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--//====================================================\\-- --|| EDITED BY UNICORNELIAS --\\====================================================//-- wait(1 / 60) Player = game:GetService("Players").LocalPlayer PlayerGui = Player.PlayerGui Cam = workspace.CurrentCamera Backpack = Player.Backpack Character = Player.Character Humanoid = Character.Humanoid Mouse = Player:GetMouse() RootPart = Character["HumanoidRootPart"] Torso = Character["Torso"] Head = Character["Head"] RightArm = Character["Right Arm"] LeftArm = Character["Left Arm"] RightLeg = Character["Right Leg"] LeftLeg = Character["Left Leg"] RootJoint = RootPart["RootJoint"] Neck = Torso["Neck"] RightShoulder = Torso["Right Shoulder"] LeftShoulder = Torso["Left Shoulder"] RightHip = Torso["Right Hip"] LeftHip = Torso["Left Hip"] IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor --//=================================\\ --|| CUSTOMIZATION --\\=================================// Class_Name = "federation" Weapon_Name = "Blade of Federation" Custom_Colors = { Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities. } Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar. Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar. Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar. Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar. Ability_Background_Transparency = 0 --Transparency for the background of the abilities. Stat_Background_Transparency = 0 --Transparency for the background of the stats. Player_Size = 1 --Size of the player. Animation_Speed = 2 Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60) Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui. Enable_Stats = false --Enables or disables stats. Put_Stats_In_Character = false --Places stats in Character. Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort. Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort. Enable_Stagger = false --Enables or disables staggering. Enable_Stun = false --Enables or disables the stun mechanic. Enable_Abilities = false --Enables abilites with cooldowns and mana costs. Enable_Secondary_Bar = false --Enables the secondary mana bar, if true. Start_Equipped = false --Starts the player equipped with their weapon. Start_Equipped_With_Equipped_Animation = false --Used in conjunction with the above option. Starts your equip animation. Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon. Disable_Animator = true --Disables the Animator in the humanoid. Disable_Animate = true --Disables the Animate script in the character. Disable_Moving_Arms = false --Keeps the arms from moving around. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms. Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory. Disable_Jump = false --Disables jumping. Use_HopperBin = true --Uses a hopperbin to do things. Cooldown_1 = 0 --Cooldowns for abilites. Cooldown_2 = 0 Cooldown_3 = 0 Cooldown_4 = 0 Skill_1_Mana_Cost = 0 --How much mana is required to use the skill. Skill_2_Mana_Cost = 0 Skill_3_Mana_Cost = 0 Skill_4_Mana_Cost = 0 Max_Mana = 0 --Maximum amount of mana you can have. Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have. Mana_Name = "Mana" --Name for the mana bar. Secondary_Mana_Name = "Block" --Name for the secondary mana bar. Max_Stun = 1 --Maximum amount of stun you can have. Recover_Mana = 0 --How much mana you gain. Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another. Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another. Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another. Recover_Secondary_Mana = 0 --How much secondary mana you gain. Lose_Stun = 0 --How much stun you lose. Stun_Wait = 0 --Delay between losing stun. Mana_Wait = 0 --Delay between gaining mana. Secondary_Mana_Wait = 0 --Delay between gaining secondary mana. Menu_Update_Speed = 0 --How fast the Weapon Gui will update. Constant_Update = false --Removes the delay between updating the Weapon GUI. Show_Stats = false --Hides or shows stats. Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78} --//=================================\\ --|| END OF CUSTOMIZATION --\\=================================// --//=================================\\ --|| USEFUL VALUES --\\=================================// local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) local CO1 = 0 local CO2 = 0 local CO3 = 0 local CO4 = 0 local CHANGEDEFENSE = 0 local CHANGEDAMAGE = 0 local CHANGEMOVEMENT = 0 local ANIM = "Idle" local ATTACK = false local EQUIPPED = false local HOLD = false local COMBO = 1 local LASTPOINT = nil local BLCF = nil local SCFR = nil local STAGGERHITANIM = false local STAGGERANIM = false local STUNANIM = false local CRITCHANCENUMBER = 0 local IDLENUMBER = 0 local DONUMBER = 0 local HANDIDLE = false local SINE = 0 local CHANGE = 2 / Animation_Speed local WALKINGANIM = false local WALK = 0 local DISABLEJUMPING = false local HASBEENBLOCKED = false local STUNDELAYNUMBER = 0 local MANADELAYNUMBER = 0 local SECONDARYMANADELAYNUMBER = 0 local ROBLOXIDLEANIMATION = IT("Animation") ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation" ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571" --ROBLOXIDLEANIMATION.Parent = Humanoid local WEAPONGUI = IT("ScreenGui", nil) WEAPONGUI.Name = "Weapon GUI" local WEAPONTOOL = IT("HopperBin", nil) WEAPONTOOL.Name = Weapon_Name local Weapon = IT("Model") Weapon.Name = Weapon_Name local Effects = IT("Folder", Weapon) Effects.Name = "Effects" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"} local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"} local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"} local HITBLOCKSOUNDS = {"199148933", "199148947"} --//=================================\\ --\\=================================// --//=================================\\ --|| STATS --\\=================================// if Character:FindFirstChild("Stats") ~= nil then Character:FindFirstChild("Stats").Parent = nil end local Stats = IT("Folder", nil) Stats.Name = "Stats" local ChangeStat = IT("Folder", Stats) ChangeStat.Name = "ChangeStat" local Defense = IT("NumberValue", Stats) Defense.Name = "Defense" Defense.Value = 100 local Movement = IT("NumberValue", Stats) Movement.Name = "Movement" Movement.Value = 3 local Damage = IT("NumberValue", Stats) Damage.Name = "Damage" Damage.Value = 50 local Mana = IT("NumberValue", Stats) Mana.Name = "Mana" Mana.Value = 0 local SecondaryMana = IT("NumberValue", Stats) SecondaryMana.Name = "SecondaryMana" SecondaryMana.Value = 0 local CanCrit = IT("BoolValue", Stats) CanCrit.Name = "CanCrit" CanCrit.Value = false local CritChance = IT("NumberValue", Stats) CritChance.Name = "CritChance" CritChance.Value = 50 local CanPenetrateArmor = IT("BoolValue", Stats) CanPenetrateArmor.Name = "CanPenetrateArmor" CanPenetrateArmor.Value = false local AntiTeamKill = IT("BoolValue", Stats) AntiTeamKill.Name = "AntiTeamKill" AntiTeamKill.Value = false local Rooted = IT("BoolValue", Stats) Rooted.Name = "Rooted" Rooted.Value = false local Block = IT("BoolValue", Stats) Block.Name = "Block" Block.Value = false local RecentEnemy = IT("ObjectValue", Stats) RecentEnemy.Name = "RecentEnemy" RecentEnemy.Value = nil local StaggerHit = IT("BoolValue", Stats) StaggerHit.Name = "StaggerHit" StaggerHit.Value = false local Stagger = IT("BoolValue", Stats) Stagger.Name = "Stagger" Stagger.Value = false local Stun = IT("BoolValue", Stats) Stun.Name = "Stun" Stun.Value = false local StunValue = IT("NumberValue", Stats) StunValue.Name = "StunValue" StunValue.Value = 0 if Enable_Stats == true and Put_Stats_In_Character == true then Stats.Parent = Character end --//=================================\\ --\\=================================// --//=================================\\ --|| DEBUFFS / BUFFS --\\=================================// local DEFENSECHANGE1 = IT("NumberValue", ChangeStat) DEFENSECHANGE1.Name = "ChangeDefense" DEFENSECHANGE1.Value = 0 local MOVEMENTCHANGE1 = IT("NumberValue", nil) MOVEMENTCHANGE1.Name = "ChangeMovement" MOVEMENTCHANGE1.Value = 0 --//=================================\\ --\\=================================// --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = Frame_Speed tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) --//=================================\\ --\\=================================// --//=================================\\ --|| SOME FUNCTIONS --\\=================================// function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS) return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS) end function PositiveAngle(NUMBER) if NUMBER >= 0 then NUMBER = 0 end return NUMBER end function NegativeAngle(NUMBER) if NUMBER <= 0 then NUMBER = 0 end return NUMBER end function Swait(NUMBER) if NUMBER == 0 or NUMBER == nil then ArtificialHB.Event:wait() else for i = 1, NUMBER do ArtificialHB.Event:wait() end end end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = ACOS(cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((1 - t) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end else if (1 + cosTheta) > 0.0001 then local theta = ACOS(-cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((t - 1) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end end return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp end function Clerp(a, b, t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME) local frame = IT("Frame") frame.BackgroundTransparency = TRANSPARENCY frame.BorderSizePixel = BORDERSIZEPIXEL frame.Position = POSITION frame.Size = SIZE frame.BackgroundColor3 = COLOR frame.BorderColor3 = BORDERCOLOR frame.Name = NAME frame.Parent = PARENT return frame end function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME) local label = IT("TextLabel") label.BackgroundTransparency = 1 label.Size = UD2(1, 0, 1, 0) label.Position = UD2(0, 0, 0, 0) label.TextColor3 = C3(255, 255, 255) label.TextStrokeTransparency = STROKETRANSPARENCY label.TextTransparency = TRANSPARENCY label.FontSize = TEXTFONTSIZE label.Font = TEXTFONT label.BorderSizePixel = BORDERSIZEPIXEL label.TextScaled = true label.Text = TEXT label.Name = NAME label.Parent = PARENT return label end function NoOutlines(PART) PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10 end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEWPART.Transparency = TRANSPARENCY NEWPART.CanCollide = false NEWPART.Locked = true NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR)) NEWPART.Name = NAME NEWPART.Size = SIZE NEWPART.Position = Torso.Position NoOutlines(NEWPART) NEWPART.Material = MATERIAL NEWPART:BreakJoints() NEWPART.Parent = PARENT return NEWPART end function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET) local NEWMESH = IT(MESH) if MESH == "SpecialMesh" then NEWMESH.MeshType = MESHTYPE if MESHID ~= "nil" and MESHID ~= "" then NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID end if TEXTUREID ~= "nil" and TEXTUREID ~= "" then NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID end end NEWMESH.Offset = OFFSET or VT(0, 0, 0) NEWMESH.Scale = SCALE NEWMESH.Parent = PARENT return NEWMESH end function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD end function CreateSound(ID, PARENT, VOLUME, PITCH) coroutine.resume(coroutine.create(function() local NEWSOUND = IT("Sound", PARENT) NEWSOUND.Volume = VOLUME NEWSOUND.Pitch = PITCH NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID Swait() NEWSOUND:play() game:GetService("Debris"):AddItem(NEWSOUND, 10) end)) end function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME) local MAGNITUDE = (POSITION1 - POSITION2).magnitude local CURRENTPOSITION = POSITION1 local LIGHTNINGOFFSET = {-OFFSET, OFFSET} coroutine.resume(coroutine.create(function() for i = 1, MULTIPLIERTIME do local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME)) LIGHTNINGPART.Anchored = true local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)]) local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2 if MULTIPLIERTIME == i then local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1) LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2) else LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2) end CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME) coroutine.resume(coroutine.create(function() while LIGHTNINGPART.Transparency ~= 1 do --local StartTransparency = tra for i=0, 1, LASTINGTIME do Swait() LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME) end end end)) Swait(LIGHTNINGDELAY / Animation_Speed) end end)) end function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size)) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z)) MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size) game:GetService("Debris"):AddItem(EFFECTPART, 10) local XVALUE = MRANDOM() local YVALUE = MRANDOM() local ZVALUE = MRANDOM() coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i THEXVALUE = THEXVALUE - 0.1 * (delay * 10) THEYVALUE = THEYVALUE - 0.1 * (delay * 10) THEZVALUE = THEZVALUE - 0.1 * (delay * 10) MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE) end function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay) local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude if MAGNITUDECFRAME > (1 / 100) then local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1)) EFFECTPART.Anchored = true EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0) local THEMESHTYPE = "BlockMesh" if MESHTYPE == "Cylinder" then THEMESHTYPE = "CylinderMesh" end local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0)) game:GetService("Debris"):AddItem(EFFECTPART, 10) coroutine.resume(coroutine.create(function(PART, MESH) for i = 0, 1, delay do Swait() PART.CFrame = PART.CFrame * ROTATION PART.Transparency = i MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size) end PART.Parent = nil end), EFFECTPART, EFFECTMESH) end end function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay) local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT()) EFFECTPART.Anchored = true EFFECTPART.CFrame = CFRAME local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0)) game:GetService("Debris"):AddItem(EFFECTPART, 10) local THELASTPOINT = CFRAME coroutine.resume(coroutine.create(function(PART) for i = 1, DURATION do Swait() PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0) TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay) THELASTPOINT = PART.CFrame end PART.Parent = nil end), EFFECTPART) end --local list={} function Triangle(Color, Material, a, b, c, delay) local edge1 = (c - a):Dot((b - a).unit) local edge2 = (a - b):Dot((c - b).unit) local edge3 = (b - c):Dot((a - c).unit) if edge1 <= (b - a).magnitude and edge1 >= 0 then a, b, c=a, b, c elseif edge2 <= (c - b).magnitude and edge2 >= 0 then a, b, c=b, c, a elseif edge3 <= (a - c).magnitude and edge3 >= 0 then a, b, c=c, a, b else assert(false, "unreachable") 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) if len1 > 1 / 100 then local sz = VT(0.2, width, len1) local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz) local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0)) w1.Anchored = true w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2) coroutine.resume(coroutine.create(function() for i = 0.5, 1, delay * (2 / Animation_Speed) do Swait() w1.Transparency = i end w1.Parent = nil end)) game:GetService("Debris"):AddItem(w1, 10) --table.insert(list, w1) end if len2 > 1 / 100 then local sz = VT(0.2, width, len2) local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz) local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0)) w2.Anchored = true w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2) coroutine.resume(coroutine.create(function() for i = 0.5, 1, delay * (2 / Animation_Speed) do Swait() w2.Transparency = i end w2.Parent = nil end)) game:GetService("Debris"):AddItem(w2, 10) --table.insert(list, w2) end --return unpack(list) end --[[Usage: local Pos = Part local Offset = Part.CFrame * CF(0, 0, 0) local Color = "Institutional white" local Material = "Neon" local TheDelay = 0.01 local Height = 4 BLCF = Offset if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay) if a then game:GetService("Debris"):AddItem(a, 1) end if b then game:GetService("Debris"):AddItem(b, 1) end local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay) if a then game:GetService("Debris"):AddItem(a, 1) end if b then game:GetService("Debris"):AddItem(b, 1) end SCFR = BLCF elseif not SCFR then SCFR = BLCF end -- BLCF = nil SCFR = nil --]] --//=================================\\ --\\=================================// --//=================================\\ --|| RESIZE PLAYER --\\=================================// if Player_Size ~= 1 then RootPart.Size = RootPart.Size * Player_Size Torso.Size = Torso.Size * Player_Size Head.Size = Head.Size * Player_Size RightArm.Size = RightArm.Size * Player_Size LeftArm.Size = LeftArm.Size * Player_Size RightLeg.Size = RightLeg.Size * Player_Size LeftLeg.Size = LeftLeg.Size * Player_Size RootJoint.Parent = RootPart Neck.Parent = Torso RightShoulder.Parent = Torso LeftShoulder.Parent = Torso RightHip.Parent = Torso LeftHip.Parent = Torso RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0 LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0 if Disable_Moving_Arms == false then RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5) LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5) else RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) end RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) end --//=================================\\ --\\=================================// --//=================================\\ --|| WEAPON CREATION --\\=================================// local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Green", "Handle", VT(0, 0, 0)) local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "879963585", "879963938", VT(2, 2, 2), VT(0, 0.3 * Player_Size, 0)) local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, Torso, HandlePart, CF(2 * Player_Size, 2 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 1, 0)) local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0)) local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 1)) local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0)) local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0)) if Player_Size ~= 1 then for _, v in pairs (Weapon:GetChildren()) do if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then local p1 = v.Part1 v.Part1 = nil local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components() v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12) v.Part1 = p1 elseif v.ClassName == "Part" then for _, b in pairs (v:GetChildren()) do if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size) end end end end end for _, c in pairs(Weapon:GetChildren()) do if c.ClassName == "Part" then c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0) end end if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then HandleWeld.Part0 = RightArm HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) end Weapon.Parent = Character Humanoid.Died:connect(function() ATTACK = true end) print(Class_Name.." loaded.") --//=================================\\ --\\=================================// --//=================================\\ --|| DAMAGE FUNCTIONS --\\=================================// function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR) local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT()) STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0)) local BODYGYRO = IT("BodyGyro", STATPART) local BODYPOSITION = IT("BodyPosition", STATPART) BODYPOSITION.P = 2000 BODYPOSITION.D = 100 BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge) if LABELTYPE == "Normal" then BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2)) elseif LABELTYPE == "Debuff" then BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2)) elseif LABELTYPE == "Interruption" then BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2)) end game:GetService("Debris"):AddItem(STATPART ,5) local BILLBOARDGUI = Instance.new("BillboardGui", STATPART) BILLBOARDGUI.Adornee = STATPART BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0) BILLBOARDGUI.StudsOffset = VT(-2, 2, 0) BILLBOARDGUI.AlwaysOnTop = false local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI) TEXTLABEL.BackgroundTransparency = 1 TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0) TEXTLABEL.Text = TEXT TEXTLABEL.Font = "SourceSans" TEXTLABEL.FontSize="Size42" TEXTLABEL.TextColor3 = COLOR TEXTLABEL.TextStrokeTransparency = 0 TEXTLABEL.TextScaled = true TEXTLABEL.TextWrapped = true coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL) wait(0.2) for i=1, 5 do wait() THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0) end wait(1.2) for i=1, 5 do wait() THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2 THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2 THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0) end THEPART.Parent = nil end),STATPART, BODYPOSITION, TEXTLABEL) end function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT) if LOCATION:FindFirstChild("Stats") ~= nil then if LOCATION.Stats:FindFirstChild("Block") ~= nil then if LOCATION.Stats:FindFirstChild("Block").Value == true then return end end if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then local NewStatChange = IT("NumberValue") NewStatChange.Value = AMOUNT if STAT == "Defense" then NewStatChange.Name = "ChangeDefense" elseif STAT == "Damage" then NewStatChange.Name = "ChangeDamage" elseif STAT == "Movement" then NewStatChange.Name = "ChangeMovement" end if SHOWTHESTAT == true then if AMOUNT < 0 then StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1)) elseif AMOUNT > 0 then StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1)) end end if DURATION ~= nil and DURATION ~= 0 then local StatDuration = IT("NumberValue") StatDuration.Name = "Duration" StatDuration.Value = DURATION StatDuration.Parent = NewStatChange end NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat") end end end --Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false) function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT) if HIT.Parent == nil then return end local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid") for _, v in pairs(HIT.Parent:GetChildren()) do if v:IsA("Humanoid") then HITHUMANOID = v end end if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then StaggerHit.Value = true if Play_Hitbox_Hit_Sound == true then if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH) end end return end if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid") end if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then HIT = HIT.Parent.Parent:FindFirstChild("Head") end if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then if HIT.Parent.DebounceHit.Value == true then return end end if AntiTeamKill.Value == true then if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then return end end end if HITEVENWHENDEAD == false then if HIT.Parent:FindFirstChild("Humanoid") ~= nil then if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then return end end end if HIT.Parent:FindFirstChild("Stats") ~= nil then if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN end end if HIT.Parent:FindFirstChild("Stats") ~= nil then if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then if STAGGER == true and Enable_Stagger == true then HIT.Parent.Stats:FindFirstChild("Stagger").Value = true end end end if HIT.Parent:FindFirstChild("Stats") ~= nil then if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then if HIT.Parent.Stats:FindFirstChild("Block").Value == true then HASBEENBLOCKED = true if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255)) if RANGED ~= true then if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH) end end local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block")) BlockDebounce.Name = "BlockDebounce" BlockDebounce.Value = true if RANGED ~= true then game:GetService("Debris"):AddItem(BlockDebounce, 0.5) else game:GetService("Debris"):AddItem(BlockDebounce, 0.1) end end if RANGED ~= true and Enable_Stagger == true then HIT.Parent.Stats:FindFirstChild("Block").Value = false Stagger.Value = true end return end end end if DECREASETHESTAT ~= nil then if HIT.Parent:FindFirstChild("Stats") ~= nil then IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT) end end local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value if HIT.Parent:FindFirstChild("Stats") ~= nil then if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then if CanPenetrateArmor.Value == true then DAMAGE = DAMAGE else DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value end elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then DAMAGE = DAMAGE end end if CanCrit.Value == true then CRITCHANCENUMBER = MRANDOM(1, CritChance.Value) if CRITCHANCENUMBER == 1 then DAMAGE = DAMAGE * 2 end end DAMAGE = math.floor(DAMAGE) if HASBEENBLOCKED == false then HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE end if DAMAGE <= 3 and HASBEENBLOCKED == false then if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then StaggerHit.Value = true end if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH) end elseif DAMAGE > 3 and HASBEENBLOCKED == false then if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH) end end if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then if CanCrit.Value == true and CRITCHANCENUMBER == 1 then StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0)) CreateSound("296102734", HIT, 1, 1) else StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0)) end elseif DAMAGE >= 20 and HASBEENBLOCKED == false then if CanCrit.Value == true and CRITCHANCENUMBER == 1 then StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0)) CreateSound("296102734", HIT, 1, 1) else StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0)) end elseif DAMAGE <= 3 and HASBEENBLOCKED == false then if CanCrit.Value == true and CRITCHANCENUMBER == 1 then StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0)) CreateSound("296102734", HIT, 1, 1) else StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(225/255, 225/255, 225/255)) end end if TYPE == "Normal" then local vp = IT("BodyVelocity") vp.P=500 vp.maxForce = VT(math.huge, 0, math.huge) if KNOCKBACKTYPE == 1 then vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05 elseif KNOCKBACKTYPE == 2 then vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK end if KNOCKBACK > 0 and HASBEENBLOCKED == false then vp.Parent = HIT--.Parent.Torso end game:GetService("Debris"):AddItem(vp, 0.5) end HASBEENBLOCKED = false RecentEnemy.Value = HIT.Parent local DebounceHit = IT("BoolValue", HIT.Parent) DebounceHit.Name = "DebounceHit" DebounceHit.Value = true game:GetService("Debris"):AddItem(DebounceHit, DELAY) end end --Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false) function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT) for _, c in pairs(workspace:GetChildren()) do local HUMANOID = c:FindFirstChild("Humanoid") local HEAD = nil if HUMANOID ~= nil then for _, d in pairs(c:GetChildren()) do if d.ClassName == "Model" and RANGED ~= true then HEAD = d:FindFirstChild("Hitbox") if HEAD ~= nil then local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then if Play_Hitbox_Hit_Sound == true then local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT()) HitRefpart.Anchored = true HitRefpart.CFrame = CF(HEAD.Position) CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH) end if Enable_Stagger_Hit == true then StaggerHit.Value = true end end end elseif d:IsA"BasePart" then HEAD = d if HEAD ~= nil then local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT) end end end end end end end --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true) function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD) if Player.Neutral == true then IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF) end for _, c in pairs(workspace:GetChildren()) do local HUMANOID = c:FindFirstChild("Humanoid") local THEHEAD = nil if HUMANOID ~= nil then if c:FindFirstChild("Torso") ~= nil then THEHEAD = c:FindFirstChild("Torso") elseif c:FindFirstChild("UpperTorso") ~= nil then THEHEAD = c:FindFirstChild("UpperTorso") end if THEHEAD ~= nil then local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude print("yes 1") if APPLYTOOTHERSINSTEAD == true then if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF) end end end elseif APPLYTOOTHERSINSTEAD == false then if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF) end end end end end end end end --//=================================\\ --\\=================================// --//=================================\\ --|| WEAPON GUI --\\=================================// local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar") local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover") local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text") local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar") local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover") local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text") local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame") local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar") local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text") local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar") local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover") local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text") local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame") local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text") local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame") local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text") local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame") local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text") local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame") local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame") local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame") local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame") local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar") local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar") local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar") local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar") local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1") local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2") local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3") local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4") if Enable_Gui == true then WEAPONGUI.Parent = PlayerGui end if Enable_Stats == true and Show_Stats == true then DEFENSEFRAME.Parent = WEAPONGUI DAMAGEFRAME.Parent = WEAPONGUI MOVEMENTFRAME.Parent = WEAPONGUI end if Enable_Secondary_Bar == true then SECONDARYMANABAR.Parent = WEAPONGUI end if Enable_Abilities == true then SKILL1FRAME.Parent = WEAPONGUI SKILL2FRAME.Parent = WEAPONGUI SKILL3FRAME.Parent = WEAPONGUI SKILL4FRAME.Parent = WEAPONGUI end if Enable_Stun == true then STUNFRAME.Parent = WEAPONGUI end function UpdateGUI() MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]" HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]" if Enable_Abilities == true then SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) end if Enable_Stats == true and Show_Stats == true then DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update) DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]" DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update) DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]" MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update) MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]" end if Enable_Stun == true then STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]" end if Enable_Secondary_Bar == true then SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update) SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]" end end if Enable_Gui == true then UpdateGUI() for _, v in pairs (WEAPONGUI:GetChildren()) do if v.ClassName == "Frame" then for _, b in pairs (v:GetChildren()) do if b.ClassName == "TextLabel" then coroutine.resume(coroutine.create(function(THETEXTLABEL) wait(Menu_Update_Speed) for i = 1, 0, -0.1 do Swait() THETEXTLABEL.TextTransparency = i THETEXTLABEL.TextStrokeTransparency = i end THETEXTLABEL.TextTransparency = 0 THETEXTLABEL.TextStrokeTransparency = 0 end), b) end end end end end --//=================================\\ --\\=================================// --//=================================\\ --|| SKILL FUNCTIONS --\\=================================// function UpdateSkillsAndStuff() if Mana_Regen_Mode == "1" then if Mana.Value >= Max_Mana then Mana.Value = Max_Mana elseif Mana.Value < 0 then Mana.Value = 0 else if MANADELAYNUMBER <= Mana_Wait then MANADELAYNUMBER = MANADELAYNUMBER + 1 else MANADELAYNUMBER = 0 Mana.Value = Mana.Value + Recover_Mana end end elseif Mana_Regen_Mode == "2" then if Mana.Value <= Max_Mana then Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed elseif Mana.Value >= Max_Mana then Mana.Value = Max_Mana elseif Mana.Value < 0 then Mana.Value = 0 end end if Enable_Secondary_Bar == true then if Secondary_Mana_Regen_Mode == "1" then if SecondaryMana.Value >= Max_Secondary_Mana then SecondaryMana.Value = Max_Secondary_Mana elseif SecondaryMana.Value < 0 then SecondaryMana.Value = 0 else if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1 else SECONDARYMANADELAYNUMBER = 0 SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana end end elseif Secondary_Mana_Regen_Mode == "2" then if SecondaryMana.Value <= Max_Secondary_Mana then SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed elseif SecondaryMana.Value >= Max_Secondary_Mana then SecondaryMana.Value = Max_Secondary_Mana elseif SecondaryMana.Value < 0 then SecondaryMana.Value = 0 end end else SecondaryMana.Value = 0 end if Enable_Stun == true then if Stun_Lose_Mode == "1" then if StunValue.Value > Max_Stun then StunValue.Value = Max_Stun elseif StunValue.Value <= 0 then StunValue.Value = 0 else if STUNDELAYNUMBER <= Stun_Wait then STUNDELAYNUMBER = STUNDELAYNUMBER + 1 else STUNDELAYNUMBER = 0 StunValue.Value = StunValue.Value - Lose_Stun end end elseif Stun_Lose_Mode == "2" then if StunValue.Value <= Max_Stun and StunValue.Value > 0 then StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed elseif StunValue.Value > Max_Stun then StunValue.Value = Max_Stun elseif StunValue.Value <= 0 then StunValue.Value = 0 end end else StunValue.Value = 0 end if Enable_Abilities == true then if CO1 <= Cooldown_1 then CO1 = CO1 + (1 / 30) / Animation_Speed elseif CO1 >= Cooldown_1 then CO1 = Cooldown_1 end if CO2 <= Cooldown_2 then CO2 = CO2 + (1 / 30) / Animation_Speed elseif CO2 >= Cooldown_2 then CO2 = Cooldown_2 end if CO3 <= Cooldown_3 then CO3 = CO3 + (1 / 30) / Animation_Speed elseif CO3 >= Cooldown_3 then CO3 = Cooldown_3 end if CO4 <= Cooldown_4 then CO4 = CO4 + (1 / 30) / Animation_Speed elseif CO4 >= Cooldown_4 then CO4 = Cooldown_4 end end end --//=================================\\ --\\=================================// --//=================================\\ --|| ATTACK FUNCTIONS AND STUFF --\\=================================// function EquipWeapon() --ATTACK = true DEFENSECHANGE1.Parent = nil MOVEMENTCHANGE1.Parent = ChangeStat for i=0, 1, 0.5 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed) end for i=0, 1, 0.08 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed) end HandleWeld.Part0 = RightArm HandleWeld.C0 = CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)) CreateSound("174884033", HitboxPart, 1, 1.5) for i=0, 1, 0.5 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-70), RAD(90), RAD(0)), 0.3 / Animation_Speed) end LASTPOINT = EffectPart.CFrame for i=0, 1, 0.08 / Animation_Speed do Swait() TrailEffect("Institutional white", "Neon", EffectPart.CFrame, LASTPOINT, "Block", 0, 0.2, ANGLES(0, 0, 0), -0.01, 0, -0.01, 0.1) LASTPOINT = EffectPart.CFrame RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(-60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-140), RAD(90), RAD(0)), 0.3 / Animation_Speed) end LASTPOINT = nil --ATTACK = false end function UnequipWeapon() --ATTACK = true for i=0, 1, 0.5 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed) end CreateSound("245542809", HitboxPart, 1, 1.2) for i=0, 1, 0.08 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed) end HandleWeld.Part0 = Torso HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)) for i=0, 1, 0.5 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed) end for i=0, 1, 0.08 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) if Disable_Moving_Arms == false then RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed) LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed) else RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed) LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed) end RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) end RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0 LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0 if Disable_Moving_Arms == false then RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5) LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5) else RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) end RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) --ATTACK = false DEFENSECHANGE1.Parent = ChangeStat MOVEMENTCHANGE1.Parent = nil end function StaggerHitAnimation() ATTACK = true if Weapon:FindFirstChild("Hitbox") ~= nil then for i = 1, MRANDOM(2, 4) do ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end end for i = 0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed) if Stagger.Value == true or Stun.Value == true then break end end ATTACK = false end function StaggerAnimation() ATTACK = true if Weapon:FindFirstChild("Hitbox") ~= nil then for i = 1, MRANDOM(2, 4) do ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end end DISABLEJUMPING = true COMBO = 1 StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0)) local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso) STAGGERVELOCITY.P = 500 STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge) if Rooted.Value == false then STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40 end for i = 0, 1, 0.35 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed) end for i = 0, 1, 0.2 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed) end STAGGERVELOCITY.Parent = nil for i = 1, 50 * Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed) end DISABLEJUMPING = false ATTACK = false end function StunAnimation() ATTACK = true DISABLEJUMPING = true COMBO = 1 StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0)) for i = 0, 1, 0.3 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed) end for i = 0, 1, 0.3 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed) end for i = 0, 1, 0.3 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed) end for i = 1, 70 * Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed) end for i = 0, 1, 0.2 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed) end DISABLEJUMPING = false ATTACK = false end function EAbility() ATTACK = true ATTACK = false end function Attack1() ATTACK = true for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.25 * Player_Size, 0.5 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed) if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10) local HASHITFLOOR = false for i=0, 1, 0.1 / Animation_Speed do Swait() local Pos = HitboxPart local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0) local Color = "Institutional white" local Material = "Neon" local TheDelay = 0.01 local Height = 6.2 * Player_Size BLCF = Offset if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay) if a then game:GetService("Debris"):AddItem(a, 1) end if b then game:GetService("Debris"):AddItem(b, 1) end local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay) if a then game:GetService("Debris"):AddItem(a, 1) end if b then game:GetService("Debris"):AddItem(b, 1) end SCFR = BLCF elseif not SCFR then SCFR = BLCF end local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character) if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then HASHITFLOOR = true --print(SWORDHIT.Material) if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10) elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10) for i = 1, MRANDOM(2, 4) do ClangEffect("Green", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10) end end MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false) if HASHITFLOOR == true then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed) else RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed) end if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end BLCF = nil SCFR = nil ATTACK = false end function Attack2() ATTACK = true for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed) if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10) for i=0, 1, 0.1 / Animation_Speed do Swait() local Pos = HitboxPart local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0) local Color = "Institutional white" local Material = "Neon" local TheDelay = 0.01 local Height = 6.2 * Player_Size BLCF = Offset if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay) if a then game:GetService("Debris"):AddItem(a, 1) end if b then game:GetService("Debris"):AddItem(b, 1) end local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay) if a then game:GetService("Debris"):AddItem(a, 1) end if b then game:GetService("Debris"):AddItem(b, 1) end SCFR = BLCF elseif not SCFR then SCFR = BLCF end MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed) if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end BLCF = nil SCFR = nil ATTACK = false end function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE) local POS1 = POSITION1 local POS2 = POSITION2 local MOUSELOOK = CF((POS1 + POS2) / 2, POS2) local FIREBALLSPEED = SPEED * Player_Size local FIREBALLDURATION = DURATION local FIREBALLCOLORS = {"Forest green", "White", "Lime green"} local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"} coroutine.resume(coroutine.create(function() repeat Swait() local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character) POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED) MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1) if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then FIREBALLDURATION = 0 local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT()) FireballHitRefpart.Anchored = true FireballHitRefpart.CFrame = CF(FIREBALLPOS) game:GetService("Debris"):AddItem(FireballHitRefpart, 5) CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10) for i = 1, MRANDOM(4, 8) do MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100) end MagicBlock("Lime green", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05) MagicBlock("Forest green", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05) MagicBlock("White", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05) MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false) else FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed end until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0 end)) end function FirePillar(POSITION1, POSITION2, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME) local POS1 = POSITION1 local POS2 = POSITION2 local MOUSELOOK = CF((POS1 + POS2) / 2, POS2) local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]} local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"} local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, MOUSELOOK.lookVector, RANGE * Player_Size, Character) local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT()) FirePillarRefpart1.Anchored = true FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0) game:GetService("Debris"):AddItem(FirePillarRefpart1, 5) local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character) if FIREPILLAR2HIT ~= nil then FirePillarRefpart1.Parent = nil local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT()) FirePillarRefpart2.Anchored = true FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS) game:GetService("Debris"):AddItem(FirePillarRefpart2, 5) CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10) for i = 1, MRANDOM(5, 10) do MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 3, 3, 3, 0, 0, 0, MRANDOM(3, 5) / 100) end for i = 1, MRANDOM(15, 20) do local FIREEFFECTSIZE = MRANDOM(1, 2) MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100) end MagicCylinder("White", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME) MagicSphere("Forest green", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME) MagicSphere("Lime green", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME) MagicSphere("Lime green", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME) MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true) end end function Attack3() ATTACK = true local FIREEFFECTCOLORS = {"White", "Forest green", "Lime green"} for i=0, 1, 0.1 / Animation_Speed do Swait() for i = 1, 2 do MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05) end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed) if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end CreateSound("154324879", LeftArm, 1.4, 1.5) ShootFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 1, 10, 2.1, 5, 10) MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05) MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05) MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05) for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed) if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end ATTACK = false end function Attack4() ATTACK = true local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"} for i=0, 1, 0.1 / Animation_Speed do Swait() MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05) --MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed) if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10) FirePillar(RootPart.Position, Mouse.hit.p, 25, 7.5, 20, 5, 10, 0.025) MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05) MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05) MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05) for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed) --[[ RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed) --]] if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then break end end ATTACK = false end function Move1() ATTACK = true ATTACK = false end function Move2() ATTACK = true ATTACK = false end function Move3() ATTACK = true ATTACK = false end function Move4() ATTACK = true ATTACK = false end --//=================================\\ --\\=================================// --//=================================\\ --|| SET THINGS UP --\\=================================// if Start_Equipped == true then ATTACK = true EQUIPPED = true if Disable_Animate == true then ANIMATE.Parent = nil local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION) IDLEANIMATION:Play() end if Disable_Animator == true then ANIMATOR.Parent = nil end if Disable_Moving_Arms == true then RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil if Use_Motors_Instead_Of_Welds == true then RightShoulder = IT("Motor") LeftShoulder = IT("Motor") else RightShoulder = IT("Weld") LeftShoulder = IT("Weld") end RightShoulder.Name = "Right Shoulder" RightShoulder.Part0 = Torso RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) RightShoulder.Part1 = Character["Right Arm"] RightShoulder.Parent = Torso LeftShoulder.Name = "Left Shoulder" LeftShoulder.Part0 = Torso LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.Part1 = Character["Left Arm"] LeftShoulder.Parent = Torso RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) end if Start_Equipped_With_Equipped_Animation == true then Swait() EquipWeapon() end ATTACK = false end --//=================================\\ --\\=================================// --//=================================\\ --|| ASSIGN THINGS TO KEYS --\\=================================// Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then Humanoid.Jump = false end end) function MouseDown(Mouse) if ATTACK == true or EQUIPPED == false then return end HOLD = true if COMBO == 1 then COMBO = 2 Attack1() elseif COMBO == 2 then COMBO = 3 Attack2() elseif COMBO == 3 then COMBO = 4 Attack3() elseif COMBO == 4 then COMBO = 1 Attack4() end coroutine.resume(coroutine.create(function() for i=1, 50 do if ATTACK == false then Swait() end end if ATTACK == false then COMBO = 1 end end)) end function MouseUp(Mouse) HOLD = false end function KeyDown(Key) if Key == "f" and Can_Equip_Or_Unequip == true and ATTACK == false then ATTACK = true COMBO = 1 if EQUIPPED == false then EQUIPPED = true if Disable_Animate == true then ANIMATE.Parent = nil local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION) IDLEANIMATION:Play() end if Disable_Animator == true then ANIMATOR.Parent = nil end if Disable_Moving_Arms == true then RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil if Use_Motors_Instead_Of_Welds == true then RightShoulder = IT("Motor") LeftShoulder = IT("Motor") else RightShoulder = IT("Weld") LeftShoulder = IT("Weld") end RightShoulder.Name = "Right Shoulder" RightShoulder.Part0 = Torso RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) RightShoulder.Part1 = Character["Right Arm"] RightShoulder.Parent = Torso LeftShoulder.Name = "Left Shoulder" LeftShoulder.Part0 = Torso LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) LeftShoulder.Part1 = Character["Left Arm"] LeftShoulder.Parent = Torso RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) end Swait() EquipWeapon() elseif EQUIPPED == true then EQUIPPED = false UnequipWeapon() if Disable_Animator == true then ANIMATOR.Parent = Humanoid end if Disable_Animate == true then ANIMATE.Parent = Character end Swait() if Disable_Moving_Arms == true then RightShoulder.Parent = nil LeftShoulder.Parent = nil RSH.Parent = Torso LSH.Parent = Torso end end ATTACK = false end if Key == "e" and EQUIPPED == true and ATTACK == false then EAbility() end if Key == "z" and EQUIPPED == true and ATTACK == false and CO1 >= Cooldown_1 and Mana.Value >= Skill_1_Mana_Cost then Mana.Value = Mana.Value - Skill_1_Mana_Cost CO1 = 0 Move1() end if Key == "x" and EQUIPPED == true and ATTACK == false and CO2 >= Cooldown_2 and Mana.Value >= Skill_2_Mana_Cost then Mana.Value = Mana.Value - Skill_2_Mana_Cost CO2 = 0 Move2() end if Key == "c" and EQUIPPED == true and ATTACK == false and CO3 >= Cooldown_3 and Mana.Value >= Skill_3_Mana_Cost then Mana.Value = Mana.Value - Skill_3_Mana_Cost CO3 = 0 Move3() end if Key == "v" and EQUIPPED == true and ATTACK == false and CO4 >= Cooldown_4 and Mana.Value >= Skill_4_Mana_Cost then Mana.Value = Mana.Value - Skill_4_Mana_Cost CO4 = 0 Move4() end if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then if Key == "q" then Mana.Value = Max_Mana SecondaryMana.Value = Max_Secondary_Mana CO1 = Cooldown_1 CO2 = Cooldown_2 CO3 = Cooldown_3 CO4 = Cooldown_4 end if Key == "o" then StaggerHit.Value = true end if Key == "z" then Stagger.Value = true end if Key == "g" then Stun.Value = true end end end function KeyUp(Key) end if Use_HopperBin == false then Mouse.Button1Down:connect(function(NEWKEY) MouseDown(NEWKEY) end) Mouse.Button1Up:connect(function(NEWKEY) MouseUp(NEWKEY) end) Mouse.KeyDown:connect(function(NEWKEY) KeyDown(NEWKEY) end) Mouse.KeyUp:connect(function(NEWKEY) KeyUp(NEWKEY) end) elseif Use_HopperBin == true then WEAPONTOOL.Parent = Backpack script.Parent = WEAPONTOOL function SelectTool(Mouse) Mouse.Button1Down:connect(function() MouseDown(Mouse) end) Mouse.Button1Up:connect(function() MouseUp(Mouse) end) Mouse.KeyDown:connect(KeyDown) Mouse.KeyUp:connect(KeyUp) end function DeselectTool(Mouse) end WEAPONTOOL.Selected:connect(SelectTool) WEAPONTOOL.Deselected:connect(DeselectTool) end --//=================================\\ --\\=================================// --//=================================\\ --|| WRAP THE WHOLE SCRIPT UP --\\=================================// while true do Swait() if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then HitboxPart.Name = "NilHitbox" else HitboxPart.Name = "Hitbox" end if Enable_Gui == true then UpdateGUI() end UpdateSkillsAndStuff() if Walkspeed_Depends_On_Movement_Value == true then if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size end end if Enable_Stun == true and StunValue.Value >= Max_Stun then StunValue.Value = 0 Stun.Value = true end if Enable_Stagger_Hit == true then if StaggerHit.Value == true and STAGGERHITANIM == false then coroutine.resume(coroutine.create(function() STAGGERHITANIM = true while ATTACK == true do Swait() end StaggerHitAnimation() StaggerHit.Value = false STAGGERHITANIM = false end)) end else StaggerHit.Value = false end if Enable_Stagger == true then if Stagger.Value == true and STAGGERANIM == false then coroutine.resume(coroutine.create(function() STAGGERANIM = true while ATTACK == true do Swait() end StaggerAnimation() Stagger.Value = false STAGGERANIM = false end)) end else Stagger.Value = false end if Enable_Stun == true then if Stun.Value == true and STUNANIM == false then coroutine.resume(coroutine.create(function() StunValue.Value = 0 STUNANIM = true while ATTACK == true do Swait() end StunAnimation() Stun.Value = false STUNANIM = false end)) end else StunValue.Value = 0 Stun.Value = false end if DONUMBER >= .5 then HANDIDLE = true elseif DONUMBER <= 0 then HANDIDLE = false end if HANDIDLE == false then DONUMBER = DONUMBER + 0.003 / Animation_Speed else DONUMBER = DONUMBER - 0.003 / Animation_Speed end if ATTACK == false then IDLENUMBER = IDLENUMBER + 1 else IDLENUMBER = 0 end if Enable_Stats == true then for _, v in pairs (ChangeStat:GetChildren()) do if v:FindFirstChild("Duration") ~= nil then v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed if v:FindFirstChild("Duration").Value <= 0 then v.Parent = nil end end if v.Name == "ChangeDefense" then CHANGEDEFENSE = CHANGEDEFENSE + v.Value elseif v.Name == "ChangeDamage" then CHANGEDAMAGE = CHANGEDAMAGE + v.Value elseif v.Name == "ChangeMovement" then CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value end end Defense.Value = 1 + (CHANGEDEFENSE) if Defense.Value <= 0.01 then Defense.Value = 0.01 end Damage.Value = 1 + (CHANGEDAMAGE) if Damage.Value <= 0 then Damage.Value = 0 end Movement.Value = 1 + (CHANGEMOVEMENT) if Movement.Value <= 0 then Movement.Value = 0 end CHANGEDEFENSE = 0 CHANGEDAMAGE = 0 CHANGEMOVEMENT = 0 end SINE = SINE + CHANGE local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude local TORSOVERTICALVELOCITY = RootPart.Velocity.y local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position) local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character) local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16) if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if EQUIPPED == true and ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then ANIM = "Fall" if EQUIPPED == true and ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed) end elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then ANIM = "Idle" if EQUIPPED == true and ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed) end elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then ANIM = "Walk" WALK = WALK + 1 / Animation_Speed if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then WALK = 0 if WALKINGANIM == true then WALKINGANIM = false elseif WALKINGANIM == false then WALKINGANIM = true end end if EQUIPPED == true and ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * RIGHTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(-2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed) end end end --//=================================\\ --\\=================================// --//====================================================\\-- --|| END OF SCRIPT --\\====================================================//--
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