Left Shoulder"]
  2337. RSH.Parent = nil
  2338. LSH.Parent = nil
  2339. if Use_Motors_Instead_Of_Welds == true then
  2340. RightShoulder = IT("Motor")
  2341. LeftShoulder = IT("Motor")
  2342. else
  2343. RightShoulder = IT("Weld")
  2344. LeftShoulder = IT("Weld")
  2345. end
  2346. RightShoulder.Name = "Right Shoulder"
  2347. RightShoulder.Part0 = Torso
  2348. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2349. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2350. RightShoulder.Part1 = Character["Right Arm"]
  2351. RightShoulder.Parent = Torso
  2352. LeftShoulder.Name = "Left Shoulder"
  2353. LeftShoulder.Part0 = Torso
  2354. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2355. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  2356. LeftShoulder.Part1 = Character["Left Arm"]
  2357. LeftShoulder.Parent = Torso
  2358. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2359. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  2360. end
  2361. Swait()
  2362. EquipWeapon()
  2363. elseif EQUIPPED == true then
  2364. EQUIPPED = false
  2365. UnequipWeapon()
  2366. if Disable_Animator == true then
  2367. ANIMATOR.Parent = Humanoid
  2368. end
  2369. if Disable_Animate == true then
  2370. ANIMATE.Parent = Character
  2371. end
  2372. Swait()
  2373. if Disable_Moving_Arms == true then
  2374. RightShoulder.Parent = nil
  2375. LeftShoulder.Parent = nil
  2376. RSH.Parent = Torso
  2377. LSH.Parent = Torso
  2378. end
  2379. end
  2380. ATTACK = false
  2381. end
  2382. if Key == "e" and EQUIPPED == true and ATTACK == false then
  2383. EAbility()
  2384. end
  2385. if Key == "z" and EQUIPPED == true and ATTACK == false and CO1 >= Cooldown_1 and Mana.Value >= Skill_1_Mana_Cost then
  2386. Mana.Value = Mana.Value - Skill_1_Mana_Cost
  2387. CO1 = 0
  2388. Move1()
  2389. end
  2390. if Key == "x" and EQUIPPED == true and ATTACK == false and CO2 >= Cooldown_2 and Mana.Value >= Skill_2_Mana_Cost then
  2391. Mana.Value = Mana.Value - Skill_2_Mana_Cost
  2392. CO2 = 0
  2393. Move2()
  2394. end
  2395. if Key == "c" and EQUIPPED == true and ATTACK == false and CO3 >= Cooldown_3 and Mana.Value >= Skill_3_Mana_Cost then
  2396. Mana.Value = Mana.Value - Skill_3_Mana_Cost
  2397. CO3 = 0
  2398. Move3()
  2399. end
  2400. if Key == "v" and EQUIPPED == true and ATTACK == false and CO4 >= Cooldown_4 and Mana.Value >= Skill_4_Mana_Cost then
  2401. Mana.Value = Mana.Value - Skill_4_Mana_Cost
  2402. CO4 = 0
  2403. Move4()
  2404. end
  2405. if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then
  2406. if Key == "q" then
  2407. Mana.Value = Max_Mana
  2408. SecondaryMana.Value = Max_Secondary_Mana
  2409. CO1 = Cooldown_1
  2410. CO2 = Cooldown_2
  2411. CO3 = Cooldown_3
  2412. CO4 = Cooldown_4
  2413. end
  2414. if Key == "p" then
  2415. StaggerHit.Value = true
  2416. end
  2417. if Key == "[" then
  2418. Stagger.Value = true
  2419. end
  2420. if Key == "]" then
  2421. Stun.Value = true
  2422. end
  2423. end
  2424. end
  2425.  
  2426. function KeyUp(Key)
  2427. end
  2428.  
  2429. if Use_HopperBin == false then
  2430.  
  2431. Mouse.Button1Down:connect(function(NEWKEY)
  2432. MouseDown(NEWKEY)
  2433. end)
  2434. Mouse.Button1Up:connect(function(NEWKEY)
  2435. MouseUp(NEWKEY)
  2436. end)
  2437. Mouse.KeyDown:connect(function(NEWKEY)
  2438. KeyDown(NEWKEY)
  2439. end)
  2440. Mouse.KeyUp:connect(function(NEWKEY)
  2441. KeyUp(NEWKEY)
  2442. end)
  2443.  
  2444. elseif Use_HopperBin == true then
  2445. WEAPONTOOL.Parent = Backpack
  2446. script.Parent = WEAPONTOOL
  2447. function SelectTool(Mouse)
  2448. Mouse.Button1Down:connect(function()
  2449. MouseDown(Mouse)
  2450. end)
  2451. Mouse.Button1Up:connect(function()
  2452. MouseUp(Mouse)
  2453. end)
  2454. Mouse.KeyDown:connect(KeyDown)
  2455. Mouse.KeyUp:connect(KeyUp)
  2456. end
  2457. function DeselectTool(Mouse)
  2458. end
  2459. WEAPONTOOL.Selected:connect(SelectTool)
  2460. WEAPONTOOL.Deselected:connect(DeselectTool)
  2461. end
  2462.  
  2463. --//=================================\\
  2464. --\\=================================//
  2465.  
  2466.  
  2467.  
  2468.  
  2469.  
  2470. --//=================================\\
  2471. --|| WRAP THE WHOLE SCRIPT UP
  2472. --\\=================================//
  2473.  
  2474. while true do
  2475. Swait()
  2476. if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
  2477. HitboxPart.Name = "NilHitbox"
  2478. else
  2479. HitboxPart.Name = "Hitbox"
  2480. end
  2481. if Enable_Gui == true then
  2482. UpdateGUI()
  2483. end
  2484. UpdateSkillsAndStuff()
  2485. if Walkspeed_Depends_On_Movement_Value == true then
  2486. if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
  2487. Humanoid.WalkSpeed = 0
  2488. else
  2489. Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
  2490. end
  2491. end
  2492. if Enable_Stun == true and StunValue.Value >= Max_Stun then
  2493. StunValue.Value = 0
  2494. Stun.Value = true
  2495. end
  2496. if Enable_Stagger_Hit == true then
  2497. if StaggerHit.Value == true and STAGGERHITANIM == false then
  2498. coroutine.resume(coroutine.create(function()
  2499. STAGGERHITANIM = true
  2500. while ATTACK == true do
  2501. Swait()
  2502. end
  2503. StaggerHitAnimation()
  2504. StaggerHit.Value = false
  2505. STAGGERHITANIM = false
  2506. end))
  2507. end
  2508. else
  2509. StaggerHit.Value = false
  2510. end
  2511. if Enable_Stagger == true then
  2512. if Stagger.Value == true and STAGGERANIM == false then
  2513. coroutine.resume(coroutine.create(function()
  2514. STAGGERANIM = true
  2515. while ATTACK == true do
  2516. Swait()
  2517. end
  2518. StaggerAnimation()
  2519. Stagger.Value = false
  2520. STAGGERANIM = false
  2521. end))
  2522. end
  2523. else
  2524. Stagger.Value = false
  2525. end
  2526. if Enable_Stun == true then
  2527. if Stun.Value == true and STUNANIM == false then
  2528. coroutine.resume(coroutine.create(function()
  2529. StunValue.Value = 0
  2530. STUNANIM = true
  2531. while ATTACK == true do
  2532. Swait()
  2533. end
  2534. StunAnimation()
  2535. Stun.Value = false
  2536. STUNANIM = false
  2537. end))
  2538. end
  2539. else
  2540. StunValue.Value = 0
  2541. Stun.Value = false
  2542. end
  2543. if DONUMBER >= .5 then
  2544. HANDIDLE = true
  2545. elseif DONUMBER <= 0 then
  2546. HANDIDLE = false
  2547. end
  2548. if HANDIDLE == false then
  2549. DONUMBER = DONUMBER + 0.003 / Animation_Speed
  2550. else
  2551. DONUMBER = DONUMBER - 0.003 / Animation_Speed
  2552. end
  2553. if ATTACK == false then
  2554. IDLENUMBER = IDLENUMBER + 1
  2555. else
  2556. IDLENUMBER = 0
  2557. end
  2558. if Enable_Stats == true then
  2559. for _, v in pairs (ChangeStat:GetChildren()) do
  2560. if v:FindFirstChild("Duration") ~= nil then
  2561. v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
  2562. if v:FindFirstChild("Duration").Value <= 0 then
  2563. v.Parent = nil
  2564. end
  2565. end
  2566. if v.Name == "ChangeDefense" then
  2567. CHANGEDEFENSE = CHANGEDEFENSE + v.Value
  2568. elseif v.Name == "ChangeDamage" then
  2569. CHANGEDAMAGE = CHANGEDAMAGE + v.Value
  2570. elseif v.Name == "ChangeMovement" then
  2571. CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
  2572. end
  2573. end
  2574. Defense.Value = 1 + (CHANGEDEFENSE)
  2575. if Defense.Value <= 0.01 then
  2576. Defense.Value = 0.01
  2577. end
  2578. Damage.Value = 1 + (CHANGEDAMAGE)
  2579. if Damage.Value <= 0 then
  2580. Damage.Value = 0
  2581. end
  2582. Movement.Value = 1 + (CHANGEMOVEMENT)
  2583. if Movement.Value <= 0 then
  2584. Movement.Value = 0
  2585. end
  2586. CHANGEDEFENSE = 0
  2587. CHANGEDAMAGE = 0
  2588. CHANGEMOVEMENT = 0
  2589. end
  2590. SINE = SINE + CHANGE
  2591. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  2592. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  2593. local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
  2594. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
  2595. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  2596. if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then
  2597. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2598. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2599. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2600. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2601. elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then
  2602. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2603. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2604. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2605. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2606. end
  2607. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  2608. ANIM = "Jump"
  2609. if EQUIPPED == true and ATTACK == false then
  2610. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2611. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2612. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  2613. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  2614. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  2615. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  2616. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  2617. end
  2618. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  2619. ANIM = "Fall"
  2620. if EQUIPPED == true and ATTACK == false then
  2621. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2622. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2623. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  2624. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  2625. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  2626. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  2627. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  2628. end
  2629. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  2630. ANIM = "Idle"
  2631. if EQUIPPED == true and ATTACK == false then
  2632. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
  2633. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
  2634. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2635. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2636. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
  2637. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
  2638. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
  2639. end
  2640. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  2641. ANIM = "Walk"
  2642. WALK = WALK + 1 / Animation_Speed
  2643. if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
  2644. WALK = 0
  2645. if WALKINGANIM == true then
  2646. WALKINGANIM = false
  2647. elseif WALKINGANIM == false then
  2648. WALKINGANIM = true
  2649. end
  2650. end
  2651. if EQUIPPED == true and ATTACK == false then
  2652. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2653. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2654. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * RIGHTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2655. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(-2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2656. RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2657. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2658. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2659. end
  2660. end
  2661.  
  2662. end
  2663.  
  2664. --//=================================\\
  2665. --\\=================================//
  2666.  
  2667.  
  2668.  
  2669.  
  2670.  
  2671. --//====================================================\\--
  2672. --|| END OF SCRIPT
  2673. --\\====================================================//--
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