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Player = game:GetService("Players").LocalPlayer p = game.Players.LocalPlayer char = p.Character torso = char.Torso neck = char.Torso.Neck local BC = char["Body Colors"] BC.HeadColor = BrickColor.new("Pastel brown") BC.LeftArmColor = BrickColor.new("Pastel brown") BC.LeftLegColor = BrickColor.new("Pastel brown") BC.RightArmColor = BrickColor.new("Pastel brown") BC.RightLegColor = BrickColor.new("Pastel brown") BC.TorsoColor = BrickColor.new("Pastel brown") char.Head.face.Texture = "http://www.roblox.com/asset/?id=627161277" Reaper = Instance.new("Model") Reaper.Parent = Player.Character Reaper.Name = "Reaper" rh = Instance.new("Part") rh.Parent = Reaper rh.Locked = true rh.CFrame = rh.CFrame * CFrame.new() rh.CanCollide = false mesh = Instance.new("SpecialMesh") rh.formFactor = "Symmetric" mesh.MeshType = "FileMesh" mesh.MeshId = "http://www.roblox.com/asset/?id=319337852" mesh.TextureId = "http://www.roblox.com/asset/?id=376189070" mesh.Parent = rh mesh.Scale = Vector3.new(0.55,0.55,0.55) local weld = Instance.new("Weld") weld.Parent = rh weld.Part0 = rh weld.Part1 = Player.Character.Head weld.C0 = CFrame.new(0, -0.36, 0.05)*CFrame.Angles(0, 0, 0) for i,v in pairs(char:children()) do if v:IsA("Accessory") then v:Destroy() end end for i,v in pairs(char:children()) do if v:IsA("Shirt") then v:Destroy() end end for i,v in pairs(char:children()) do if v:IsA("Pants") then v:Destroy() end end shirt = Instance.new("Shirt", char) shirt.Name = "Shirt" pants = Instance.new("Pants", char) pants.Name = "Pants" char.Shirt.ShirtTemplate = "rbxassetid://473490754" char.Pants.PantsTemplate = "rbxassetid://539911958" CV="Maroon" local txt = Instance.new("BillboardGui", char) txt.Adornee = char .Head txt.Name = "_status" txt.Size = UDim2.new(2, 0, 1.2, 0) txt.StudsOffset = Vector3.new(-9, 8, 0) local text = Instance.new("TextLabel", txt) text.Size = UDim2.new(10, 0, 7, 0) text.FontSize = "Size24" text.TextScaled = true text.TextTransparency = 0 text.BackgroundTransparency = 1 text.TextTransparency = 0 text.TextStrokeTransparency = 0 text.Font = "SciFi" text.TextStrokeColor3 = Color3.new(1,1,0) v=Instance.new("Part") v.Name = "ColorBrick" v.Parent=p.Character v.FormFactor="Symmetric" v.Anchored=true v.CanCollide=false v.BottomSurface="Smooth" v.TopSurface="Smooth" v.Size=Vector3.new(10,5,3) v.Transparency=1 v.CFrame=char.Torso.CFrame v.BrickColor=BrickColor.new(CV) v.Transparency=1 text.TextColor3 = Color3.new(0.3,0.3,0) v.Shape="Block" text.Text = "Donald J. Trump" Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false attackdebounce = false MMouse = nil combo = 0 local idle = 0 local Anim = "Idle" local Effects = {} local Weapon = {} local Welds = {} local hitted = false local HitTarget = nil local isjugg = false local sattack = "None" doingbust = false busterhit = false bustTarget = nil sbash = false cangrab = true local decreaseatk = 0 local decreasedef = 0 local decreasemvmt = 0 local doing2 = false local doing4 = false local move1 = "(Z)\nBuild Wall" local move2 = "(X)\nDelete Walls" local move3 = "(C)\nSpeech" local move4 = "(V)\nNil" local cooldowns = {} local cooldown1 = 0 table.insert(cooldowns, cooldown1) local cooldown2 = 0 table.insert(cooldowns, cooldown2) local cooldown3 = 0 table.insert(cooldowns, cooldown3) local cooldown4 = 0 table.insert(cooldowns, cooldown4) local cooldownsadd = {} local cooldownadd1 = 100 table.insert(cooldownsadd, cooldownadd1) local cooldownadd2 = 100 table.insert(cooldownsadd, cooldownadd2) local cooldownadd3 = 100 table.insert(cooldownsadd, cooldownadd3) local cooldownadd4 = 100 table.insert(cooldownsadd, cooldownadd4) local cooldownmax = 100 --local damageFunc = workspace.damageFunc local manualguardend = false player = nil RSH = nil RW = Instance.new("Motor") LW = Instance.new("Motor") RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" LH = Torso["Left Hip"] RH = Torso["Right Hip"] TorsoColor = Torso.BrickColor TorsoRed = TorsoColor.Color.r TorsoGreen = TorsoColor.Color.g TorsoBlue = TorsoColor.Color.b NewCol = BrickColor.new("Bright red").Color if Player:findFirstChild("Color1") ~= nil then NewCol = Player.Color1.Value end local mdec = Instance.new("NumberValue", Decrease) mdec.Name = "DecreaseDef" mdec.Value = 0.4 local mdec2 = Instance.new("NumberValue", Decrease) mdec2.Name = "DecreaseMvmt" mdec2.Value = 0.1 local Animate = Humanoid.Animator local canjump = true if Character:findFirstChild("Stats", true) ~= nil then Character:findFirstChild("Stats", true).Parent = nil end local Stats = Instance.new("BoolValue") Stats.Name = "Stats" Stats.Parent = Character Atk = Instance.new("NumberValue") Atk.Name = "Damage" Atk.Parent = Stats Atk.Value = 1 Def = Instance.new("NumberValue") Def.Name = "Defense" Def.Parent = Stats Def.Value = 1 Mvmt = Instance.new("NumberValue") Mvmt.Name = "Movement" Mvmt.Parent = Stats Mvmt.Value = 1 Block = Instance.new("BoolValue") Block.Name = "Block" Block.Parent = Stats Block.Value = false Stun = Instance.new("NumberValue") Stun.Name = "Stun" Stun.Parent = Stats Stun.Value = 0 StunT = Instance.new("NumberValue") StunT.Name = "StunThreshold" StunT.Parent = Stats StunT.Value = 125 Rooted = Instance.new("BoolValue") Rooted.Name = "Rooted" Rooted.Parent = Stats Rooted.Value = false local Decrease = Instance.new("BoolValue") Decrease.Name = "Decrease" Decrease.Parent = Stats Decrease.Value = false local Stunned = Instance.new("BoolValue") Stunned.Name = "Stunned" Stunned.Parent = Stats Stunned.Value = false local Stagger = Instance.new("BoolValue") Stagger.Name = "Stagger" Stagger.Parent = Stats Stagger.Value = false StaggerHit = Instance.new("BoolValue") StaggerHit.Name = "StaggerHit" StaggerHit.Parent = Stats StaggerHit.Value = false RecentEnemy = Instance.new("ObjectValue") RecentEnemy.Name = "RecentEnemy" RecentEnemy.Parent = Stats RecentEnemy.Value = nil TimeLocked = Instance.new("BoolValue") TimeLocked.Name = "TimeLocked" TimeLocked.Parent = Stats TimeLocked.Value = false tlock = false TimeLocking = Instance.new("BoolValue") TimeLocking.Name = "TimeLocking" TimeLocking.Parent = Stats TimeLocking.Value = false LockTime = Instance.new("NumberValue") LockTime.Name = "Timer" LockTime.Parent = TimeLocked LockTime.Value = 0 Unstable = Instance.new("BoolValue") Unstable.Name = "Unstable" Unstable.Parent = Stats Unstable.Value = false UnstableTime = Instance.new("NumberValue") UnstableTime.Name = "Timer" UnstableTime.Parent = Unstable UnstableTime.Value = 0 Suppressed = Instance.new("BoolValue") Suppressed.Name = "Suppressed" Suppressed.Parent = Stats Suppressed.Value = false SuppressedTime = Instance.new("NumberValue") SuppressedTime.Name = "Timer" SuppressedTime.Parent = Suppressed SuppressedTime.Value = 0 KnockbackResistance = Instance.new("NumberValue") KnockbackResistance.Name = "KnockbackResistance" KnockbackResistance.Parent = Stats KnockbackResistance.Value = 0 decreasekbr = 0 UltVal = Instance.new("BoolValue") UltVal.Name = "Ulting" UltVal.Parent = Stats UltVal.Value = false removeControl = function() canjump = false end resumeControl = function() canjump = true end Player.Character.Humanoid.Changed:connect(function() if canjump == false then Player.Character.Humanoid.Jump = false end end) ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 30 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end createpassgui = function(parent) print("makegui111") local g = Instance.new("ScreenGui", parent) local f = Instance.new("Frame", g) f.Position = UDim2.new(0.3, 0, 0.25, 0) f.Size = UDim2.new(0.4, 0, 0.4, 0) f.Style = "DropShadow" local t = Instance.new("TextBox", f) t.BackgroundColor3 = Color3.new(0, 0, 0) t.BackgroundTransparency = 0.5 t.BorderSizePixel = 0 t.Position = UDim2.new(0.15, 0, 0.2, 0) t.Size = UDim2.new(0.7, 0, 0.2, 0) t.Font = "SourceSansLight" t.Text = "Enter Access Code." t.TextScaled = true t.TextColor3 = Color3.new(1, 1, 1) t.TextStrokeTransparency = 0 local t2 = Instance.new("TextButton", f) t2.BackgroundColor3 = Color3.new(0, 0, 0) t2.BackgroundTransparency = 0.5 t2.BorderSizePixel = 0 t2.Position = UDim2.new(0.3, 0, 0.5, 0) t2.Size = UDim2.new(0.4, 0, 0.15, 0) t2.TextScaled = true t2.Font = "SourceSansLight" t2.Text = "Submit" t2.TextColor3 = Color3.new(1, 1, 1) t2.TextStrokeTransparency = 0 print("done1") return t2 end --[[local gud = false if workspace.codeFunc:InvokeServer(secgui, script, false) == false then secgui = createpassgui(Player.PlayerGui) secgui.MouseButton1Click:connect(function() if workspace.codeFunc:InvokeServer(secgui, script, true) == true then gud = true secgui.Parent.Parent:Destroy() end end) else gud = true end repeat wait() until gud--]] if Character:findFirstChild("Malleo", true) ~= nil then Character:findFirstChild("Malleo", true).Parent = nil end if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil end if Character:findFirstChild("Stats", true) ~= nil then Character:findFirstChild("Stats", true).Parent = nil end local Stats = Instance.new("BoolValue") Stats.Name = "Stats" Stats.Parent = Character local Atk = Instance.new("NumberValue") Atk.Name = "Damage" Atk.Parent = Stats Atk.Value = 1 local Def = Instance.new("NumberValue") Def.Name = "Defense" Def.Parent = Stats Def.Value = 1 local Mvmt = Instance.new("NumberValue") Mvmt.Name = "Movement" Mvmt.Parent = Stats Mvmt.Value = 1 local Block = Instance.new("BoolValue") Block.Name = "Block" Block.Parent = Stats Block.Value = false local Stun = Instance.new("NumberValue") Stun.Name = "Stun" Stun.Parent = Stats Stun.Value = 0 local StunT = Instance.new("NumberValue") StunT.Name = "StunThreshold" StunT.Parent = Stats StunT.Value = 100 local Rooted = Instance.new("BoolValue") Rooted.Name = "Rooted" Rooted.Parent = Stats Rooted.Value = false local Decrease = Instance.new("BoolValue") Decrease.Name = "Decrease" Decrease.Parent = Stats Decrease.Value = false local Stunned = Instance.new("BoolValue") Stunned.Name = "Stunned" Stunned.Parent = Stats Stunned.Value = false local Stagger = Instance.new("BoolValue") Stagger.Name = "Stagger" Stagger.Parent = Stats Stagger.Value = false local StaggerHit = Instance.new("BoolValue") StaggerHit.Name = "StaggerHit" StaggerHit.Parent = Stats StaggerHit.Value = false local RecentEnemy = Instance.new("ObjectValue") RecentEnemy.Name = "RecentEnemy" RecentEnemy.Parent = Stats RecentEnemy.Value = nil local mana = Instance.new("NumberValue") mana.Name = "Mana" mana.Parent = Stats local passive1 = Instance.new("NumberValue", Decrease) passive1.Name = "DecreaseAtk" passive1.Value = 0 local passive2 = Instance.new("NumberValue", Decrease) passive2.Name = "DecreaseDef" passive2.Value = 0 local passive3 = Instance.new("NumberValue", Decrease) passive3.Name = "DecreaseMvmt" passive3.Value = 0 local passive4 = Instance.new("NumberValue", Decrease) passive4.Name = "DecreaseAtk" passive4.Value = 0.1 walls = {} NoOutline = function(Part) Part.TopSurface = 10 end part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size, mat) local fp = it("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = Torso.Position NoOutline(fp) if mat then fp.Material = mat else fp.Material = "SmoothPlastic" end fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid ~= "nil" then mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid end end mesh.Offset = offset mesh.Scale = scale return mesh end weld = function(parent, part0, part1, c0) local weld = it("Motor") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end gui = function(GuiType, parent, text, backtrans, backcol, pos, size) local gui = it(GuiType) gui.Parent = parent gui.Text = text gui.BackgroundTransparency = backtrans gui.BackgroundColor3 = backcol gui.SizeConstraint = "RelativeXY" gui.TextXAlignment = "Center" gui.TextYAlignment = "Center" gui.Position = pos gui.Size = size gui.Font = "SourceSans" gui.FontSize = "Size14" gui.TextWrapped = false gui.TextStrokeTransparency = 0 gui.TextColor = BrickColor.new("White") return gui end local Color1 = Torso.BrickColor local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe = it("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255, 255, 255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17, 17, 17) fenframe.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe.Position = UDim2.new(0.95, 0, 0.7, 0) local fenframe2 = it("Frame") fenframe2.Parent = fengui fenframe2.BackgroundColor3 = Color3.new(255, 255, 255) fenframe2.BackgroundTransparency = 1 fenframe2.BorderColor3 = Color3.new(17, 17, 17) fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0) fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0) local fenframe3 = it("Frame") fenframe3.Parent = fengui fenframe3.BackgroundColor3 = Color3.new(255, 255, 255) fenframe3.BackgroundTransparency = 1 fenframe3.BorderColor3 = Color3.new(17, 17, 17) fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0) fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0) fenframe3.Name = "MoveFrame" local fenframe4 = it("Frame") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(255, 255, 255) fenframe4.BackgroundTransparency = 1 fenframe4.BorderColor3 = Color3.new(17, 17, 17) fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe4.Position = UDim2.new(0, 0, 0.7, 0) local pressedf = false local fenframe5 = it("Frame") fenframe5.Parent = fengui fenframe5.BackgroundColor3 = Color3.new(0, 0, 0) fenframe5.BackgroundTransparency = 1 fenframe5.BorderColor3 = Color3.new(0, 0, 0) fenframe5.Size = UDim2.new(1, 0, 1, 0) fenframe5.Position = UDim2.new(0, 0, 0, 0) fenframe5.ZIndex = 2 local tellbar = gui("TextLabel", fenframe5, "Press \'F\' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0)) tellbar.Font = "Arial" tellbar.TextScaled = true tellbar.TextTransparency = 1 tellbar.TextStrokeTransparency = 1 tellbar.ZIndex = 2 local fnumb = 0 local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0)) local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove1.ZIndex = 2 local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove2.ZIndex = 2 local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove3.ZIndex = 2 local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove4.ZIndex = 2 local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local modelzorz = Instance.new("Model") modelzorz.Parent = Character modelzorz.Name = "Malleo" local handle = part(3, modelzorz, 0, 0.5, TorsoColor, "Handle", vt()) local prt1 = part(3, modelzorz, 0, 0, BrickColor.new("Reddish brown"), "Part01", vt(), "Wood") local prt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part02", vt(), "Fabric") local prt3 = part(3, modelzorz, 0, 0, BrickColor.new("Reddish brown"), "Part03", vt(), "Wood") local prt4 = part(3, modelzorz, 0, 0, BrickColor.new("Reddish brown"), "Part04", vt(), "Wood") local prt5 = part(3, modelzorz, 0, 0, BrickColor.new("Dark stone grey"), "Part05", vt(), "Slate") local prt6 = part(3, modelzorz, 0, 0, BrickColor.new("Dark stone grey"), "Part06", vt(), "Slate") local prt7 = part(3, modelzorz, 0, 0, BrickColor.new("Dark stone grey"), "Part07", vt(), "Slate") local msh1 = mesh("BlockMesh", prt1, "", "", vt(0, 0, 0), vt(1, 7.5, 1)) local msh2 = mesh("BlockMesh", prt2, "", "", vt(0, 0, 0), vt(1.05, 6, 1.05)) local msh3 = mesh("BlockMesh", prt3, "", "", vt(0, 0, 0), vt(1.1, 2, 1.1)) local msh4 = mesh("BlockMesh", prt4, "", "", vt(0, 0, 0), vt(2, 1, 3)) local msh5 = mesh("BlockMesh", prt5, "", "", vt(0, 0, 0), vt(3, 3, 5)) local msh6 = mesh("BlockMesh", prt6, "", "", vt(0, 0, 0), vt(2.5, 2.5, 0.5)) local msh7 = mesh("BlockMesh", prt7, "", "", vt(0, 0, 0), vt(2.5, 2.5, 0.5)) local handlewld = weld(handle, handle, Torso, euler(-1.8, 0, 0) * cf(-1.1, 1, 0)) local wld1 = weld(prt1, prt1, handle, cf(0, 0, 0) * euler(0, 0, 0)) local wld2 = weld(prt2, prt2, handle, cf(0, 0.046, 0) * euler(0, 0, 0)) local wld3 = weld(prt3, prt3, handle, cf(0, 0.915, 0) * euler(0, 0, 0)) local wld4 = weld(prt4, prt4, handle, cf(0, -0.749, 0) * euler(0, 0, 0)) local wld5 = weld(prt5, prt5, handle, cf(0, -0.991, 0) * euler(0, 0, 0)) local wld6 = weld(prt6, prt6, handle, cf(0, -0.991, 0.483) * euler(0, 0, 0)) local wld7 = weld(prt7, prt7, handle, cf(0, -0.991, -0.483) * euler(0, 0, 0)) local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt()) hitbox.Anchored = false local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0)) local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1)) hitbox2.Anchored = true local hitboxCF = cf(0, 0, 0) hboxpos = Instance.new("BodyPosition", nil) hboxpos.P = 2000 hboxpos.D = 100 hboxpos.maxForce = Vector3.new(545000, 545000, 545000) hitboxweld = function() hbwld.Parent = modelzorz hbwld.Part0 = hitbox hbwld.Part1 = RightArm end Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Malleo" Bin = Tool if Bin.Name == "Bob" then Bin.Name = "Malleo" end local bodvel = Instance.new("BodyVelocity") local bg = Instance.new("BodyGyro") so = function(id, par, vol, pit) local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = "http://www.roblox.com/asset/?id=" .. id coroutine.resume(coroutine.create(function(Sound) swait() Sound:play() end), sou) game:GetService("Debris"):AddItem(sou, 6) end clerp = function(weld, cframe, speed) return weld:lerp(cframe, speed) end hideanim = function() equipped = false for i = 0, 1, 0.1 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0.1, -0.15, -0.4), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.25, 0, -0.2), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) handlewld.C0 = clerp(handlewld.C0, euler(4.37, 0, 0) * cf(0, 1, 0), 0.2) end handlewld.Part1 = Torso handlewld.C0 = euler(-1.8, 0, 0) * cf(-1.1, 1, 0) for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0, 0.4) RH.C1 = clerp(RH.C1, RHC1, 0.4) LH.C0 = clerp(LH.C0, LHC0, 0.4) LH.C1 = clerp(LH.C1, LHC1, 0.4) end mdec2.Parent = nil mdec.Parent = Decrease end mdec.Parent = Decrease equipanim = function() equipped = true mdec.Parent = nil mdec2.Parent = Decrease for i = 0, 0.6, 0.6 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.1, -0.15, -0.4), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.25, 0, -0.2), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end for i = 0, 1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.1, -0.15, -0.4), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.25, 0, -0.2), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end handlewld.Part1 = RightArm handlewld.C0 = euler(-2, 0, 0) * cf(0, 1, 0) for i = 0, 1, 0.5 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0.1, -0.15, -0.4), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.25, 0, -0.2), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) handlewld.C0 = clerp(handlewld.C0, euler(-1.57, 0, 0) * cf(0, 1, 0), 0.3) end for i = 0, 1.5, 0.2 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0.1, -0.15, -0.25), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, -0.2), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.3) end end StaggerAnim = function() attack = true removeControl() for i = 1, math.random(2, 4) do ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000) end for i = 0, 1, 0.35 do swait() if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -40 end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3) end for i = 0, 1, 0.2 do swait() if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -40 end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.5, 0, 0.2) * euler(0, -0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -0.2) * euler(0, 0.4, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3) end for i = 1, 40 do swait() if StunT.Value <= Stun.Value then break end end do resumeControl() combo = 0 attack = false end end StaggerHitt = function() attack = true for i = 1, math.random(2, 4) do ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.6), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3) end attack = false end StunAnim = function() attack = true removeControl() Stunned.Value = true showDamage(Character, "Stunned", "Interrupt") local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25) end local gairost = Instance.new("BodyGyro") gairost.Parent = RootPart gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge gairost.P = 20000 gairost.cframe = cf(0, 0, 0) for i = 0, 1, 0.1 do swait() if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3) end for i = 1, 70 do swait() gairost.cframe = RootPart.CFrame if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end end for i = 0, 1, 0.2 do swait() Stun.Value = 0 gairost.cframe = RootPart.CFrame Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3) end resumeControl() gairost.Parent = nil dec.Parent = nil Stun.Value = 0 combo = 0 Stunned.Value = false attack = false for i = 1, 10 do swait() Stun.Value = 0 end end attackone = function() attack = true for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.15, 0, -0.15), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, -0.25), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.4, 0, 0.25) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.1), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(1.3, 0, 0) * cf(0, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 1.5, 2) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF so("200632136", prt5, 1, 1) for i = 0, 1, 0.2 do swait() hitboxCF = prt5.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 50, 100, math.random(1, 2), "Normal", RootPart, 0.5, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, -0.2), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0.3), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.25) * euler(1, 0, -0.5), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.1), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(2.4, 0, 0) * cf(0, 1.1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end attacktwo = function() attack = true for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0.3), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0.25), 0.5) RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.3) * euler(1.2, 0, -1) * euler(0, 1.45, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(1.3, 0, 0) * cf(0, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 1.5, 2) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF so("200632136", prt5, 1, 1.1) for i = 0, 1, 0.2 do swait() hitboxCF = prt5.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(1, 2), "Normal", RootPart, 0.3, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, -0.15), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, -0.25), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.3) * euler(0.4, 0, 1) * euler(0, 1.45, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.7, 0, -0.3), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(2, 0, 0) * cf(0, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end attackthree = function() attack = true for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, -0.1), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, -0.25), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.3) * euler(-0.2, 0, 0.15) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.45, 0, -0.3), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(1.3, 0, 0) * cf(0, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end so("200632136", prt5, 1, 1.1) hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 1.5, 2) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.2 do swait() hitboxCF = prt5.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(1, 2), "Normal", RootPart, 0.4, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, -0.2), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0.2), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.3) * euler(1.2, 0, -0.45) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.7, 0, -0.3), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(2.4, 0, 0) * cf(0, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end attackfour = function() attack = true for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1, 1.5, -0.3) * euler(2.4, 0, -0.45) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1, 1.5, -0.3) * euler(2.5, 0, 0.65), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(1.4, 0, -0.4) * cf(0.45, 1, 0), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end so("200632136", prt5, 1, 1.1) hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 1.5, 2) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.1 do swait() hitboxCF = prt5.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 7, 10, math.random(4, 6), "Normal", RootPart, 0.5, 1, (math.random(12, 14)), nil, true, nil, "Damage", 0.05, 350) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.25, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1, 0.25, -0.3) * euler(1, 0, -0.45) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1, 0.25, -0.3) * euler(1, 0, 0.65), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.35) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.25), 0.3) handlewld.C0 = clerp(handlewld.C0, euler(2.2, 0, -0.4) * cf(0.45, 1, 0.4), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end do1 = function() if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[1] and mana.Value >= 20 then attack = true removeControl() cooldowns[1] = 0 mana.Value = mana.Value - 10 local dec = Instance.new("NumberValue") dec.Name = "DecreaseMvmt" dec.Value = 10 dec.Parent = Decrease local dec2 = Instance.new("NumberValue") dec2.Name = "DecreaseDef" dec2.Value = 0.15 dec2.Parent = Decrease so("200632136", prt5, 1, 1) for i = 0, 1, 0.15 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, -0.15), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25) * euler(0, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.3) * euler(-0.2, 0, 0.15) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.45, 0, -0.3), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, 0.25, -1) * euler(0, 1.57, 0) * euler(-0.05, -0.1, -0.1), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.1, 1.45), 0.3) handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC266: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC266: LeaveBlock: unexpected jumping out IF_STMT end end end local wm = Instance.new("Model", workspace) wm.Name = "Wall" game:GetService("Debris"):AddItem(wm, math.huge) table.insert(walls, wm) local wall = part(3, wm, 0, 0, BrickColor.new("Fossil"), "BWall", vt(2048, 2048, 2), "Slate") wall.Anchored = true wall.CanCollide = true wall.CFrame = Torso.CFrame * CFrame.new(0, -2.5, -3.4) table.insert(Effects, {wm, "Wall", 0, 0, wall, 0, #walls}) for e = 1, 3 do wait() so("200632136", prt5, 1, 1.1) for i = 0, 1, 0.15 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, -0.15), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25) * euler(0, 0.1, -0.2) * euler(0, 0, 0), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.3) * euler(2.8, 0, 0.15) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.45, 0, -0.3), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, 0.25, -1) * euler(0, 1.57, 0) * euler(0.05, 0.1, 0), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 1.3), 0.2) handlewld.C0 = clerp(handlewld.C0, euler(1.35, 0, 0) * cf(0, 1, 0), 0.2) if Stagger.Value ~= true then do if StunT.Value <= Stun.Value then break end -- DECOMPILER ERROR at PC542: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC542: LeaveBlock: unexpected jumping out IF_STMT end end end hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 1.5, 2) hitboxCF = prt5.CFrame hitbox.CFrame = hitboxCF so("200632136", prt5, 1, 1.1) for i = 0, 1, 0.15 do swait() hitboxCF = prt5.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 9, 12, math.random(2, 3), "Normal", RootPart, 0.5, 1, (math.random(16, 23)), nil, true, nil, "Movement", 0.05, 350) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25) * euler(0, 0, 0) * euler(0, 0, 0), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0.3) * euler(1.6, 0, -0.1) * euler(0, 0, 0), 0.65) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.45, 0, -0.3), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, 0.25, -1) * euler(0, 1.57, 0) * euler(-0.05, -0.1, -0.1), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 1.35), 0.2) handlewld.C0 = clerp(handlewld.C0, euler(1.7, 0, 0) * cf(0, 1, 0), 0.5) if Stagger.Value ~= true then do if StunT.Value <= Stun.Value then break end -- DECOMPILER ERROR at PC803: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC803: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 1, 8 do if e > 1 then nom = e * 0.5 else nom = 0 end MagicCloud(BrickColor.new("White"), wall.CFrame * cf(math.random(-750, 750) / 100, math.random(-45, -40) / 100 - nom, math.random(-100, 100) / 100) * euler(math.rad(math.random(-180, 180)), math.rad(math.random(-60, 60)), math.rad(math.random(-180, 180))), 5, 7, 7, 0.1, 0.1, 0.1, 0.05) end wall.CFrame = wall.CFrame * CFrame.new(0, 1, 0) end resumeControl() MagniBuff(RootPart, 20, "Defense", -999999999, 400) game:GetService("Debris"):AddItem(wall, math.huge) hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil dec.Parent = nil dec2.Parent = nil attack = false end end do2 = function() if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[2] and mana.Value >= 30 then attack = true cooldowns[2] = 0 local ded = {} for i = 0, 1, 0.1 do swait() if i == 0.6 or i == 0.8 then end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.15, 0, -0.15), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, -0.25), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.4, 0, 0.25) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.1), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) handlewld.C0 = clerp(handlewld.C0, euler(1.25, 0, 0) * cf(0, 0.9, 0.3), 0.1) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC263: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC263: LeaveBlock: unexpected jumping out IF_STMT end end end local dec = Instance.new("NumberValue") dec.Name = "DecreaseMvmt" dec.Value = 10 dec.Parent = Decrease for i = 0, 1, 0.05 do swait() MagicBlock(BrickColor.new(NewCol), prt5.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100), 2, 2, 2, -0.1, -0.1, -0.1, 0.05) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.3, 0, 0), 0.1) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25) * euler(0.15, 0, 0) * euler(0, 0, 0), 0.1) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.5, 0, 0.25) * euler(0, 0, 0), 0.1) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.1) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.15), 0.1) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.1) RH.C0 = clerp(RH.C0, cf(1, 0.25, -1) * euler(0, 1.57, 0) * euler(-0.05, -0.1, -0.15), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 1.5), 0.1) handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.1) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC520: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC520: LeaveBlock: unexpected jumping out IF_STMT end end end do for i = 0, 1, 0.1 do swait() MagicBlock(BrickColor.new(NewCol), prt5.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100), 2, 2, 2, -0.1, -0.1, -0.1, 0.05) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.3, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * euler(-0.2, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1, 1.25, 0) * euler(2.7, 0, -0.6) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1, 1.25, 0) * euler(2.7, 0, 0.6), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.5, -0.5) * euler(0, 1.57, 0) * euler(-0.05, -0.1, -0.15), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.3) handlewld.C0 = clerp(handlewld.C0, euler(1.35, 0, -0.87) * cf(0.25, 1, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC769: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC769: LeaveBlock: unexpected jumping out IF_STMT end end end end mana.Value = mana.Value - 25 for i = 0, 1, 0.15 do swait() MagicBlock(BrickColor.new(NewCol), prt5.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100), 2, 2, 2, -0.1, -0.1, -0.1, 0.05) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.35, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.7) * euler(0.25, 0, 0) * euler(0, 0, 0), 0.4) RW.C0 = clerp(RW.C0, cf(1, 0.15, 0) * euler(1, 0, -0.6) * euler(0, 0, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1, 0.15, 0) * euler(1, 0, 0.6), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(1, 0.5, -0.8) * euler(0, 1.57, 0) * euler(-0.05, -0.1, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 1.4), 0.4) handlewld.C0 = clerp(handlewld.C0, euler(2.6, 0, -0.87) * cf(0.25, 1, 0.25), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC1023: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC1023: LeaveBlock: unexpected jumping out IF_STMT end end end so("200632561", Torso, 1, 0.5) local ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true MagniDamage(ref, 25, 4, 6, math.random(10, 17), "Normal", RootPart, 0, 1, (math.random(15, 20)), nil, true, nil, "Movement", 0.2, 350) ref.CFrame = RootPart.CFrame * cf(0, -2, -2) game:GetService("Debris"):AddItem(ref, 3) MagicBlock(BrickColor.new(NewCol), ref.CFrame * cf(0, -1, 0), 3, 3, 3, 6, 6, 6, 0.09) if #walls > 0 then for i = 1, #walls do table.insert(ded, walls[i]) end end do for i = 1, #ded do swait() if (RootPart.Position - ded[i].BWall.Position).magnitude <= 25 then for e = 1, math.random(5, 11) do local size = math.random(5, 15) / 10 local deb = part(3, workspace, 0, 0, ded[i].BWall.BrickColor, "Debris", vt(size, size, size)) deb.Anchored = false deb.Material = ded[i].BWall.Material deb.CanCollide = true deb.Velocity = vt(math.random(-40, 40), math.random(60, 90), math.random(-40, 40)) deb.CFrame = ded[i].BWall.CFrame * euler(math.random(-10, 10), math.random(5, 10), math.random(-15, 15)) coroutine.resume(coroutine.create(function() swait(0.55) for i = 1, 10 do swait() MagicCloud(BrickColor.new("White"), deb.CFrame * cf(math.random(-150, 150) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100) * euler(math.rad(math.random(-180, 180)), math.rad(math.random(-60, 60)), math.rad(math.random(-180, 180))), 0.5, 2.5, 2.5, 0.1, 0.1, 0.1, 0.05) end end)) game:GetService("Debris"):AddItem(deb, 5) end MagniDamage(ded[i].BWall, 10, 6, 9, math.random(8, 12), "Normal", ded[i].BWall, 0, 1, (math.random(12, 16)), nil, nil, true, "Defense", 0.1, 400) ded[i].Parent = nil end end dec.Parent = nil attack = false end end end do3 = function() speech = {401829101, 401829101, 401829101, 401829101} if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[3] and mana.Value >= 25 then attack = true removeControl() local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 mana.Value = mana.Value - 25 num = 0 local dec2 = Instance.new("NumberValue", Decrease) dec2.Name = "DecreaseDef" dec2.Value = -1.25 local poddecal = part(3, workspace, 0, 0, BrickColor.new("Reddish brown"), "Podium", vt(2, 1.4, 2), "WoodPlanks", true) poddecal.CFrame = Torso.CFrame * CFrame.new(0, -1.8, -2) local decal = Instance.new("Decal",poddecal) decal.Texture = "http://www.roblox.com/asset/?id=409990921" decal.Face = "Front" local pod = part(3, workspace, 0, 0, BrickColor.new("Reddish brown"), "Podium", vt(2, 1.4, 2), "WoodPlanks", true) pod.CFrame = Torso.CFrame * CFrame.new(0, -1.8, -2) for i = 1, 4 do MagicCloud(BrickColor.new("White"), cf(pod.Position) * cf(math.random(-80, 80) / 100, math.random(-100, 150) / 100, math.random(-80, 80) / 100) * euler(math.rad(math.random(-180, 180)), math.rad(math.random(-180, 180)), math.rad(math.random(-180, 180))), 3, 5, 5, 0.1, 0.1, 0.1, 0.05) MagicCloud(BrickColor.new("White"), cf(poddecal.Position) * cf(math.random(-80, 80) / 100, math.random(-100, 150) / 100, math.random(-80, 80) / 100) * euler(math.rad(math.random(-180, 180)), math.rad(math.random(-180, 180)), math.rad(math.random(-180, 180))), 3, 5, 5, 0.1, 0.1, 0.1, 0.05) end pod.Rotation = Torso.Rotation pod.CanCollide = true poddecal.Rotation = Torso.Rotation poddecal.CanCollide = true local pod2 = part(3, workspace, 0, 0, BrickColor.new("Reddish brown"), "Podium", vt(2, 1, 2), "WoodPlanks", true) local msh = mesh("SpecialMesh", pod2, "Wedge", "nil", vt(0, 0, 0), vt(1, 1, 1)) pod2.CFrame = pod.CFrame * CFrame.new(0, 1.75, 0) pod2.Rotation = pod.Rotation + Vector3.new(0, 180, 0) pod2.CanCollide = true speeching = true local snd = Instance.new("Sound", Head) snd.Volume = 999999999999999 snd.SoundId = "http://www.roblox.com/asset/?id=" .. speech[math.random(1, #speech)] game:GetService("Debris"):AddItem(snd, 76.8) MagniBuff(RootPart, math.huge, "Defense", -9999999999, math.huge) for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.35, 0.5, -0.5) * euler(1.1, 0, -0.15) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC441: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC441: LeaveBlock: unexpected jumping out IF_STMT end end end snd:Play() numofanim = 0 deb = false while speeching do swait() num = num + 1 local rng = math.random(0, 100) if 90 + numofanim < rng and deb == false then coroutine.resume(coroutine.create(function() deb = true local anim = math.random(0, 100) if anim <= 25 then numofanim = numofanim + 2 for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.15, 0, -0.2) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.35, 0.5, -0.5) * euler(2.3, 0, 0.2) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC211: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC211: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 0, 1, 0.025 do swait() end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.35, 0.5, -0.5) * euler(1.1, 0, -0.15) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC418: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC418: LeaveBlock: unexpected jumping out IF_STMT end end end else if anim > 25 and anim <= 50 then numofanim = numofanim + 2 local reps = math.random(2, 4) local repsdone = 0 repeat for i = 0, 1, 0.15 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.15, 0.1, 0) * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.15) RW.C0 = clerp(RW.C0, cf(1.35, 0.5, -0.5) * euler(2, 0, -0.15) * euler(0, 0, 0), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.15) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC632: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC632: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1.35, 0.3, -0.5) * euler(1.4, 0, -0.15) * euler(0, 0, 0), 0.7) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC832: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC832: LeaveBlock: unexpected jumping out IF_STMT end end end repsdone = repsdone + 1 until repsdone == reps else do if anim > 50 and anim <= 75 then numofanim = numofanim + 2 for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.35, 0.5, -0.5) * euler(1.1, 0, -0.15) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC1043: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC1043: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 0, 1, 0.25 do swait() end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1.35, 0.5, -0.5) * euler(1.1, 0, -0.15) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.35, 0.5, -0.5) * euler(1.1, 0, 0.15) * euler(0, 0, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC1250: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC1250: LeaveBlock: unexpected jumping out IF_STMT end end end end deb = false end end end end)) end if snd.TimeLength * 30 <= num then speeching = false end end do do local col = {"Bright red", "Bright yellow", "Bright orange"} for i = 1, 4 do MagicBlock(BrickColor.new(col[math.random(1, #col)]), cf(pod.Position) * cf(math.random(-50, 50) / 100, math.random(-50, 50) / 100, math.random(-50, 50) / 100), 5, 5, 5, 6, 6, 6, 0.1) end so("216782105", pod, 0.5, 1.5) MagniDamage(pod, 0, 0, 0, math.random(0, 0), "Normal", pod, 0.15, 2, math.random(55, 97), true, true, false) MagniBuff(RootPart, math.huge, "Defense", 0, math.huge) MagniBuff(RootPart, 0, "Movement", 0, 0) MagniBuff(RootPart, 0, "Damage", 0, 0) showDamage(Character, 0, "Damage") Character.Humanoid:TakeDamage(-1337) Stagger.Value = true cooldowns[3] = 0 pod.Parent = nil pod2.Parent = nil poddecal.Parent = nil dec.Parent = nil dec2.Parent = nil attack = false resumeControl() end end end end ignoretab2 = {} function drawline_b(pos, pos2) local par, loc, normal for i = 1, 100 do par, loc, normal = workspace:FindPartOnRayWithIgnoreList(Ray.new(pos, -(pos - pos2)), ignoretab2) if par then if par.CanCollide == false or par.Parent:FindFirstChild("Humanoid") ~= nil or par.Parent.ClassName == "Tool" or par.Parent:IsA("Accoutrement") or par:IsDescendantOf(game.Players.LocalPlayer) then table.insert(ignoretab2, par) else return loc end else return loc end end warn("This isn't working.") return Vector3.new(0, 0, 0) end function drawline_a(pos, pos2) local par, loc, normal for i = 1, 100 do par, loc, normal = workspace:FindPartOnRayWithIgnoreList(Ray.new(pos, -(pos - pos2)), ignoretab2) if par then if par.CanCollide == false or par.Name == "Ball" or par.Parent:FindFirstChild("Humanoid") ~= nil or par.Parent.ClassName == "Tool" or par.Parent.className == "Hat" or par:IsDescendantOf(game.Players.LocalPlayer) then table.insert(ignoretab2, par) else return par, loc, normal end else return par, loc, normal end end warn("This isn't working.") return Vector3.new(0, 0, 0) end RightShoulderC0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RightShoulderC1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) LeftShoulderC0 = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LeftShoulderC1 = CFrame.new(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RightHipC0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RightHipC1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) LeftHipC0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LeftHipC1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) NeckC0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) NeckC1 = CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) RootJointC0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) RootJointC1 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) function do4() end DecreaseStat = function(Model, Stat, Amount, Duration) if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount local d = Instance.new("NumberValue", Model.Stats.Decrease) local dur = Instance.new("NumberValue", d) dur.Name = "Duration" dur.Value = Duration game:GetService("Debris"):AddItem(d, 20) if Stat == "Damage" then d.Name = "DecreaseAtk" else if Stat == "Defense" then d.Name = "DecreaseDef" else if Stat == "Movement" then d.Name = "DecreaseMvmt" end end end if Model:findFirstChild("Torso") ~= nil then local display = "" if Stat == "Damage" then if Amount > 0 then display = "-Damage" else display = "+Damage" end else if Stat == "Defense" then if Amount > 0 then display = "-Defense" else display = "+Defense" end else if Stat == "Movement" then if Amount > 0 then display = "-Movement" else display = "+Movement" end end end end showDamage(Model, display, "Debuff") end d.Value = Amount end end GetDist = function(Part1, Part2, magni) local targ = Part1.Position - Part2.Position local mag = targ.magnitude if mag <= magni then return true else return false end end MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound) for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = nil for _,d in pairs(c:children()) do if d.className == "Model" and ranged ~= true then head = d:findFirstChild("Hitbox") if d.Parent == Character then break end if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(head.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end end end do if d.className == "Part" then head = d if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then if stun == nil then stun = math.random(5, 10) end local Rang = nil if Ranged == false then Rang = true end local stag = nil if shbash == true then stag = true end Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound) end end end do -- DECOMPILER ERROR at PC184: LeaveBlock: unexpected jumping out DO_STMT end end end end end end MagniBuff = function(Part, magni, Dec, DecAm, Dur, others) if Player.Neutral == true then DecreaseStat(Character, Dec, DecAm, Dur) end for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = c:findFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if others == nil and mag <= magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then DecreaseStat(head.Parent, Dec, DecAm, Dur) end end end --[[if Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and mag <= magni and head.Parent ~= Character and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then DecreaseStat(head.Parent, Dec, DecAm, Dur) end--]] end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0) LastPoint = Point effect = function(Color, Ref, LP, P1, returnn) if LP == nil or P1 == nil then return end local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") NoOutline(effectsg) effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.5, 1, 0.5) effectsg.Parent = workspace effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new(Color) effectsg.Reflectance = Ref local point1 = P1 local mg = (LP.p - point1.p).magnitude effectsg.Size = Vector3.new(0.5, mg, 0.5) effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0) effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) game:GetService("Debris"):AddItem(effectsg, 2) if returnn then return effectsg end if not returnn then table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh}) end end local CFrameFromTopBack = function(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end Triangle = function(a, b, c) local edg1 = c - a:Dot(b - a.unit) local edg2 = a - b:Dot(c - b.unit) local edg3 = b - c:Dot(a - c.unit) if edg1 <= b - a.magnitude and edg1 >= 0 then a = a else -- DECOMPILER ERROR at PC35: Overwrote pending register: R1 in 'AssignReg' if edg2 <= c - b.magnitude and edg2 >= 0 then a = b else -- DECOMPILER ERROR at PC46: Overwrote pending register: R2 in 'AssignReg' -- DECOMPILER ERROR at PC47: Overwrote pending register: R1 in 'AssignReg' if edg3 <= a - c.magnitude and edg3 >= 0 then a = c else assert(false, "unreachable") end end end local len1 = c - a:Dot(b - a.unit) local len2 = b - a.magnitude - len1 local width = a + b - a.unit * len1 - c.magnitude local maincf = CFrameFromTopBack(a, b - a:Cross(c - b).unit, -b - a.unit) local list = {} if len1 > 0.01 then local w1 = Instance.new("WedgePart", m) game:GetService("Debris"):AddItem(w1, 5) w1.Material = "SmoothPlastic" w1.FormFactor = "Custom" w1.BrickColor = BrickColor.new("Medium blue") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "SmoothPlastic" w1.CanCollide = false NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh", w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 table.insert(Effects, {w1, "Disappear", 0.05}) w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2) table.insert(list, w1) end do if len2 > 0.01 then local w2 = Instance.new("WedgePart", m) game:GetService("Debris"):AddItem(w2, 5) w2.Material = "SmoothPlastic" w2.FormFactor = "Custom" w2.BrickColor = BrickColor.new("Medium blue") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "SmoothPlastic" w2.CanCollide = false NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh", w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 table.insert(Effects, {w2, "Disappear", 0.05}) w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2) table.insert(list, w2) end do return unpack(list) end end end MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh}) else if Type == 2 then table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh}) end end end MagicCloud = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "1095708", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end ClangEffect = function(brickcolor, cframe, duration, decrease, size, power) local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil}) end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicSpecial = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end BreakEffect = function(brickcolor, cframe, x1, y1, z1) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) local num = math.random(10, 50) / 1000 game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100}) end Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound) if hit.Parent == nil then return end if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(hit.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end local h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if Player.Neutral == false then if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then return end if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end end if doing4 == true and HitTarget == nil then HitTarget = hit.Parent MagicBlock(BrickColor.new(NewCol), cf(HitTarget.Torso.Position), 1, 1, 1, 3, 3, 3, 0.1, 1) end if Sound == "Impact" then so("200632875", hit, 1, 1) end hitted = true if Sound == "Shatter" then so("199146069", hit, 1, 1) end c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game:service("Players").LocalPlayer c.Parent = h RecentEnemy.Value = hit.Parent game:GetService("Debris"):AddItem(c, 0.5) minim = minim * Atk.Value maxim = maxim * Atk.Value Damage = 0 if minim == maxim then Damage = maxim else Damage = math.random(minim, maxim) end local blocked = false local enblock = nil Stats = hit.Parent:findFirstChild("Stats") if Stats ~= nil then local invis = Stats:findFirstChild("Invisibility") local isinvis = Stats:findFirstChild("IsInvisible") if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then invis.Value = 0 end enblock = Stats:findFirstChild("Block") if enblock ~= nil and enblock.Value == true then blocked = true end if Stats:findFirstChild("Defense") ~= nil then Damage = Damage / Stats.Defense.Value if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then hitnum = math.random(1, 5) if hitnum == 1 then so("199149321", hit, 1, 1) else if hitnum == 2 then so("199149338", hit, 1, 1) else if hitnum == 3 then so("199149367", hit, 1, 1) else if hitnum == 4 then so("199149409", hit, 1, 1) else if hitnum == 5 then so("199149452", hit, 1, 1) end end end end end else if ranged == false or ranged == nil and blocked ~= true then hitnum = math.random(1, 6) if hitnum == 1 then so("199149137", hit, 1, 1) else if hitnum == 2 then so("199149186", hit, 1, 1) else if hitnum == 3 then so("199149221", hit, 1, 1) else if hitnum == 4 then so("199149235", hit, 1, 1) else if hitnum == 5 then so("199149269", hit, 1, 1) else if hitnum == 6 then so("199149297", hit, 1, 1) end end end end end end end end if Damage <= 3 and staghit == true then StaggerHit.Value = true end end if Stats:findFirstChild("Stun") ~= nil then if blocked == true then incstun = incstun / 2 end if Stats.Stun.Value < Stats.StunThreshold.Value then Stats.Stun.Value = Stats.Stun.Value + incstun end end if Stats:findFirstChild("Stagger") ~= nil and stagger == true then Stats.Stagger.Value = true end end if blocked == true then showDamage(hit.Parent, "Block", "Damage") if ranged ~= true then enblock.Value = false Stagger.Value = true hitnum = math.random(1, 2) if hitnum == 1 then so("199148933", hit, 1, 1) else if hitnum == 2 then so("199148947", hit, 1, 1) end end end else Damage = math.floor(Damage) coroutine.resume(coroutine.create(function(Hum, Dam) wait(0.5) hit.Parent.Humanoid:TakeDamage(Damage) wait(0.5) --damageFunc:InvokeServer(h, Damage) end), h, Damage) showDamage(hit.Parent, Damage, "Damage") if DecreaseState ~= nil then if DecreaseState == "Shatter" then DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration) DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration) else DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration) end end if Type == "Knockdown" then hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit rl = Instance.new("BodyAngularVelocity") rl.P = 3000 rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000 rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) rl.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) game:GetService("Debris"):AddItem(rl, 0.5) else do if Type == "Shatter" then for i = 1, 10 do BreakEffect(BrickColor.new("Cyan"), hit.CFrame, math.random(20, 80) / 100, math.random(2, 10), math.random(20, 80) / 100) end else do if Type == "Knockdown2" then hum = hit.Parent.Humanoid local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) else do if Type == "Normal" then vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = Vector3.new(math.huge, 0, math.huge) if KnockbackType == 1 then vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05 else if KnockbackType == 2 then vp.velocity = Property.CFrame.lookVector * knockback end end game:GetService("Debris"):AddItem(vp, 0.5) if knockback > 0 then vp.Parent = hit.Parent.Torso end end debounce = Instance.new("BoolValue") debounce.Name = "DebounceHit" debounce.Parent = hit.Parent debounce.Value = true game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, 0.5) CRIT = false end end end end end end end end end showDamage = function(Char, Dealt, Type) m = Instance.new("Model") m.Name = "Effect" c = Instance.new("Part") c.Transparency = 1 c.Name = "Head" c.TopSurface = 0 c.BottomSurface = 0 c.formFactor = "Plate" c.Size = Vector3.new(1, 0.4, 1) b = Instance.new("BillboardGui", c) b.Size = UDim2.new(5, 0, 5, 0) b.AlwaysOnTop = true damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) if Type == "Damage" then damgui.Font = "SourceSans" if Dealt == "Block" then damgui.TextColor3 = BrickColor.new("Bright blue").Color else if Dealt < 3 then damgui.TextColor3 = BrickColor.new("White").Color else if Dealt >= 3 and Dealt < 20 then damgui.TextColor3 = BrickColor.new("Bright yellow").Color else damgui.TextColor3 = BrickColor.new("Really red").Color damgui.Font = "SourceSansBold" end end end else if Type == "Debuff" then damgui.TextColor3 = BrickColor.new("White").Color else if Type == "Interrupt" then damgui.TextColor3 = BrickColor.new("New Yeller").Color else if Type == "Heal" then damgui.TextColor3 = BrickColor.new("Bright green").Color end end end end damgui.TextScaled = true ms = Instance.new("CylinderMesh") ms.Scale = Vector3.new(0.8, 0.8, 0.8) ms.Parent = c c.Reflectance = 0 Instance.new("BodyGyro").Parent = c c.Parent = m if Char:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) else if Char.Parent:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) end end f = Instance.new("BodyPosition") f.P = 2000 f.D = 100 f.maxForce = Vector3.new(545000, 545000, 545000) if Type == "Damage" or Type == "Heal" then f.position = c.Position + Vector3.new(0, 3, 0) else if Type == "Debuff" or Type == "Interrupt" then f.position = c.Position + Vector3.new(0, 5, 0) end end f.Parent = c game:GetService("Debris"):AddItem(m, 5) table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100}) c.CanCollide = false m.Parent = workspace c.CanCollide = false end combo = 0 ob1d = function(mouse) if attack == true or equipped == false then return end hold = true if combo == 0 then combo = 1 attackone() else if combo == 1 then combo = 2 attacktwo() else if combo == 2 then combo = 3 attackthree() else if combo == 3 then combo = 0 attackfour() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then swait() end end if attack == false then combo = 0 end end)) end ob1u = function(mouse) hold = false end buttonhold = false fenbarmove1.MouseButton1Click:connect(do1) fenbarmove2.MouseButton1Click:connect(do2) fenbarmove3.MouseButton1Click:connect(do3) fenbarmove4.MouseButton1Click:connect(do4) eul = 0 equipped = false key = function(key) if attack == true then return end if key == "f" then pressedf = true fnumb = 0 attack = true if equipped == false then equipped = true RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "Right Shoulder" RW.Part0 = ch.Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso LW.Name = "Left Shoulder" LW.Part0 = ch.Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso Animate.Parent = nil equipanim() else equipped = false hideanim() LH.C1 = LHC1 RH.C1 = RHC1 Animate.Parent = Humanoid swait(0) RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end attack = false end if equipped == false then return end if key == "e" then --Transposition() end if key == "z" then do1() end if key == "x" then do2() end if key == "c" then do3() end if key == "v" then do4() end if key == "h" then mana.Value = 100 for i = 1, 4 do cooldowns[i] = 100 end end end key2 = function(key) end s = function(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player = Player ch = Character MMouse = mouse end ds = function(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Bob loaded.") local mananum = 0 local blocknum2 = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local Point, LastPoint = nil, nil local oldhealth = Humanoid.Health local walk = 0 local walkforw = true while 1 do swait() if Humanoid.Health <= 0 then attack = true resumeControl() modelzorz.Parent = workspace game:GetService("Debris"):AddItem(modelzorz, 30) for i = 1, #Weapon do Weapon[i].Parent = modelzorz Weapon[i].CanCollide = true end for i = 1, #Welds do if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then Welds[i].Parent = nil else Welds[i].Parent = rprt1 end end end do col = Player.TeamColor for _,c in pairs(game.Teams:children()) do if c.TeamColor == col and c.Name == "Juggernaut" then isjugg = true end end if fnumb < 21 then fnumb = fnumb + 1 if pressedf == false then fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025 tellbar.TextTransparency = tellbar.TextTransparency - 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05 else if fnumb == 20 then fenframe5.Parent = nil print("daigui") end fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025 tellbar.TextTransparency = tellbar.TextTransparency + 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05 end end if hbwld.Parent == nil then hitbox2.Name = "Hitbox" else hitbox2.Name = "Hitbox2" end hitbox2.Parent = hitbox.Parent hitbox2.Size = hitbox.Size hitbox2.CFrame = hitboxCF hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100) if Stagger.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerAnim() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if StaggerHit.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerHitt() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Mvmt.Value end if StunT.Value <= Stun.Value and stunanim == false then coroutine.resume(coroutine.create(function() stunanim = true while attack == true do swait() end StunAnim() Stun.Value = 0 stunanim = false end)) end local stunnum2 = 20 if stunnum2 <= stunnum then if 0 < Stun.Value then Stun.Value = Stun.Value - 1 end stunnum = 0 end stunnum = stunnum + 1 if 0.5 <= donum then handidle = true else if donum <= 0 then handidle = false end end if handidle == false then donum = donum + 0.006 else donum = donum - 0.006 end local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character) if equipped == true then if attack == false then idle = idle + 1 else idle = 0 end if (500 <= idle and attack ~= false) or Anim == "Walk" then if walkforw == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) else RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) end else RH.C1 = clerp(RH.C1, RHC1, 0.2) LH.C1 = clerp(LH.C1, LHC1, 0.2) end if 1 < RootPart.Velocity.y and hitfloor == nil then Anim = "Jump" if attack == false then handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.2), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8, 0, -0.2), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2) end else if RootPart.Velocity.y < -1 and hitfloor == nil then Anim = "Fall" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 1), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -1), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2) end else if torvel < 1 and hitfloor ~= nil then Anim = "Idle" if attack == false then handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.1), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.15 - (donum) / 4, -0.15, 0.2 - (donum) / 4), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2 + (donum) / 4, 0.25, -0.2 + (donum) / 4), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, -0.15) * euler(0, 1.57, 0) * euler(-0.05, -0.1, 0.15), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.2, 0.2), 0.15) end else if 2 < torvel and torvel < 30 and hitfloor ~= nil then Anim = "Walk" walk = walk + 1 if 15 - 5 * Mvmt.Value <= walk then walk = 0 if walkforw == true then walkforw = false else if walkforw == false then walkforw = true end end end if attack == false then handlewld.C0 = clerp(handlewld.C0, euler(1.57, 0, 0) * cf(0, 1, 0), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.15 - (donum) / 4, -0.15, 0.2 - (donum) / 4), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2 + (donum) / 4, 0.25, -0.2 + (donum) / 4), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), .1) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), .1) end else if 30 <= torvel and hitfloor ~= nil then Anim = "Run" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.2), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.2), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(1, 1, 0.2) * euler(0, -0.2, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.2, 0, -0.5), 0.4) end end end end end end end if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[2] == "CylinderClang" then if Thing[3] <= 1 then Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[7] = Thing[1].CFrame effect("New Yeller", 0, Thing[8], Thing[7]) Thing[8] = Thing[7] Thing[3] = Thing[3] + Thing[4] else Part.Parent = nil table.remove(Effects, e) end end if Thing[2] == "showDamage" then if Thing[6] < Thing[5] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[7] then Thing[4].position = Thing[4].position + vt(0, -0.2, 0) Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[8] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[9] then Thing[6] = Thing[6] + 1 Thing[4].position = Thing[4].position + vt(0, 0.2, 0) Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1 Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1 else Thing[1].Parent = nil table.remove(Effects, e) end end end end end if Thing[2] == "Wall" then if Thing[6] <= 900 and Thing[1].Parent ~= nil then passive2.Value = 0 StunT.Value = 100 Thing[6] = Thing[6] + 1 for i = 1, #walls do if (RootPart.Position - Thing[5].Position).magnitude < 20 then passive2.Value = passive2.Value - 0.15 StunT.Value = StunT.Value + 10 end end else for i = 1, 12 do MagicCloud(BrickColor.new("White"), Thing[5].CFrame * cf(math.random(-750, 750) / 100, math.random(-500, 500) / 100, math.random(-350, 350) / 100) * euler(math.rad(math.random(-180, 180)), math.rad(math.random(-60, 60)), math.rad(math.random(-180, 180))), math.random(5, 7), math.random(7, 9), math.random(7, 9), 0.1, 0.1, 0.1, 0.05) end StunT.Value = StunT.Value - 10 passive2.Value = passive2.Value + 0.15 print("officialend") Thing[1].Parent = nil if Thing[5].Parent ~= nil then Thing[5].Parent.Parent = nil end table.remove(Effects, e) for i = 1, #walls do if walls[i] == Thing[1] then table.remove(walls, i) end end end end if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "Wall" and Thing[2] ~= "BloodBind" then if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Ice" then if Thing[6] <= Thing[5] then Thing[6] = Thing[6] + 0.3 Thing[1].CFrame = Thing[1].CFrame * cf(0, 1, 0) else Thing[1].Transparency = Thing[1].Transparency + Thing[3] end else if Thing[2] == "Shatter" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] Thing[4] = Thing[4] * cf(0, Thing[7], 0) Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0) Thing[6] = Thing[6] + Thing[5] else if Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end end end end end end end end else Part.Parent = nil table.remove(Effects, e) end end end end end end end fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true) fenbarmana4.Text = "Mana(" .. mana.Value .. ")" fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0) fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true) fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")" fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove2.Text = move2 fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) for _,c in pairs(Decrease:children()) do if (c:findFirstChild("Duration")) ~= nil then c.Duration.Value = c.Duration.Value - 1 if c.Duration.Value <= 0 then c.Parent = nil end end if c.Name == "DecreaseAtk" then decreaseatk = decreaseatk + c.Value else if c.Name == "DecreaseDef" then decreasedef = decreasedef + c.Value else if c.Name == "DecreaseMvmt" then decreasemvmt = decreasemvmt + c.Value end end end end Atk.Value = 1 - (decreaseatk) if Atk.Value <= 0 then Atk.Value = 0 end Def.Value = 1 - (decreasedef) if Def.Value <= 0 then Def.Value = 0.01 end Mvmt.Value = 1 - (decreasemvmt) if Mvmt.Value <= 0 then Mvmt.Value = 0 end decreaseatk = 0 decreasedef = 0 decreasemvmt = 0 AtkVal = Atk.Value * 100 AtkVal = math.floor(AtkVal) AtkVal = AtkVal / 100 fenbardamage.Text = "Damage\n(" .. AtkVal .. ")" DefVal = Def.Value * 100 DefVal = math.floor(DefVal) DefVal = DefVal / 100 fenbardef.Text = "Defense\n(" .. DefVal .. ")" MvmtVal = Mvmt.Value * 100 MvmtVal = math.floor(MvmtVal) MvmtVal = MvmtVal / 100 if Rooted.Value == true then MvmtVal = 0 end fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")" if StunT.Value <= Stun.Value then fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true) else fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true) end fenbarstun3.Text = "Stun(" .. Stun.Value .. ")" if 100 <= mana.Value then mana.Value = 100 else if mananum <= 0 then mananum = mananum + 100 else if 8 <= mananum then mananum = 0 mana.Value = mana.Value + 100 end end end for i = 1, #cooldowns do if cooldownmax <= cooldowns[i] then cooldowns[i] = cooldownmax else cooldowns[i] = cooldowns[i] + cooldownsadd[i] end end end
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