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- plr=game.Players.LilD_Nerd --name here
- char=plr.Character
- char.Humanoid.WalkSpeed=67
- pcall(function() char.MainParts:Remove() end)
- bin=Instance.new("HopperBin",plr.Backpack)
- bin.Name="Pheonix Sword"
- script.Parent=bin
- attacking=false
- pcall(function() workspace.MainParts:Destroy() end)
- function makepart(name,parent,s1,s2,s3,color)
- p=Instance.new("Part",parent)
- p.Name=name
- p.formFactor="Custom"
- p.Anchored=false
- p.Locked=true
- p.CanCollide=false
- p.Size=Vector3.new(s1,s2,s3)
- p.BrickColor=BrickColor.new(color)
- p:BreakJoints()
- return p
- end
- function cylinder(part)
- bm=Instance.new("CylinderMesh",part)
- return bm
- end
- function blockmesh(part)
- bm=Instance.new("BlockMesh",part)
- return bm
- end
- function specmesh(part,type,s1,s2,s3)
- spec=Instance.new("SpecialMesh",part)
- spec.MeshType=type
- spec.Scale=Vector3.new(s1,s2,s3)
- return spec
- end
- chosen="Really black"
- main=Instance.new("Model",char)
- main.Name="MainParts"
- handle = makepart("Handle",main,.2,2,.2,"Really black")
- cylinder(handle)
- wd1=Instance.new("Weld",handle)
- wd1.Part1=handle
- wd1.Part0=nil
- handlep = makepart("HandlePart",main,.22,0.02,.22,chosen)
- cyl1 = cylinder(handlep)
- cyl1.Scale=Vector3.new(1,.5,1)
- w1=Instance.new("Weld",handlep)
- w1.Part1=handle
- w1.Part0=handlep
- w1.C1=CFrame.new(0,1,0) * CFrame.Angles(0,0,0)
- handlep2 = makepart("HandlePart2",main,.25,.25,.25,chosen)
- specmesh(hanelp2,"Sphere",1,1,1)
- w1=Instance.new("Weld",handlep2)
- w1.Part1=handlep
- w1.Part0=handlep2
- w1.C1=CFrame.new(0,.05,0) * CFrame.Angles(0,0,0)
- handlep3 = makepart("HandlePart3",main,.22,0.02,.22,chosen)
- cyl1 = cylinder(handlep3)
- cyl1.Scale=Vector3.new(1,.3,1)
- w1=Instance.new("Weld",handlep3)
- w1.Part1=handle
- w1.Part0=handlep3
- w1.C1=CFrame.new(0,-.5,0) * CFrame.Angles(0,0,0)
- handlep4 = makepart("HandlePart4",main,.24,0.02,.24,chosen)
- cyl1 = cylinder(handlep4)
- cyl1.Scale=Vector3.new(1,.3,1)
- w1=Instance.new("Weld",handlep4)
- w1.Part1=handle
- w1.Part0=handlep4
- w1.C1=CFrame.new(0,-.54,0) * CFrame.Angles(0,0,0)
- handlep5 = makepart("HandlePart5",main,.26,0.02,.26,chosen)
- cyl1 = cylinder(handlep5)
- cyl1.Scale=Vector3.new(1,.3,1)
- w1=Instance.new("Weld",handlep5)
- w1.Part1=handle
- w1.Part0=handlep5
- w1.C1=CFrame.new(0,-.57,0) * CFrame.Angles(0,0,0)
- handlep6 = makepart("HandlePart6",main,.02,0.02,.02,chosen)
- bm6=blockmesh(handlep6)
- bm6.Scale=Vector3.new(2,2.6,1.3)
- w1=Instance.new("Weld",handlep6)
- w1.Part1=handle
- w1.Part0=handlep6
- w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0)
- handlep7 = makepart("HandlePart7",main,.02,0.02,.02,chosen)
- bm7=blockmesh(handlep7)
- bm7.Scale=Vector3.new(3,1.6,1.3)
- w1=Instance.new("Weld",handlep7)
- w1.Part1=handle
- w1.Part0=handlep7
- w1.C1=CFrame.new(.5,-.84,0) * CFrame.Angles(0,0,0)
- handlep8 = makepart("HandlePart8",main,.02,0.02,.02,chosen)
- bm8=blockmesh(handlep8)
- bm8.Scale=Vector3.new(3,1.6,1.3)
- w1=Instance.new("Weld",handlep8)
- w1.Part1=handle
- w1.Part0=handlep8
- w1.C1=CFrame.new(-.5,-.84,0) * CFrame.Angles(0,0,0)
- handlep11 = makepart("HandlePart11",main,.02,0.02,.02,"Really black")
- bm11=blockmesh(handlep11)
- bm11.Scale=Vector3.new(1.4,1.4,1.61)
- w1=Instance.new("Weld",handlep11)
- w1.Part1=handle
- w1.Part0=handlep11
- w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0)
- bladep1 = makepart("BladePart1",main,.02,4,.02,"Really black")
- bp1=blockmesh(bladep1)
- bp1.Scale=Vector3.new(4,1,.5)
- w1=Instance.new("Weld",bladep1)
- w1.Part1=handle
- w1.Part0=bladep1
- w1.C1=CFrame.new(0,-3,0) * CFrame.Angles(0,0,0)
- bladep2 = makepart("BladePart2",main,.02,.02,.02,chosen)
- bp2=specmesh(bladep2,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep2)
- w1.Part1=handle
- w1.Part0=bladep2
- w1.C1=CFrame.new(-0.2,-4.6,0)
- w1.C0=CFrame.Angles(0,math.rad(90),0)
- bladep3 = makepart("BladePart3",main,.02,.02,.02,chosen)
- bp3=specmesh(bladep3,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep3)
- w1.Part1=handle
- w1.Part0=bladep3
- w1.C1=CFrame.new(0.2,-4.6,0)
- w1.C0=CFrame.Angles(0,math.rad(270),0)
- bladep4 = makepart("BladePart4",main,.02,.02,.02,chosen)
- bp4=specmesh(bladep4,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep4)
- w1.Part1=handle
- w1.Part0=bladep4
- w1.C1=CFrame.new(0.2,-4.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0)
- bladep5 = makepart("BladePart5",main,.02,.02,.02,chosen)
- bp5=specmesh(bladep5,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep5)
- w1.Part1=handle
- w1.Part0=bladep5
- w1.C1=CFrame.new(-0.2,-4.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0)
- bladep6 = makepart("BladePart6",main,.02,.02,.02,chosen)
- bp6=cylinder(bladep6)
- bp6.Scale=Vector3.new(1,.6,1)
- w1=Instance.new("Weld",bladep6)
- w1.Part1=handle
- w1.Part0=bladep6
- w1.C1=CFrame.new(0,-4.45,0)
- w1.C0=CFrame.Angles(math.rad(90),0,math.rad(90))
- bladep7 = makepart("BladePart7",main,.02,.02,.02,chosen)
- bp7=blockmesh(bladep7)
- bp7.Scale=Vector3.new(.6,16.6,.6)
- w1=Instance.new("Weld",bladep7)
- w1.Part1=handle
- w1.Part0=bladep7
- w1.C1=CFrame.new(0,-2.72,0)
- bladep8 = makepart("BladePart8",main,.02,.02,.02,"red")
- bp8=specmesh(bladep8,"Wedge",.51,2,3)
- w1=Instance.new("Weld",bladep8)
- w1.Part1=handle
- w1.Part0=bladep8
- w1.C1=CFrame.new(0.20,-5.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0)
- bladep9 = makepart("BladePart9",main,.02,.02,.02,"red")
- bp9=specmesh(bladep9,"Wedge",.51,2,3)
- w1=Instance.new("Weld",bladep9)
- w1.Part1=handle
- w1.Part0=bladep9
- w1.C1=CFrame.new(-0.20,-5.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0)
- --[[ Ghost Sword ]]
- function ghost()
- main2=Instance.new("Model",char)
- main2.Name="GhostMainParts"
- handleg = makepart("Handle",main2,.2,2,.2,"Really black")
- cylinder(handleg)
- wd12=Instance.new("Weld",handleg)
- wd12.Part1=handleg
- wd12.Name="Weldd"
- wd12.Part0=nil
- handlep = makepart("HandlePart",main2,.22,0.02,.22,chosen)
- cyl1 = cylinder(handlep)
- cyl1.Scale=Vector3.new(1,.5,1)
- w1=Instance.new("Weld",handlep)
- w1.Part1=handleg
- w1.Part0=handlep
- w1.C1=CFrame.new(0,1,0) * CFrame.Angles(0,0,0)
- handlep2 = makepart("HandlePart2",main2,.25,.25,.25,chosen)
- specmesh(hanelp2,"Sphere",1,1,1)
- w1=Instance.new("Weld",handlep2)
- w1.Part1=handlep
- w1.Part0=handlep2
- w1.C1=CFrame.new(0,.05,0) * CFrame.Angles(0,0,0)
- handlep3 = makepart("HandlePart3",main2,.22,0.02,.22,chosen)
- cyl1 = cylinder(handlep3)
- cyl1.Scale=Vector3.new(1,.3,1)
- w1=Instance.new("Weld",handlep3)
- w1.Part1=handleg
- w1.Part0=handlep3
- w1.C1=CFrame.new(0,-.5,0) * CFrame.Angles(0,0,0)
- handlep4 = makepart("HandlePart4",main2,.24,0.02,.24,chosen)
- cyl1 = cylinder(handlep4)
- cyl1.Scale=Vector3.new(1,.3,1)
- w1=Instance.new("Weld",handlep4)
- w1.Part1=handleg
- w1.Part0=handlep4
- w1.C1=CFrame.new(0,-.54,0) * CFrame.Angles(0,0,0)
- handlep5 = makepart("HandlePart5",main2,.26,0.02,.26,chosen)
- cyl1 = cylinder(handlep5)
- cyl1.Scale=Vector3.new(1,.3,1)
- w1=Instance.new("Weld",handlep5)
- w1.Part1=handleg
- w1.Part0=handlep5
- w1.C1=CFrame.new(0,-.57,0) * CFrame.Angles(0,0,0)
- handlep6 = makepart("HandlePart6",main2,.02,0.02,.02,chosen)
- bm6=blockmesh(handlep6)
- bm6.Scale=Vector3.new(2,2.6,1.3)
- w1=Instance.new("Weld",handlep6)
- w1.Part1=handleg
- w1.Part0=handlep6
- w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0)
- handlep7 = makepart("HandlePart7",main2,.02,0.02,.02,chosen)
- bm7=blockmesh(handlep7)
- bm7.Scale=Vector3.new(3,1.6,1.3)
- w1=Instance.new("Weld",handlep7)
- w1.Part1=handleg
- w1.Part0=handlep7
- w1.C1=CFrame.new(.5,-.84,0) * CFrame.Angles(0,0,0)
- handlep8 = makepart("HandlePart8",main2,.02,0.02,.02,chosen)
- bm8=blockmesh(handlep8)
- bm8.Scale=Vector3.new(3,1.6,1.3)
- w1=Instance.new("Weld",handlep8)
- w1.Part1=handleg
- w1.Part0=handlep8
- w1.C1=CFrame.new(-.5,-.84,0) * CFrame.Angles(0,0,0)
- handlep11 = makepart("HandlePart11",main2,.02,0.02,.02,"Really black")
- bm11=blockmesh(handlep11)
- bm11.Scale=Vector3.new(1.4,1.4,1.61)
- w1=Instance.new("Weld",handlep11)
- w1.Part1=handleg
- w1.Part0=handlep11
- w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0)
- bladep1 = makepart("BladePart1",main2,.02,4,.02,"red")
- bp1=blockmesh(bladep1)
- bp1.Scale=Vector3.new(4,1,.5)
- w1=Instance.new("Weld",bladep1)
- w1.Part1=handleg
- w1.Part0=bladep1
- w1.C1=CFrame.new(0,-3,0) * CFrame.Angles(0,0,0)
- bladep2 = makepart("BladePart2",main2,.02,.02,.02,chosen)
- bp2=specmesh(bladep2,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep2)
- w1.Part1=handleg
- w1.Part0=bladep2
- w1.C1=CFrame.new(-0.2,-4.6,0)
- w1.C0=CFrame.Angles(0,math.rad(90),0)
- bladep3 = makepart("BladePart3",main2,.02,.02,.02,chosen)
- bp3=specmesh(bladep3,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep3)
- w1.Part1=handleg
- w1.Part0=bladep3
- w1.C1=CFrame.new(0.2,-4.6,0)
- w1.C0=CFrame.Angles(0,math.rad(270),0)
- bladep4 = makepart("BladePart4",main2,.02,.02,.02,chosen)
- bp4=specmesh(bladep4,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep4)
- w1.Part1=handleg
- w1.Part0=bladep4
- w1.C1=CFrame.new(0.2,-4.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0)
- bladep5 = makepart("BladePart5",main2,.02,.02,.02,chosen)
- bp5=specmesh(bladep5,"Wedge",.6,1,1)
- w1=Instance.new("Weld",bladep5)
- w1.Part1=handleg
- w1.Part0=bladep5
- w1.C1=CFrame.new(-0.2,-4.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0)
- bladep6 = makepart("BladePart6",main2,.02,.02,.02,chosen)
- bp6=cylinder(bladep6)
- bp6.Scale=Vector3.new(1,.6,1)
- w1=Instance.new("Weld",bladep6)
- w1.Part1=handleg
- w1.Part0=bladep6
- w1.C1=CFrame.new(0,-4.45,0)
- w1.C0=CFrame.Angles(math.rad(90),0,math.rad(90))
- bladep7 = makepart("BladePart7",main2,.02,.02,.02,chosen)
- bp7=blockmesh(bladep7)
- bp7.Scale=Vector3.new(.6,16.6,.6)
- w1=Instance.new("Weld",bladep7)
- w1.Part1=handleg
- w1.Part0=bladep7
- w1.C1=CFrame.new(0,-2.72,0)
- bladep8 = makepart("BladePart8",main2,.02,.02,.02,"red")
- bp8=specmesh(bladep8,"Wedge",.51,2,3)
- w1=Instance.new("Weld",bladep8)
- w1.Part1=handleg
- w1.Part0=bladep8
- w1.C1=CFrame.new(0.20,-5.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0)
- bladep9 = makepart("BladePart9",main2,.02,.02,.02,"red")
- bp9=specmesh(bladep9,"Wedge",.51,2,3)
- w1=Instance.new("Weld",bladep9)
- w1.Part1=handleg
- w1.Part0=bladep9
- w1.C1=CFrame.new(-0.20,-5.3,0)
- w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0)
- return main2
- end
- hold=false
- --[[Key/Mouse]]
- mode="normal"
- function select()
- mode="normal"
- equipanim()
- end
- function unselect()
- char.Humanoid.WalkSpeed=20
- hideanim()
- end
- combo=0
- bin.Selected:connect(function(mouse)
- select()
- mouse.Button1Down:connect(function()
- if combo==0 then
- slashanim()
- combo = 1
- elseif combo==1 then
- slashanim2()
- combo = 0
- end
- end)
- mouse.KeyDown:connect(function(key)
- hold=true
- if mode=="normal" then
- if key == "q" then
- move3()
- elseif key=="e" then
- move4()
- elseif key=="r" then
- move5()
- end
- end
- end)
- mouse.KeyUp:connect(function()
- hold=false
- end)
- end)
- bin.Deselected:connect(function()
- unselect()
- end)
- --[[DMG]]
- function damagesplat(dmg,hit)
- local mo = Instance.new("Model")
- mo.Name = dmg
- local pa = Instance.new("Part",mo)
- pa.formFactor = 3
- pa.Size = Vector3.new(0.8,0.3,0.8)
- pa.BrickColor = BrickColor.new(chosen)
- pa.CanCollide=false
- pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0)
- pa.Name = "Head"
- cm=Instance.new("CylinderMesh",pa)
- local hah = Instance.new("Humanoid")
- hah.Parent = mo
- hah.MaxHealth = 0
- hah.Health = 0
- local bp = Instance.new("BodyPosition")
- bp.P = 14000
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = hit.Position + Vector3.new(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- wait()
- mo.Parent = workspace
- bp.Parent = pa
- wait(1.4)
- mo:remove()
- end))
- end
- con = nil
- con2 = nil
- hitd=0
- hitd2=0
- function OT(hit)
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid")
- local head = hit.Parent:findFirstChild("Head")
- if hum ~= nil then
- dm=math.random(10000,10000)
- hum:TakeDamage(dm)
- if head ~= nil then
- damagesplat(dm,head)
- end
- end
- hitd=1
- end
- function OT2(hit)
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid")
- local head = hit.Parent:findFirstChild("Head")
- if hum ~= nil then
- dm=math.random(10000,10000)
- hum:TakeDamage(dm)
- if head ~= nil then
- damagesplat(dm,head)
- end
- end
- hitd2=1
- end
- function dmgcnnct(p)
- con = p.Touched:connect(OT)
- end
- function dmgcnnct2(p)
- con2 = p.Touched:connect(OT2)
- end
- function dmgdc2()
- if con2 ~= nil then
- con2:disconnect()
- hitd2=0
- end
- end
- function dmgdc()
- if con ~= nil then
- con:disconnect()
- hitd=0
- end
- end
- --[[Anims]]--
- RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld")
- ch = char
- player=plr
- RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.Parent = main
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Parent = main
- --
- RWL.Part0 = ch.Torso
- RWL.C0 = CFrame.new(1, -1, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- RWL.Parent = main
- --
- LWL.Part0 = ch.Torso
- LWL.C0 = CFrame.new(-1, -1, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- LWL.Parent = main
- function RWFunc()
- RW.Part1 = ch["Right Arm"]
- RSH.Part1 = nil
- end
- function LWFunc()
- LW.Part1 = ch["Left Arm"]
- LSH.Part1 = nil
- end
- function RWLFunc()
- RWL.Part1 = ch["Right Leg"]
- RHL.Part1 = nil
- ch["Right Leg"].Name = "RightLeg"
- RightLeg.CanCollide = false
- end
- function LWLFunc()
- LWL.Part1 = ch["Left Leg"]
- LHL.Part1 = nil
- ch["Left Leg"].Name = "LeftLeg"
- LeftLeg.CanCollide = true
- end
- function RWLRem()
- RightLeg.Name = "Right Leg"
- RWL.Part1 = nil
- RHL.Part1 = ch["Right Leg"]
- RightLeg.CanCollide = false
- end
- function LWLRem()
- LeftLeg.Name = "Left Leg"
- LWL.Part1 = nil
- LHL.Part1 = ch["Left Leg"]
- LeftLeg.CanCollide = false
- end
- function RWRem()
- RW.Part1 = nil
- RSH.Part1 = ch["Right Arm"]
- end
- function LWRem()
- LW.Part1 = nil
- LSH.Part1 = ch["Left Arm"]
- end
- local RAP = Instance.new("Part")
- RAP.formFactor = 0
- RAP.CanCollide = false
- RAP.Name = "RAPart"
- RAP.Locked = true
- RAP.Size = Vector3.new(1,1,1)
- RAP.Parent = main
- RAP.Transparency = 1
- local w = Instance.new("Weld")
- w.Parent = RAP
- w.Part0 = RAP
- w.Part1 = char["Right Arm"]
- w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0)
- local LAP = Instance.new("Part")
- LAP.formFactor = 0
- LAP.CanCollide = false
- LAP.Name = "LAPart"
- LAP.Locked = true
- LAP.Size = Vector3.new(1,1,1)
- LAP.Parent = main
- LAP.Transparency = 1
- local ww = Instance.new("Weld")
- ww.Parent = LAP
- ww.Part0 = LAP
- ww.Part1 = char["Left Arm"]
- ww.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- ww.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0)
- function unequipweld()
- wd1.Part0 = char.Torso
- wd1.C1=CFrame.new(0,-1.5,-.6) * CFrame.Angles(0,0,.8)
- wd1.C0=CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
- end
- unequipweld()
- function equipweld()
- wd1.Part0 = RAP
- wd1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wd1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2)
- end
- function hideanim()
- RWFunc()
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1+0.5*i,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80+67*i), math.rad(45), math.rad(-45+90*i))
- end
- for i = 0 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5,0.5+0.5*i,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(147+103*i), math.rad(45), math.rad(45-35*i))
- end
- unequipweld()
- wait(0.1)
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,1-0.5*i,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(250-250*i), math.rad(45-45*i), math.rad(10-10*i))
- end
- RWRem()
- LWRem()
- end
- function equipanim()
- RWFunc()
- for i = 0 , 1 , 0.1 do
- wait(.05)
- RW.C0 = CFrame.new(1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(250*i), math.rad(45*i), math.rad(-10*i))
- end
- equipweld()
- for i = 0 , 1 , 0.2 do
- wait(.05)
- RW.C0 = CFrame.new(1.5,0.5+0.5*i,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(250-102.5*i), math.rad(45), math.rad(-10+27.5*i))
- end
- for i = 0 , 1 , 0.15 do
- wait(.05)
- RW.C0 = CFrame.new(1.5,1-0.5*i,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(147-67*i), math.rad(45), math.rad(17.5+27.5*i))
- end
- for i = 0 , 1 , 0.1 do
- wait(.05)
- RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80), math.rad(35), math.rad(45-90*i))
- end
- end
- function slashanim()
- RWFunc()
- if attacking==true then return end
- attacking=true
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1-0.5*i,0.5,-0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(80+10*i), math.rad(45+45*i), math.rad(-45+45*i))
- RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-45*i), math.rad(10*i), math.rad(0))
- end
- dmgcnnct(bladep1)
- for i = 0 , 1 , 0.3 do
- wait()
- RW.C0 = CFrame.new(0.5+1*i,0.5,-1+1*i) * CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(90), math.rad(0))
- RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-45+135*i), math.rad(10+35*i), math.rad(0))
- end
- for i = 0 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(90), math.rad(0))
- RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90+20*i), math.rad(45+5*i), math.rad(0))
- end
- dmgdc()
- if mode=="normal" then
- wait(0.15)
- wait()
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(90-10*i), math.rad(90-45*i), math.rad(-45*i))
- RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(110-110*i), math.rad(50-50*i), math.rad(0))
- end
- end
- attacking=false
- end
- function test(f)
- local a,b=coroutine.resume(coroutine.create(f))
- if not a then
- local h=Instance.new("Hint",workspace)
- h.Text="LOCAL: "..b
- wait(10)
- h:remove()
- end
- end
- function slashanim2()
- test(function()
- RWFunc()
- LWFunc()
- if attacking==true then return end
- attacking=true
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,0,math.rad(30*i))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,0,math.rad(-30*i))
- end
- fake=ghost()
- fake.Handle.Weldd.Part0=LAP
- fake.Handle.Weldd.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0, 0)
- fake.Handle.Weldd.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2)
- for i,d in pairs(fake:GetChildren()) do
- d.Transparency=0.5
- d.BrickColor=BrickColor.new("Really black")
- end
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(0+120*i),0,math.rad(30))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(0+120*i),0,math.rad(-30))
- end
- dmgcnnct(bladep1)
- dmgcnnct2(fake.BladePart1)
- for i=0,1,0.2 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(120 - 120*i),0,math.rad(30 - 30*i))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(120 - 120*i),0,math.rad(-30 - -30*i))
- end
- dmgdc()
- dmgdc2()
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,0,math.rad(0 + 90*i))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,0,math.rad(-0 + -90*i))
- end
- dmgcnnct(bladep1)
- dmgcnnct2(fake.BladePart1)
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(0 + 60*i),math.rad(90 + 0))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(-0 + -60*i),math.rad(-80 + -0))
- end
- dmgdc()
- dmgdc2()
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(60 - 60*i),math.rad(90 + 0))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(-60 - -60*i),math.rad(-80 + -0))
- end
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,0,math.rad(90 - 90*i))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,0,math.rad(-90 - -90*i))
- end
- fake:Remove()
- LWRem()
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80*i), math.rad(35*i), math.rad(-35 + -10*i))
- end
- attacking=false
- end)
- end
- function move3()
- RWFunc()
- LWFunc()
- if attacking==true then return end
- attacking=true
- fake2=ghost()
- fake2.Handle.Weldd.Part0=LAP
- fake2.Handle.Weldd.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0, 0)
- fake2.Handle.Weldd.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2)
- for i,d in pairs(fake2:GetChildren()) do
- d.Transparency=0.5
- d.BrickColor=BrickColor.new("Really black")
- end
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(50+50*i),0,math.rad(40+43*i))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(50+50*i),0,math.rad(-40+-43*i))
- wd1.C0 = CFrame.Angles(0,0,math.rad(90*i))
- fake2.Handle.Weldd.C0 = CFrame.Angles(0,0,math.rad(90*i))
- end
- dmgcnnct(bladep1)
- dmgcnnct2(fake2.BladePart1)
- local TorsCF = char.Torso.CFrame
- local bg = Instance.new("BodyGyro",char.Torso)
- bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
- bg.P = bg.p * 25
- bg.cframe = TorsCF
- char.Humanoid.WalkSpeed=30
- for i=0,50,0.2 do
- wait()
- bg.cframe = TorsCF * CFrame.Angles(0,math.rad(180+180*i),0)
- end
- char.Humanoid.WalkSpeed=20
- game.Debris:AddItem(bg,0.02)
- dmgdc()
- dmgdc2()
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(100 - 0*i),0,math.rad(-83 + 83*i))
- LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(100 - 0*i),0,math.rad(-83 + 83*i))
- end
- fake2:Remove()
- LWRem()
- for i=0,1,0.1 do
- wait()
- wd1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90*i), math.rad(90 + 0*i)) * CFrame.new(0, 0, 0.2)
- RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(100 + -20*i), math.rad(35*i), math.rad(-35 + -10*i))
- end
- attacking=false
- end
- function move4()
- RWFunc()
- LWFunc()
- if attacking==true then return end
- attacking=true
- for i=0,1,0.1 do
- wait()
- RW.C0=CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(10 + 5*i),math.rad(50+50*i))
- LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(80 + 0*i),math.rad(0+-50*i))
- end
- for i=0,1,0.1 do
- wait()
- LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(80 + 0*i),math.rad(-50 + 150*i))
- end
- function Burn(Part)
- if Part.Anchored == true and Part.Name == "Base" then return end
- if Part:IsDescendantOf(char) then return end
- if Part.Name =="Fireball" then return end
- local Fire = Instance.new("Fire")
- Fire.Heat = 2
- Fire.Size = 5
- Fire.Parent = Part
- Part:BreakJoints()
- Part.BrickColor = BrickColor.new("Really black")
- wait(2)
- game.Debris:AddItem(Part,0.02)
- end
- function Ignite(Part)
- if Part.Anchored == true and Part.Name == "Base" then return end
- if Part:IsDescendantOf(char) then return end
- if Part:FindFirstChild("Fire") == nil then
- Part.Anchored = false
- local Fire = Instance.new("Fire")
- Fire.Heat = 2
- Fire.Size = 5
- Fire.Parent = Part
- Part:BreakJoints()
- Part.Touched:connect(function(Hit) Burn(Hit) end)
- Part.BrickColor = BrickColor.new("Really black")
- end
- end
- for i = 1, 150 do
- local Source = char.Torso
- local Fireball = Instance.new("Part", Workspace)
- Fireball.Name = "Fireball"
- Fireball.CanCollide = false
- Fireball.TopSurface = 0
- Fireball.BottomSurface = 0
- Fireball.FormFactor = "Custom"
- Fireball.Shape = "Ball"
- Fireball.Size = Vector3.new(5, 5, 5)
- Fireball.CFrame = Source.CFrame * CFrame.new(0, 0, -5)
- local Velocity = Instance.new("BodyVelocity")
- Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- Velocity.velocity = (Source.CFrame.lookVector * 50) + Vector3.new(math.random(-25,25), math.random(-10,10), math.random(-10,10))
- Velocity.Parent = Fireball
- Ignite(Fireball)
- Fireball.BrickColor = BrickColor.new("Really black")
- coroutine.wrap(function() wait(math.random(1, 9) / 10) for i = 0, 1, 0.1 do Fireball.Transparency = i wait() end Fireball.Fire.Enabled = false Fireball.Anchored = true wait(1) Fireball:Remove() end)()
- wait()
- end
- for i=0,1,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(15+15+50*i), math.rad(35*i), math.rad(100-140*i))
- LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(80 - 80*i),math.rad(100-100*i))
- end
- LWRem()
- attacking=false
- end
- function move5()
- RWFunc()
- LWFunc()
- if attacking==true then return end
- attacking=true
- fake3=ghost()
- fake3.Handle.Weldd.Part0=LAP
- fake3.Handle.Weldd.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0, 0)
- fake3.Handle.Weldd.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, -0.2)
- for i,d in pairs(fake3:GetChildren()) do
- d.Transparency=0.5
- d.BrickColor=BrickColor.new("Really black")
- end
- for i=0,1,0.1 do
- wait()
- RW.C0=CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(-50+-50*i),math.rad(30+30*i))
- LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(50+50*i),math.rad(-30+-30*i))
- end
- f=0
- powermod=Instance.new("Model",char)
- powermod.Name="PowerMode"
- for i=0,3,0.1 do
- f=f+1
- wait()
- ball=Instance.new("Part",powermod)
- ball.formFactor="Custom"
- ball.Shape="Ball"
- ball.TopSurface="Smooth"
- ball.BottomSurface="Smooth"
- ball.BrickColor=BrickColor.new(chosen)
- ball.Transparency=0.5
- ball.Anchored=true
- ball.CanCollide=false
- ball.Size=Vector3.new(f,f,f)
- ball.CFrame=char.Torso.CFrame
- end
- wait(.1)
- powermod:Remove()
- function Burn(Part)
- if Part.Anchored == true and Part.Name == "Base" then return end
- if Part:IsDescendantOf(char) then return end
- if Part.Name =="Fireball" then return end
- local Fire = Instance.new("Fire")
- Fire.Heat = 2
- Fire.Size = 5
- Fire.Parent = Part
- Part:BreakJoints()
- Part.BrickColor = BrickColor.new("Really black")
- wait(2)
- game.Debris:AddItem(Part,0.02)
- end
- function Ignite(Part)
- if Part.Anchored == true and Part.Name == "Base" then return end
- if Part:IsDescendantOf(char) then return end
- if Part:FindFirstChild("Fire") == nil then
- Part.Anchored = false
- local Fire = Instance.new("Fire")
- Fire.Heat = 100
- Fire.Size = 100
- Fire.Parent = Part
- Part:BreakJoints()
- Part.Touched:connect(function(Hit) Burn(Hit) end)
- Part.BrickColor = BrickColor.new("Really black")
- end
- end
- for i = 1, 250 do
- local Source = char.Torso
- local Fireball = Instance.new("Part", Workspace)
- Fireball.Name = "Fireball"
- Fireball.CanCollide = false
- Fireball.TopSurface = 0
- Fireball.BottomSurface = 0
- Fireball.FormFactor = "Custom"
- Fireball.Shape = "Ball"
- Fireball.Size = Vector3.new(50, 50, 50)
- Fireball.CFrame = Source.CFrame * CFrame.new(0, 0, -30)
- local Velocity = Instance.new("BodyVelocity")
- Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- Velocity.velocity = (Source.CFrame.lookVector * 250) + Vector3.new(math.random(-2,2), math.random(-2,2), math.random(-2,2))
- Velocity.Parent = Fireball
- Ignite(Fireball)
- Fireball.BrickColor = BrickColor.new("Really black")
- coroutine.wrap(function() wait(math.random(1, 9) / 10) for i = 0, 1, 0.1 do Fireball.Transparency = i wait() end Fireball.Fire.Enabled = false Fireball.Anchored = true wait(1) Fireball:Remove() end)()
- wait(0.02)
- end
- fake3:Remove()
- LWRem()
- attacking=false
- end
- function swordmode()
- RWFunc()
- char.Humanoid.WalkSpeed=20
- bin.Name="Pheonix Sword"
- hitdeb=1
- hitdeb=0
- wd1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wd1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2)
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80), math.rad(35), math.rad(45-90*i))
- end
- mode="normal"
- end --[[Filterd, May Error]]-- --[[Filterd, May Error]]--
- local function WaitForChild(parent, child)
- while not parent:FindFirstChild(child) do parent.ChildAdded:wait() end
- return parent[child]
- end
- local Tool = script.Parent
- local Handle = WaitForChild(Tool, "Handle")
- local SkullFire = WaitForChild(Tool, "SkullFire")
- local sword = script.Parent.Handle
- local radius = 1
- local angle = math.random()*math.pi*2
- local NUM_SKULLS = 100 -- heh heh
- local StormEye = Instance.new("Part")
- StormEye.formFactor = "Custom"
- StormEye.Size = Vector3.new(3, 3, 3)
- StormEye.Transparency = 1
- StormEye.CanCollide = false
- -- remove gravity from storm
- local newBF = Instance.new("BodyForce")
- local stormMass = (NUM_SKULLS+1)*.2*.2*.2 + 27
- newBF.force = Vector3.new(0, stormMass*196.2, 0)
- newBF.Parent = StormEye
- local skullPart = Instance.new("Part")
- skullPart.formFactor = "Custom"
- skullPart.Size = Vector3.new(.2, .2, .2)
- skullPart.Transparency = 1
- skullPart.BrickColor = BrickColor.new("Really black")
- skullPart.CanCollide = false
- skullPart.Reflectance = 0
- SkullFire:Clone().Parent = skullPart
- local skullMotor = Instance.new("Motor6D")
- skullMotor.Part0 = StormEye -- Handle
- skullMotor.Part1 = skullPart
- skullMotor.MaxVelocity = .1
- skullMotor.C0 = CFrame.Angles(math.pi/2, 0, 0)
- skullMotor.C1 = CFrame.Angles(math.pi/2, 0, 0) + radius*Vector3.new(math.sin(angle), 0, math.cos(angle))
- local skullParts = {skullPart}
- local skullMotors = {skullMotor}
- local miniDebounce = false
- for i = 1, NUM_SKULLS do
- table.insert(skullParts, skullPart:Clone())
- table.insert(skullMotors, skullMotor:Clone())
- radius = math.sqrt(i) + 4
- angle = math.random()*math.pi*2
- skullMotors[i+1].Part1 = skullParts[i+1]
- skullMotors[i+1].C1 = CFrame.Angles(math.pi/2, 0, 0) + radius*Vector3.new(math.sin(angle), -math.sqrt(i)*2/radius, math.cos(angle))
- skullMotors[i+1].Parent = skullParts[i+1]
- end
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = sword
- SlashSound.Volume = .7
- local LungeSound = Instance.new("Sound")
- LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
- LungeSound.Parent = sword
- LungeSound.Volume = .6
- local UnsheathSound = Instance.new("Sound")
- UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- UnsheathSound.Parent = sword
- UnsheathSound.Volume = 1
- local StormSound = Instance.new("Sound")
- StormSound.SoundId = "http://www.roblox.com/asset/?id=101173442"
- StormSound.Parent = sword
- StormSound.Volume = 1
- function DarkKill(character, humanoid, attacker)
- if (character:FindFirstChild("ForceField") ~= nil) then return end
- local childs = character:GetChildren()
- local colors = {}
- tagHumanoid(humanoid, attacker)
- humanoid.Health = 0
- for i=1,#childs do
- if (childs[i].className == "Part") then
- colors[i] = childs[i].BrickColor
- childs[i].BrickColor = BrickColor.new(26)
- childs[i].CanCollide = true
- childs[i].Anchored = true
- end
- end
- wait(.25)
- for i=1,#childs do
- if (childs[i].className == "Part") then
- local b = Instance.new("BodyVelocity")
- b.velocity = Vector3.new(math.random() - .5, 0, math.random() - .5).unit * 80
- b.maxForce = Vector3.new(1e5,1e5,1e5)
- b.Parent = childs[i]
- end
- end
- for i=1,#childs do
- if (childs[i].className == "Part") then
- childs[i].Anchored = false
- end
- end
- end
- local staffSpin = WaitForChild(Tool, "staffspin")
- local spinSwing = nil
- local newBodyPosition = Instance.new("BodyPosition")
- newBodyPosition.P = 100000
- newBodyPosition.maxForce = Vector3.new(1, 1, 1)*newBodyPosition.P
- newBodyPosition.Parent = StormEye
- local spinForce = Instance.new("BodyAngularVelocity")
- spinForce.P = 1000000
- spinForce.angularvelocity = Vector3.new(0,20,0)
- spinForce.maxTorque = Vector3.new(spinForce.P,spinForce.P,spinForce.P)
- local stayUpright = Instance.new("BodyGyro")
- stayUpright.P = 1000000
- stayUpright.maxTorque = Vector3.new(1, 0, 1) * stayUpright.P
- stayUpright.cframe = CFrame.new()
- local damage = 20
- slash_damage = 18
- lunge_damage = 36
- function blow(hit, damageToTake)
- local hitParent = hit.Parent
- if not hitParent then return end
- local humanoid = hitParent:findFirstChild("Humanoid")
- local vCharacter = Tool.Parent
- local vPlayer = game.Players:playerFromCharacter(vCharacter)
- local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
- if humanoid~=nil and humanoid ~= hum and hum ~= nil then
- -- final check, make sure sword is in-hand
- local right_arm = vCharacter:FindFirstChild("Right Arm")
- if (right_arm ~= nil) then
- local joint = right_arm:FindFirstChild("RightGrip")
- if (joint ~= nil and (joint.Part0 == Handle or joint.Part1 == Handle)) then
- hum.Health = hum.Health + (damage * .4)
- if humanoid.Health > damage then
- tagHumanoid(humanoid, vPlayer)
- humanoid:TakeDamage(damage)
- else
- DarkKill(humanoid.Parent, humanoid, vPlayer)
- end
- end
- end
- end
- end
- for i = 1, #skullParts do
- skullParts[i].Touched:connect(function(hitPart) blow(hitPart, 25) end)
- end
- local debounce = false
- local spinCount = 0
- local spinDebounce = false
- function onSpin()
- if debounce or spinDebounce then return end
- local Torso = Tool.Parent:FindFirstChild("Torso")
- if not Torso then return end
- spinDebounce = true
- spinCount = spinCount + 1
- if spinCount > 3 then
- onWhirlwind()
- spinCount = 0
- else
- delay(3, function() spinCount = spinCount - 1 end)
- spinForce.Parent = Torso
- stayUpright.Parent = Torso
- spinSwing:Play()
- wait(.5)
- spinForce.Parent = nil
- stayUpright.Parent = nil
- end
- spinDebounce = false
- end
- function onWhirlwind()
- if not Tool.Parent then return end
- local Torso = Tool.Parent:FindFirstChild("Torso")
- local Humanoid = Tool.Parent:FindFirstChild("Humanoid")
- if debounce or not Torso or not Humanoid then return end
- debounce = true
- spinForce.Parent = Torso
- stayUpright.Parent = Torso
- StormSound:Play()
- for i = 1, #skullParts do
- skullParts[i].Parent = StormEye
- skullMotors[i].Parent = skullParts[i]
- if math.random() > .5 then
- skullMotors[i].DesiredAngle = skullMotors[i].CurrentAngle + 5000
- else
- skullMotors[i].DesiredAngle = skullMotors[i].CurrentAngle - 5000
- end
- skullMotors[i].MaxVelocity = .05+math.random()*.15
- end
- StormEye.CFrame = CFrame.new(Torso.CFrame.p)
- --StormEye.Velocity = Torso.CFrame.lookVector * 25
- newBodyPosition.position = Torso.CFrame.p - Vector3.new(0, 3, 0)
- local timeWaited
- Humanoid.WalkSpeed = 8
- delay(0, function() while skullMotors[1].Parent do timeWaited = wait(.01) Humanoid.WalkSpeed = Humanoid.WalkSpeed + timeWaited * 7 newBodyPosition.position = Torso.CFrame.p - Vector3.new(0, 3, 0) end Humanoid.WalkSpeed = 16 end)
- StormEye.Parent = workspace
- for i = 1, 5 do wait(1) spinSwing:Play() end
- spinForce.Parent = nil
- stayUpright.Parent = nil
- for i = 1, #skullMotors do
- skullMotors[i].Parent = nil
- skullParts[i].Velocity = 40*(skullParts[i].CFrame.p - Torso.CFrame.p).unit
- end
- for i = 0, 30 do
- end
- StormEye.Parent = nil
- wait(3)
- for i = 1, #skullMotors do
- skullMotors[i].Parent = skullParts[i]
- end
- debounce = false
- end
- local leftSword = Handle:Clone()
- leftSword.CanCollide = false
- local leftSwordWeld = Instance.new("ManualWeld")
- leftSwordWeld.Part1 = leftSword
- leftSwordWeld.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0)
- leftSwordWeld.C1 = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0)
- local NewAnimateScript = WaitForChild(Tool, "NewAnimate")
- local Character = nil
- function swordUp()
- Tool.GripForward = Vector3.new(-1,0,0)
- Tool.GripRight = Vector3.new(0,1,0)
- Tool.GripUp = Vector3.new(0,0,1)
- leftSwordWeld.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0)
- leftSwordWeld.C1 = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0)
- end
- function swordOut()
- Tool.GripForward = Vector3.new(0,0,1)
- Tool.GripRight = Vector3.new(0,-1,0)
- Tool.GripUp = Vector3.new(-1,0,0)
- leftSwordWeld.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0)
- leftSwordWeld.C1 = CFrame.new(0, 0, -1.5, 0, -1, -0, -1, 0, -0, 0, 0, -1)
- end
- local Mouse = nil
- function onKeyDown(key)
- if key == "z" or key == "Z" then
- if miniDebounce then
- onSpin()
- end
- end
- end
- function onEquipped(mouse)
- if mouse then
- Mouse = mouse
- Mouse.KeyDown:connect(onKeyDown)
- end
- Character = Tool.Parent
- if not Character then return end
- local Humanoid = Character:FindFirstChild("Humanoid")
- if not Humanoid then return end
- spinSwing = Humanoid:LoadAnimation(staffSpin)
- local oldAnimateScript = Character:FindFirstChild("Animate")
- if oldAnimateScript then oldAnimateScript.Disabled = true end
- NewAnimateScript.Parent = Character
- NewAnimateScript.Disabled = false
- UnsheathSound:Play()
- local LeftArm = Character:FindFirstChild("Left Arm")
- leftSwordWeld.Part0 = LeftArm
- leftSword.Parent = Character
- leftSwordWeld.Parent = leftSword
- end
- function onUnequipped()
- leftSwordWeld.Parent = nil
- leftSword.Parent = nil
- NewAnimateScript.Disabled = true
- NewAnimateScript.Parent = Tool
- local oldAnimateScript = Character:FindFirstChild("Animate")
- if oldAnimateScript then oldAnimateScript.Disabled = false end
- end
- function tagHumanoid(humanoid, player)
- local creator_tag = Instance.new("ObjectValue")
- creator_tag.Value = player
- creator_tag.Name = "creator"
- creator_tag.Parent = humanoid
- game.Debris:AddItem(creator_tag, 1)
- end
- function attack()
- damage = slash_damage
- SlashSound:play()
- local anim = Instance.new("StringValue")
- anim.Name = "toolanim"
- anim.Value = "Slash"
- anim.Parent = Tool
- end
- function lunge()
- if miniDebounce then return end
- miniDebounce = true
- LungeSound:Play()
- damage = lunge_damage
- local newAttack = Instance.new("StringValue")
- newAttack.Name = "toolanim"
- newAttack.Value = "Lunge"
- newAttack.Parent = Tool
- local force = Instance.new("BodyVelocity")
- force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
- force.Parent = Tool.Parent.Torso
- wait(.25)
- swordOut()
- wait(.25)
- force.Parent = nil
- wait(.5)
- swordUp()
- damage = slash_damage
- miniDebounce = false
- end
- local r = game:GetService("RunService")
- Tool.Enabled = true
- local last_attack = 0
- function onActivated()
- if not Tool.Enabled then
- return
- end
- Tool.Enabled = false
- local humanoid = Character:FindFirstChild("Humanoid")
- if humanoid == nil then
- print("Humanoid not found")
- return
- end
- local t = r.Stepped:wait()
- if (t - last_attack < .2) then
- lunge()
- else
- attack()
- end
- last_attack = t
- Tool.Enabled = true
- end
- Handle.Touched:connect(function(hitPart) blow(hitPart, damage) end)
- leftSword.Touched:connect(function(hitPart) blow(hitPart, damage) end)
- Tool.Activated:connect(onActivated)
- Tool.Equipped:connect(onEquipped)
- Tool.Unequipped:connect(onUnequipped)
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