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wait(0.016666666666666666) Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] Face = Head.face Neck = Torso.Neck it = Instance.new attacktype = 1 vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false equipped = false Mouse = Player:GetMouse() mana = 0 local idle = 0 local Anim = "Idle" local ShotTarget = RootPart player = nil local Stats = Instance.new("Folder", Character) Stats.Name = "Stats" local Defense = Instance.new("NumberValue", Stats) Defense.Name = "Defense" Defense.Value = 0.6 local Speed = Instance.new("NumberValue", Stats) Speed.Name = "Speed" Speed.Value = 1.6625 local Damage = Instance.new("NumberValue", Stats) Damage.Name = "Damage" Damage.Value = 1 local BlockValue = Instance.new("BoolValue", Stats) BlockValue.Name = "BlockValue" BlockValue.Value = false local StaggerHitAnim = Instance.new("BoolValue", Stats) StaggerHitAnim.Name = "StaggerHitAnim" StaggerHitAnim.Value = false local staghitanim = false local StaggerAnim = Instance.new("BoolValue", Stats) StaggerAnim.Name = "StaggerAnim" StaggerAnim.Value = false local staganim = false local StunAnim = Instance.new("BoolValue", Stats) StunAnim.Name = "StunAnim" StunAnim.Value = false local stunanim = false local StunValue = Instance.new("NumberValue", Stats) StunValue.Name = "StunValue" StunValue.Value = 0 local cooldown1 = 0 local cooldown2 = 0 local cooldown3 = 0 local cooldown4 = 0 local mana = 0 CustomColor = BrickColor.new("Really black") Colorpart1 = CustomColor.r Colorpart2 = CustomColor.g Colorpart3 = CustomColor.b local scrn = Instance.new("ScreenGui", PlayerGui) local ud = UDim2.new local c3 = Color3.new local skillcolorscheme = c3(1, 1, 1) local co1 = 0 local co2 = 0 local co3 = 0 local co4 = 0 local maxmana = 0 local maxstun = 1 local recovermana = 0 local losestun = 0 local stunwait = 0 local manawait = 0 local skill1mana = 0 local skill2mana = 0 local skill3mana = 0 local skill4mana = 0 local menuupdatespeed = 0 local constantupdate = false local showstats = false local showstunbar = false function makeframe(par, trans, pos, size, color, name) local frame = Instance.new("Frame") frame.Parent = par frame.BackgroundTransparency = trans frame.BorderSizePixel = 0 frame.Position = pos frame.Size = size frame.BackgroundColor3 = color frame.Name = name return frame end function makelabel(par, text, trans, stroketrans, name) local label = Instance.new("TextLabel") label.Parent = par label.BackgroundTransparency = 1 label.Size = ud(1, 0, 1, 0) label.Position = ud(0, 0, 0, 0) label.TextColor3 = c3(255, 255, 255) label.TextStrokeTransparency = stroketrans label.TextTransparency = trans label.FontSize = Enum.FontSize.Size32 label.Font = Enum.Font.Legacy label.BorderSizePixel = 0 label.TextScaled = true label.Text = text label.Name = name return label end framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 1") framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 2") framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 3") framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 4") bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 1") bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 2") bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 3") bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 4") text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1") text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2") text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3") text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4") manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar") manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover") manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text") healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar") healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover") healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text") if showstunbar == true then stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame") stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar") stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text") end if showstats == true then defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 0.39215686274509803, 1), "Defense Frame") damageframe = makeframe(scrn, 0.5, ud(0.322, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.39215686274509803, 0.39215686274509803), "Damage Frame") speedframe = makeframe(scrn, 0.5, ud(0.4145, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 1, 0.39215686274509803), "Speed Frame") defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text") damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text") speedtext = makelabel(speedframe, "Speed: " .. Speed.Value, 1, 1, "Speed Text") end function NoOutline(Part) Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10 end local weldBetween = function(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end ArtificialHeartbeat = Instance.new("BindableEvent", script) ArtificialHeartbeat.Name = "ArtificialHeartbeat" script:WaitForChild("ArtificialHeartbeat") frame = 0.016666666666666666 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHeartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHeartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHeartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function nooutline(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size) local fp = it("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = BrickColor.new(tostring(brickcolor)) fp.Name = name fp.Size = size fp.Position = Character.Torso.Position nooutline(fp) fp.Material = material fp:BreakJoints() return fp end function mesh(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype mesh.MeshId = meshid end mesh.Offset = offset mesh.Scale = scale return mesh end function weld(parent, part0, part1, c0, c1) local weld = it("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 weld.C1 = c1 return weld end Humanoid.CameraOffset = vt(0, 12, 0) Humanoid.JumpPower = Humanoid.JumpPower * 2 coroutine.resume(coroutine.create(function() Humanoid.MaxHealth = 5100 wait(0.1) Humanoid.Health = Humanoid.MaxHealth end)) m = Instance.new("Model", Character) m.Name = "Outer Being" healthscript = Character:FindFirstChild("Health") if healthscript ~= nil then healthscript:Destroy() end Effects = Instance.new("Folder", m) Effects.Name = "Effects" local outerbeingtransparency = 1 local head2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "Head2", vt(0, 0, 0)) local head2mesh = mesh("SpecialMesh", head2, "Head", "", vt(0, 0, 0), vt(62.5, 31.25, 31.25)) local torso2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "Torso2", vt(0, 0, 0)) local torso2mesh = mesh("BlockMesh", torso2, "", "", vt(0, 0, 0), vt(50, 50, 25)) local leftarm2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "LeftArm2", vt(0, 0, 0)) local leftarm2mesh = mesh("BlockMesh", leftarm2, "", "", vt(0, 0, 0), vt(25, 50, 25)) local rightarm2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "RightArm2", vt(0, 0, 0)) local rightarm2mesh = mesh("BlockMesh", rightarm2, "", "", vt(0, 0, 0), vt(25, 50, 25)) local leftleg2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "LeftLeg2", vt(0, 0, 0)) local leftleg2mesh = mesh("BlockMesh", leftleg2, "", "", vt(0, 0, 0), vt(25, 50, 25)) local rightleg2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "RightLeg2", vt(0, 0, 0)) local rightleg2mesh = mesh("BlockMesh", rightleg2, "", "", vt(0, 0, 0), vt(25, 50, 25)) head2.CFrame = Head.CFrame torso2.CFrame = Head.CFrame leftarm2.CFrame = Head.CFrame rightarm2.CFrame = Head.CFrame leftleg2.CFrame = Head.CFrame rightleg2.CFrame = Head.CFrame local head2weld = weld(m, Torso, head2, cf(0, 0, 0), cf(0, 0, 0)) local torso2weld = weld(m, Torso, torso2, cf(0, 0, 0), cf(0, 0, 0)) local leftarm2weld = weld(m, Torso, leftarm2, cf(0, 0, 0), cf(0, 0, 0)) local rightarm2weld = weld(m, Torso, rightarm2, cf(0, 0, 0), cf(0, 0, 0)) local leftleg2weld = weld(m, Torso, leftleg2, cf(0, 0, 0), cf(0, 0, 0)) local rightleg2weld = weld(m, Torso, rightleg2, cf(0, 0, 0), cf(0, 0, 0)) head2weld.C1 = cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0) torso2weld.C1 = cf(0, 0, 0) rightarm2weld.C1 = cf(0, 2.5, -0.5) leftarm2weld.C1 = cf(0, 2.5, -0.5) rightleg2weld.C1 = cf(0, 5, 0) leftleg2weld.C1 = cf(0, 5, 0) coroutine.resume(coroutine.create(function() while Humanoid.Health ~= 0 do ArtificialHeartbeat.Event:wait() head2weld.C0 = cf(0, 4, 0) * Neck.C0 torso2weld.C0 = cf(0, 0, 0) rightarm2weld.C0 = cf(6, 2, 0) * RW.C0 leftarm2weld.C0 = cf(-6, 2, 0) * LW.C0 rightleg2weld.C0 = cf(1.5, -4, 0) * RH.C0 leftleg2weld.C0 = cf(-1.5, -4, 0) * LH.C0 head2.Transparency = outerbeingtransparency torso2.Transparency = outerbeingtransparency leftarm2.Transparency = outerbeingtransparency rightarm2.Transparency = outerbeingtransparency leftleg2.Transparency = outerbeingtransparency rightleg2.Transparency = outerbeingtransparency end end)) Humanoid.Died:connect(function() end) for i, v in pairs(Character:GetChildren()) do if v:IsA("Model") then for _, c in pairs(v:GetChildren()) do if c:IsA("Part") then c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001) end end end end print([[ Vanta loaded. Unleash your power on your enemies.]]) function so(id, par, vol, pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = id ArtificialHeartbeat.Event:wait() sou:play() game:GetService("Debris"):AddItem(sou, 6) end)) 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 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 m00 < m11 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 >= 1.0E-4 then if 1 - cosTheta > 1.0E-4 then local theta = math.acos(cosTheta) local invSinTheta = 1 / math.sin(theta) startInterp = math.sin((1 - t) * theta) * invSinTheta finishInterp = math.sin(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end elseif 1 + cosTheta > 1.0E-4 then local theta = math.acos(-cosTheta) local invSinTheta = 1 / math.sin(theta) startInterp = math.sin((t - 1) * theta) * invSinTheta finishInterp = math.sin(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t 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 rayCast(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function makegui(cframe, text, color) local c = Instance.new("Part") c.Size = vt(0.2, 0.2, 0.2) c.Transparency = 1 Instance.new("BodyGyro").Parent = c c.Parent = Effects c.CFrame = cf(cframe.p + vt(0, 1.5, 0)) local f = Instance.new("BodyPosition") f.P = 2000 f.D = 100 f.maxForce = vt(math.huge, math.huge, math.huge) f.position = c.Position + vt(0, 6, 0) f.Parent = c game:GetService("Debris"):AddItem(c, 5) c.CanCollide = false c.Parent = workspace c.CanCollide = false local bg = Instance.new("BillboardGui", c) bg.Adornee = c bg.Size = UDim2.new(2.5, 0, 2.5, 0) bg.StudsOffset = vt(-2, 2, 0) bg.AlwaysOnTop = false local tl = Instance.new("TextLabel", bg) tl.BackgroundTransparency = 1 tl.Size = UDim2.new(2.5, 0, 2.5, 0) tl.Text = text tl.Font = Enum.Font.SourceSans tl.FontSize = Enum.FontSize.Size42 tl.TextColor3 = color tl.TextScaled = false tl.TextStrokeTransparency = 0 tl.TextScaled = true tl.TextWrapped = true f.Parent = c coroutine.resume(coroutine.create(function() wait(0.25) for i = 1, 5 do ArtificialHeartbeat.Event:wait() f.position = c.Position - vt(0, 0.5, 0) end end)) coroutine.resume(coroutine.create(function() wait(2) for i = 1, 10 do ArtificialHeartbeat.Event:wait() tl.TextTransparency = tl.TextTransparency + 0.1 tl.TextStrokeTransparency = tl.TextStrokeTransparency + 0.1 f.position = c.Position + vt(0, 0.5, 0) end c.Parent = nil end)) end local CritChance = Instance.new("NumberValue", Stats) CritChance.Name = "CritChance" CritChance.Value = 1 local critchancenumber = 50 local cancrit = false local canpenetratearmor = false local cancollidewithhitbox = false local sethitblockvaluetofalse = true local antiteamkill = false local HitPlayerSounds = { 199149137, 199149186, 199149221, 199149235, 199149269, 199149297 } local HitArmorSounds = { 199149321, 199149338, 199149367, 199149409, 199149452 } local HitWeaponSounds = { 199148971, 199149025, 199149072, 199149109, 199149119 } local HitBlockSounds = {199148933, 199148947} function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged) if hit.Parent == nil then return end h = hit.Parent:FindFirstChild("Humanoid") for _, v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h = v end end if antiteamkill == true then if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then opponent = game.Players:FindFirstChild(hit.Parent.Name) end if opponent ~= nil and opponent.TeamColor == Player.TeamColor then return end end if hit.Name == "Hitbox" and hit:FindFirstChild("TouchInterest") ~= nil then StaggerHitAnim.Value = true so("http://roblox.com/asset/?id=" .. HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1) return end if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then h = hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className == "Hat" then hit = hit.Parent.Parent:findFirstChild("Head") end if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if 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 + incstun end elseif hit.Parent:findFirstChild("StunValue") ~= nil then hit.Parent:findFirstChild("StunValue").Value = hit.Parent:findFirstChild("StunValue").Value + incstun end if hit.Parent:findFirstChild("StaggerAnim") ~= nil and stagger == true then hit.Parent:findFirstChild("StaggerAnim").Value = true end if hit.Parent:findFirstChild("Stats") ~= nil then if hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then makegui(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1)) so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1) if ranged ~= true then if sethitblockvaluetofalse == true then hit.Parent.Stats:findFirstChild("BlockValue").Value = false end StaggerAnim.Value = true end return end elseif hit.Parent:findFirstChild("BlockValue") ~= nil and hit.Parent:findFirstChild("BlockValue").Value == true then makegui(Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1)) so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1) if ranged ~= true then if sethitblockvaluetofalse == true then hit.Parent:findFirstChild("BlockValue").Value = false end StaggerAnim.Value = true end return end local D = math.random(minim, maxim) * Damage.Value if hit.Parent:FindFirstChild("Stats") ~= nil then if hit.Parent.Stats:FindFirstChild("Defense") then if canpenetratearmor == true then else D = D / hit.Parent.Stats:FindFirstChild("Defense").Value end elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then end elseif hit.Parent:FindFirstChild("Defense") then if canpenetratearmor == true then else D = D / hit.Parent:FindFirstChild("Defense").Value end elseif hit.Parent:FindFirstChild("Defense") == nil then end if cancrit == true then CritChance.Value = math.random(1, critchancenumber) if CritChance.Value == critchancenumber then D = D * 2 end end h.Health = h.Health - D if D <= 3 and staghit == true then if ranged ~= true then StaggerHitAnim.Value = true end so("http://roblox.com/asset/?id=" .. HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1) elseif D > 3 and ranged ~= true then so("http://roblox.com/asset/?id=" .. HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1) end if D > 2 and D < 20 then if CritChance.Value == critchancenumber then makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0)) so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1) else makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0.8627450980392157, 0)) end elseif D >= 20 then if CritChance.Value == critchancenumber then makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0)) so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1) else makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0, 0)) end else if D <= 2 then if CritChance.Value == critchancenumber then makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0)) so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1) else makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706)) end else end end if Type == "Normal" then vp = Instance.new("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 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, 0.5) end debounce = Instance.new("BoolValue") debounce.Name = "DebounceHit" debounce.Parent = hit.Parent debounce.Value = true game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, 0.5) end end function DecreaseStat(Location, CFrame, Stat, Amount, Duration, ShowDebuff) if Location[Stat] ~= nil then Location[Stat].Value = Location[Stat].Value - Amount if ShowDebuff == true then if Location[Stat].Name == "Defense" then makegui(CFrame, "-Defense", c3(1, 1, 1)) elseif Location[Stat].Name == "Damage" then makegui(CFrame, "-Damage", c3(1, 1, 1)) elseif Location[Stat].Name == "Speed" then makegui(CFrame, "-Movement", c3(1, 1, 1)) end end coroutine.resume(coroutine.create(function() wait(Duration) Location[Stat].Value = Location[Stat].Value + Amount end)) end end function IncreaseStat(Location, CFrame, Stat, Amount, Duration, ShowBuff) if Location[Stat] ~= nil then Location[Stat].Value = Location[Stat].Value + Amount if ShowBuff == true then if Location[Stat].Name == "Defense" then makegui(CFrame, "+Defense", c3(1, 1, 1)) elseif Location[Stat].Name == "Damage" then makegui(CFrame, "+Damage", c3(1, 1, 1)) elseif Location[Stat].Name == "Speed" then makegui(CFrame, "+Movement", c3(1, 1, 1)) end end coroutine.resume(coroutine.create(function() wait(Duration) Location[Stat].Value = Location[Stat].Value - Amount end)) end end function GetDist(Part1, Part2, magni) local targ = Part1.Position - Part2.Position local mag = targ.magnitude if magni >= mag then return true else return false end end function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Delay, KnockbackType, incstun, stagger, staghit, ranged) for _, c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = c:findFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if magni >= mag and c.Name ~= Player.Name then Damagefunc(head, mindam, maxdam, knock, Type, RootPart, Delay, KnockbackType, incstun, stagger, staghit, ranged) end end end end end function Lightning(p0, p1, tym, ofs, brickcolor, th, tra, last) local magz = (p0 - p1).magnitude local curpos = p0 local trz = { -ofs, ofs } for i = 1, tym do do local li = Instance.new("Part", workspace) li.TopSurface = 0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = brickcolor li.formFactor = "Custom" li.CanCollide = false li.Size = vt(th, th, magz / tym) local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)]) local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz if tym == i then local magz2 = (curpos - p1).magnitude li.Size = vt(th, th, magz2) li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2) else li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2) end curpos = li.CFrame * cf(0, 0, magz / tym / 2).p game.Debris:AddItem(li, last) coroutine.resume(coroutine.create(function() while li.Transparency ~= 1 do for i = 0, 1, last do ArtificialHeartbeat.Event:wait() li.Transparency = li.Transparency + 0.1 / last end end end)) end end end function MagicRing(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end), prt, msh) end function MagicWave(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end), prt, msh) end function MagicBlock(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() if rotate == true then Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) else end Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end), prt, msh) end function MagicBlock2(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) CF = prt.CFrame num = math.random(5, 20) coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() if rotate == true then Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) else Part.CFrame = CF2 * cf(0, i * Num, 0) end Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end), prt, msh, CF, num) end function MagicCylinder(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end), prt, msh) end function MagicSphere(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end), prt, msh) end function BreakEffect(brickcolor, rotate, cframe, x1, y1, z1, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb) CF = Part.CFrame Numbb = 0 randnumb = math.random() - math.random() for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() CF = CF * cf(0, 1, 0) if rotate == true then Part.CFrame = CF * angles(Numbb, 0, 0) elseif rotate == false then Part.CFrame = CF end Part.Transparency = i Numbb = Numbb + randnumb end Part.Parent = nil end), prt, CF, Numbb, randnumb) end function ElecEffect(brickcolor, cf, x, y, z, delay) local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cf xval = math.random() yval = math.random() zval = math.random() local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal) for i = 0, 1, delay do ArtificialHeartbeat.Event:wait() Part.CFrame = Part.CFrame xvaal = xvaal - 0.1 * (delay * 10) yvaal = yvaal - 0.1 * (delay * 10) zvaal = zvaal - 0.1 * (delay * 10) Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal) Part.Transparency = i end Part.Parent = nil end), prt, msh, xval, yval, zval) end function subtractmana(k) if k <= mana then mana = mana - k end end local idleangle = 0 local idlen = 0 local donum = 0 local sine = 0 local change = 1 local val = 0 local walkinganim = false local handidle = false local walk = 0 local someangle = 0 local change2 = 1 local stundelay = 0 local manadelay = 0 local dieanim = false local robloxidleanimation = Instance.new("Animation", Torso) robloxidleanimation.Name = "robloxidleanimation" robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571" Animator = Humanoid:findFirstChild("Animator") Animate = Character:findFirstChild("Animate") Running = Head:FindFirstChild("Running") if Running ~= nil then Running.Volume = 0 end local startequipped = false local startequippedwithequipanimation = true local disableanimator = true local disableanimate = false local alternatewalk = false local customwalk = false local hidemenu = false local allowmenutofunction = false local allowabilitestofunction = false local canunequiporequip = false local allowidle = false local allowwalking = false local disablemovingarms = false local usemotorsinsteadofwelds = false local leftarm = false local rightarm = false local allowhopperbin = false local allowstunbar = false local walkspeeddependsonspeedvalue = true local alternatemanaregensystem = false local showhealthmanaandstunnumbers = false local changebarcolorsifnotenoughmana = false local disablejumpifstaggeredorstunned = false if hidemenu == true then for _, v in pairs(scrn:children()) do if v.ClassName == "Frame" or v.ClassName == "TextLabel" then v.Visible = false end end end if disablejumpifstaggeredorstunned == true then Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (StaggerAnim.Value == true or StunAnim.Value == true) then Humanoid.Jump = false end end) end if allowmenutofunction == true then for _, v in pairs(scrn:GetChildren()) do if v.ClassName == "Frame" then for _, b in pairs(v:GetChildren()) do if b.ClassName == "TextLabel" and b.Name ~= "Text 1" and b.Name ~= "Text 2" and b.Name ~= "Text 3" and b.Name ~= "Text 4" then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do ArtificialHeartbeat.Event:wait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end), b) end end end end end if allowmenutofunction == true and allowabilitestofunction == true then for _, v in pairs(scrn:GetChildren()) do if v.ClassName == "Frame" then for _, b in pairs(v:GetChildren()) do if b.ClassName == "TextLabel" and b.Name ~= "Health Text" and b.Name ~= "Mana Text" then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do ArtificialHeartbeat.Event:wait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end), b) end end end end end if allowhopperbin == true then if script.Parent.className ~= "HopperBin" then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Weapon Name" script.Parent = Tool end Bin = script.Parent end if disablemovingarms == true then RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) RSH, LSH = nil, nil if usemotorsinsteadofwelds == true then RW = Instance.new("Motor") LW = Instance.new("Motor") else RW = Instance.new("Weld") LW = Instance.new("Weld") end RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = Torso LSH.Parent = Torso RW.Name = "Right Shoulder" RW.Part0 = Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = Character["Right Arm"] RW.Parent = nil LW.Name = "Left Shoulder" LW.Part0 = Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = Character["Left Arm"] LW.Parent = nil else RW = Torso["Right Shoulder"] LW = Torso["Left Shoulder"] LH = Torso["Left Hip"] RH = Torso["Right Hip"] RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) end if allowidle == true then coroutine.resume(coroutine.create(function() while true do for i = 0, 1, 0.08 do wait() idleangle = idleangle + 0.005 * idlen idlen = idlen - 0.1 end idlen = 0 for i = 0, 1, 0.08 do wait() idleangle = idleangle - 0.005 * idlen idlen = idlen - 0.1 end idlen = 0 idleangle = 0 end end)) end function equipanim() attack = true local equipvelocity = Instance.new("BodyVelocity", Torso) equipvelocity.P = 500 equipvelocity.maxForce = vt(math.huge, math.huge, math.huge) equipvelocity.Velocity = Vector3.new(0, 10, 0) for i = 0, 1, 0.02 do ArtificialHeartbeat.Event:wait() MagicBlock(CustomColor, true, Torso.CFrame * cf(math.random(-5, 5), math.random(-5, 5), math.random(-5, 5)), 5, 5, 5, 0.5, 0.5, 0.5, 0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(2.5, 2.5, 0), 0.15) end coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do wait() outerbeingtransparency = outerbeingtransparency - 0.05 end outerbeingtransparency = 0.5 end)) equipvelocity.Velocity = Vector3.new(0, 0, 0) MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.01) MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.01) so("http://roblox.com/asset/?id=203691510", Torso, 1, 1) so("http://roblox.com/asset/?id=203691653", Torso, 1, 1) so("http://roblox.com/asset/?id=203691562", Torso, 1, 1) so("http://roblox.com/asset/?id=160740121", Torso, 1, 1.5) for i = 0, 1, 0.02 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(90)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-90)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end equipvelocity:Destroy() Speed.Value = Speed.Value - 0.1 Defense.Value = Defense.Value + 0.4 attack = false end function unequipanim() attack = true coroutine.resume(coroutine.create(function() Humanoid.MaxHealth = math.huge wait(0.1) Humanoid.Health = Humanoid.MaxHealth end)) local equipvelocity = Instance.new("BodyVelocity", Torso) equipvelocity.P = 500 equipvelocity.maxForce = vt(math.huge, math.huge, math.huge) equipvelocity.Velocity = Vector3.new(0, 1, 0) so("http://roblox.com/asset/?id=183763515", Torso, 1, 0.4) for i = 0, 1, 0.005 do ArtificialHeartbeat.Event:wait() MagicBlock(CustomColor, true, Torso.CFrame * cf(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), 5, 5, 5, 0.5, 0.5, 0.5, 0.05) BreakEffect(CustomColor, false, Torso.CFrame, 1, 25, 1, 0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(20 + math.random(-10, 10)), math.rad(0), math.rad(0 + math.random(-10, 10))), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(2.5, 2.5, 0), 0.15) end MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.01) MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.01) so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.6) so("http://roblox.com/asset/?id=203691653", Torso, 1, 0.6) so("http://roblox.com/asset/?id=203691562", Torso, 1, 0.6) for i = 1, 2 do so("http://roblox.com/asset/?id=160867463", Torso, 1, 0.8) so("http://roblox.com/asset/?id=297472596", Torso, 1, 0.8) end coroutine.resume(coroutine.create(function() for i = 0, 1, 0.01 do wait() outerbeingtransparency = outerbeingtransparency + 0.005 end outerbeingtransparency = 1 end)) Face.Transparency = 1 for _, v in pairs(Character:children()) do if v:IsA("Part") and v.ClassName ~= "Model" then coroutine.resume(coroutine.create(function(Part) for i = 0, 1, 0.01 do wait() Part.Transparency = Part.Transparency + 0.01 end Part.Anchored = true Part.Transparency = 1 end), v) elseif v:IsA("Hat") then coroutine.resume(coroutine.create(function(Hat) for i = 0, 1, 0.01 do wait() Hat.Transparency = Hat.Transparency + 0.01 end Hat.Anchored = true Hat.Transparency = 1 end), v.Handle) end end local deathnum = 0 for i = 0, 1, 0.005 do ArtificialHeartbeat.Event:wait() if deathnum >= 10 then deathnum = 0 local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart.CFrame = Torso.CFrame * cf(math.random(-15, 15), math.random(-15, 15), math.random(-15, 15)) refpart.Anchored = true game:GetService("Debris"):AddItem(refpart, 1) MagicBlock(CustomColor, true, refpart.CFrame, 30, 30, 30, 0.5, 0.5, 0.5, 0.01) MagicSphere(CustomColor, refpart.CFrame, 60, 60, 60, 1, 1, 1, 0.01) so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.6) end BreakEffect(CustomColor, false, Torso.CFrame, 1, 50, 1, 0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(0 + math.random(-40, 40))), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0 + math.random(-40, 40)), math.rad(0 + math.random(-40, 40)), math.rad(0 + math.random(-40, 40))), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40 + math.random(-40, 40)), math.rad(0), math.rad(40 + math.random(-40, 40))) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40 + math.random(-40, 40)), math.rad(0), math.rad(-40 + math.random(-40, 40))) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(-40 + math.random(-40, 40))), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(40 + math.random(-40, 40))), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) deathnum = deathnum + 1 end Humanoid.MaxHealth = 0 Humanoid.Health = 0 equipvelocity.Velocity = Vector3.new(0, 0, 0) MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.008) MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.008) so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.4) so("http://roblox.com/asset/?id=203691653", Torso, 1, 0.4) so("http://roblox.com/asset/?id=203691562", Torso, 1, 0.4) so("http://roblox.com/asset/?id=160867463", Torso, 1, 1.2) attack = false end if startequipped == true then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end Speed.Value = Speed.Value - 0.1 Defense.Value = Defense.Value + 0.4 elseif startequippedwithequipanimation == true then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end equipanim() end function StaggerHit() attack = true attack = false end function Stagger() attack = true attack = false end function Stun() attack = true attack = false end function EAbility() attack = true attack = false end function attackone() attack = true attack = false end function attacktwo() attack = true attack = false end function attackthree() attack = true attack = false end function attackfour() attack = true attack = false end function Move1() attack = true for i = 0, 1, 0.25 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(0)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end for i = 0, 1, 0.04 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(0)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end local orbnumber = math.random(20, 40) coroutine.resume(coroutine.create(function() for i = 1, orbnumber do wait() local orbblastpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt()) local orbblastmesh = mesh("SpecialMesh", orbblastpart, "Sphere", "", vt(0, 0, 0), vt(10, 10, 10)) orbblastpart.Anchored = true game:GetService("Debris"):AddItem(orbblastpart, 5) orbblastpart.CFrame = cf(Mouse.hit.p + vt(math.random(-10, 10), math.random(50, 100), math.random(-10, 10))) MagicBlock(CustomColor, true, rightarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05) MagicSphere(CustomColor, orbblastpart.CFrame, 10, 10, 10, 0.5, 0.5, 0.5, 0.05) so("http://roblox.com/asset/?id=183763498", orbblastpart, 1, 1.2) coroutine.resume(coroutine.create(function(Part) wait(1) local spread = vt(math.random(-16, 16), math.random(-16, 16), math.random(-16, 16)) * (Part.Position - (Part.Position + vt(0, -1, 0))).magnitude / 100 local TheHit = Part.Position + vt(0, -1, 0) local MouseLook = cf((Part.Position + TheHit) / 2, TheHit + spread) local hit, pos = rayCast(Part.Position, MouseLook.lookVector, 999, Character) local mag = (Part.Position - pos).magnitude MagicCylinder(CustomColor, cf((Part.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 1, mag * 5, 1, 0.25, 0, 0.25, 0.025) MagicBlock(CustomColor, true, Part.CFrame, 8, 8, 8, 0.25, 0.25, 0.25, 0.05) Part.Parent = nil if hit ~= nil then local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart.CFrame = cf(pos) refpart.Anchored = true game:GetService("Debris"):AddItem(refpart, 1) MagicBlock(CustomColor, true, Part.CFrame, 8, 8, 8, 0.25, 0.25, 0.25, 0.05) MagicBlock(CustomColor, true, refpart.CFrame, 15, 15, 15, 3, 3, 3, 0.05) MagicRing(CustomColor, refpart.CFrame * angles(math.rad(90), math.rad(math.random(-60, 60)), math.rad(math.random(-60, 60))), 1, 1, 1, 1, 1, 1, 0.025) so("http://roblox.com/asset/?id=183763487", refpart, 1, 1) Damagefunc(hit, 20, 40, 1, "Normal", RootPart, 0, 1, 0, nil, true, true) MagniDamage(refpart, 15, 5, 10, 0, "Normal", 0, 1, 0, nil, true, true) end end), orbblastpart) end end)) for i = 0, 1, (0.015 + orbnumber / 10000) / 2 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(0)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end for i = 0, 1, 0.25 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(0)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end attack = false end function Move2() attack = true local oldspeedvalue = Speed.Value Speed.Value = 0 for i = 0, 1, 0.25 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(2, 5, 0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(-2, 5, 0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end for i = 0, 1, 0.015 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(2, 5, 0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(-2, 5, 0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end so("http://www.roblox.com/asset/?id=169445121", Torso, 1, 0.6) for i = 0, 1, 0.25 do ArtificialHeartbeat.Event:wait() MagicBlock(CustomColor, true, leftarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05) MagicBlock(CustomColor, true, rightarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 9 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(35)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 7, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 7, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-1.8, 3.5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart.CFrame = RootPart.CFrame * cf(0, 500, -20) refpart.Anchored = true game:GetService("Debris"):AddItem(refpart, 1) local TheHit = refpart.Position + vt(0, -1, 0) local MouseLook = cf((refpart.Position + TheHit) / 2, TheHit) local hit, pos = rayCast(refpart.Position, MouseLook.lookVector, 999, Character) local mag = (refpart.Position - pos).magnitude local refpart2 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart2.CFrame = cf(pos) refpart2.Anchored = true game:GetService("Debris"):AddItem(refpart2, 1) MagicCylinder(CustomColor, cf((refpart.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 5, mag * 5, 5, 0.1, 0, 0.1, 0.025) if hit ~= nil then MagicBlock(CustomColor, true, refpart2.CFrame, 15, 15, 15, 1.5, 1.5, 1.5, 0.01) MagicSphere(CustomColor, refpart2.CFrame, 15, 15, 15, 4, 4, 4, 0.01) MagicWave(CustomColor, refpart2.CFrame, 5, 5, 5, 1, 1.5, 1, 0.025) MagicRing(CustomColor, refpart2.CFrame * angles(math.rad(90), 0, 0), 2.5, 2.5, 2.5, 2, 2, 2, 0.025) so("http://roblox.com/asset/?id=87784452", refpart2, 1, 0.8) so("http://roblox.com/asset/?id=183763515", refpart2, 1, 0.8) MagniDamage(refpart2, 25, 20, 50, math.random(10, 30), "Normal", 0, 1, 0, nil, true, true) end for i = 0, 1, 0.02 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 9 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(35)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 7, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 7, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-1.8, 3.5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end Speed.Value = Speed.Value + oldspeedvalue attack = false end function Move3() attack = true local oldspeedvalue = Speed.Value Speed.Value = 0 so("http://www.roblox.com/asset/?id=169445046", rightleg2, 1, 0.6) for i = 0, 1, 0.05 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 11.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(40), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(20)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-20)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end for i = 0, 1, 0.05 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 11.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(40), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(20)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-20)) * LWC0, 0.15) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end MagicSphere(CustomColor, RootPart.CFrame * cf(2.5, -3, -2), 10, 4, 10, 2.5, 1.5, 2.5, 0.025) local num = 0 local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart.CFrame = RootPart.CFrame * cf(2.5, 0, -6) refpart.Anchored = true game:GetService("Debris"):AddItem(refpart, 3) for i = 1, 4 do local refpart2 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart2.CFrame = refpart.CFrame * cf(2.5, 0, num) refpart2.Anchored = true game:GetService("Debris"):AddItem(refpart2, 1) local TheHit = refpart2.Position + vt(0, -1, 0) local MouseLook = cf((refpart2.Position + TheHit) / 2, TheHit) local hit, pos = rayCast(refpart2.Position, MouseLook.lookVector, 999, Character) if hit ~= nil then local refpart3 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart3.CFrame = cf(pos) refpart3.Anchored = true game:GetService("Debris"):AddItem(refpart3, 1) MagicSphere(CustomColor, refpart3.CFrame, 15, 15, 15, 4, 4, 4, 0.01) MagicWave(CustomColor, refpart3.CFrame, 5, 5, 5, 1, 1, 1, 0.025) so("http://www.roblox.com/asset/?id=161006093", refpart3, 1, 0.6) MagniDamage(refpart3, 20, 20, 30, math.random(5, 20), "Normal", 0, 1, 0, nil, true, true) end num = num - 20 wait(0.4) end Speed.Value = Speed.Value + oldspeedvalue attack = false end function Move4() attack = true for i = 0, 1, 0.25 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end for i = 0, 1, 0.04 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end local orbpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt()) local orbmesh = mesh("SpecialMesh", orbpart, "Sphere", "", vt(0, 0, 0), vt(15, 15, 15)) local orbweld = weld(orbpart, Torso, orbpart, cf(0, 0, 0), cf(0, -15, 0)) game:GetService("Debris"):AddItem(orbpart, 5) so("http://roblox.com/asset/?id=137463716", orbpart, 1, 0.6) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 0.7, 0.005 do ArtificialHeartbeat.Event:wait() Mesh.Scale = Mesh.Scale + vt(0.25, 0.25, 0.25) MagicBlock(CustomColor, true, orbpart.CFrame, 15, 15, 15, 1, 1, 1, 0.05) local orbchargeeffect = part(3, Effects, "SmoothPlastic", 0, 0, CustomColor, "Effect", vt()) local orbchargeeffectmesh = mesh("SpecialMesh", orbchargeeffect, "Sphere", "", vt(0, 0, 0), vt(2, math.random(10, 15), 2)) local orbchargecframe = angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))) * cf(0, math.random(10, 20), 0) orbchargeeffect.CFrame = orbpart.CFrame * orbchargecframe orbchargeeffect.Anchored = true game:GetService("Debris"):AddItem(orbchargeeffect, 2) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, 0.1 do ArtificialHeartbeat.Event:wait() Part.Transparency = i Part.CFrame = Part.CFrame * cf(0, -1, 0) end Part.Parent = nil end), orbchargeeffect, orbchargeeffectmesh) end wait(0.5) local range = 999 local MainPos = Part.Position local MainPos2 = Mouse.Hit.p local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2) local hit, pos = rayCast(MainPos, MouseLook.lookVector, range, ShotTarget.Parent) local mag = (MainPos - pos).magnitude MagicCylinder(CustomColor, cf((MainPos + pos) / 2, pos) * angles(math.rad(90), 0, 0), 10, mag * 5, 10, 0.25, 0, 0.25, 0.005) for i = 1, 5 do local ringcf = cf((MainPos + pos) / 2, pos) * angles(math.rad(-90), 0, 0) * cf(0, mag / 5 * (i / 2), 0) MagicRing(CustomColor, ringcf * angles(math.rad(90), 0, 0), 1, 1, 1, 0.25, 0.25, 0.25, 0.005) end for i = 0, 5 do local ringcf = cf((MainPos + pos) / 2, pos) * angles(math.rad(-90), 0, 0) * cf(0, -mag / 5 * (i / 2), 0) MagicRing(CustomColor, ringcf * angles(math.rad(90), 0, 0), 1, 1, 1, 0.25, 0.25, 0.25, 0.005) end so("http://roblox.com/asset/?id=183763506", Part, 1, 0.6) so("http://roblox.com/asset/?id=178452221", Part, 1, 0.6) so("http://www.roblox.com/asset/?id=87767777", Part, 1, 1) if hit ~= nil then local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt()) refpart.CFrame = cf(pos) refpart.Anchored = true game:GetService("Debris"):AddItem(refpart, 1) MagicBlock(CustomColor, true, refpart.CFrame, 15, 15, 15, 4, 4, 4, 0.01) MagicSphere(CustomColor, refpart.CFrame, 15, 15, 15, 4, 4, 4, 0.01) so("http://roblox.com/asset/?id=183763506", refpart, 1, 0.6) so("http://roblox.com/asset/?id=178452221", refpart, 1, 0.6) so("http://www.roblox.com/Asset?ID=87767777", refpart, 1, 1) Damagefunc(hit, 30, 70, 50, "Normal", RootPart, 0, 1, 0, nil, true, true) MagniDamage(refpart, 20, 10, 30, 40, "Normal", 0, 1, 0, nil, true, true) end for i = 0, 1, 0.01 do ArtificialHeartbeat.Event:wait() Mesh.Scale = Mesh.Scale + vt(0.5, 0.5, 0.5) Part.Transparency = Part.Transparency + 0.01 end Part.Parent = nil end), orbpart, orbmesh) for i = 0, 1, 0.004 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end for i = 0, 1, 0.25 do ArtificialHeartbeat.Event:wait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15) RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15) LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15) if Anim ~= "Walk" then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15) elseif Anim == "Walk" then if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15) end attack = false end hold = false Mouse.Button1Down:connect(function() if attack == true or equipped == false then return end hold = true if attacktype == 1 then attacktype = 2 attackone() elseif attacktype == 2 then attacktype = 3 attacktwo() elseif attacktype == 3 then attacktype = 4 attackthree() elseif attacktype == 4 then attacktype = 1 attackfour() end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then wait() end end if attack == false then attacktype = 1 end end)) end) if allowhopperbin == true then function ob1u(Mouse) hold = false end end Mouse.KeyDown:connect(function(key) if key == "f" and canunequiporequip == true and attack == false then if equipped == false then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end equipanim() elseif equipped == true then equipped = false unequipanim() ArtificialHeartbeat.Event:wait() if disablemovingarms == true then RW.Parent = nil LW.Parent = nil RSH.Parent = Torso LSH.Parent = Torso end if disableanimator == true then Animator.Parent = Humanoid end if disableanimate == true then Animate.Disabled = false end end end if key == "e" and attack == false and equipped == true then EAbility() end if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and mana >= skill1mana then subtractmana(skill1mana) cooldown1 = 0 Move1() end if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and mana >= skill2mana then subtractmana(skill2mana) cooldown2 = 0 Move2() end if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and mana >= skill3mana then subtractmana(skill3mana) cooldown3 = 0 Move3() end if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and mana >= skill4mana then subtractmana(skill4mana) cooldown4 = 0 Move4() end if key == "m" then hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character) if hitfloor == nil then RootPart.CFrame = RootPart.CFrame * cf(0, 12, 0) end end end) if allowhopperbin == true then function key2(key) end end if allowhopperbin == true then function s(Mouse) Mouse.Button1Down:connect(function() ob1d(Mouse) end) Mouse.Button1Up:connect(function() ob1u(Mouse) end) Mouse.KeyDown:connect(key) Mouse.KeyUp:connect(key2) end end if allowhopperbin == true then function ds(Mouse) end end if allowhopperbin == true then Bin.Selected:connect(s) Bin.Deselected:connect(ds) end function updateskills() if allowabilitestofunction == true then if cooldown1 <= co1 then cooldown1 = cooldown1 + 0.03333333333333333 if cooldown1 >= co1 then cooldown1 = co1 end end if cooldown2 <= co2 then cooldown2 = cooldown2 + 0.03333333333333333 if cooldown2 >= co2 then cooldown2 = co2 end end if cooldown3 <= co3 then cooldown3 = cooldown3 + 0.03333333333333333 if cooldown3 >= co3 then cooldown3 = co3 end end if cooldown4 <= co4 then cooldown4 = cooldown4 + 0.03333333333333333 elseif cooldown4 >= co4 then cooldown4 = co4 end if changebarcolorsifnotenoughmana == true then if mana <= skill1mana then bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196) else bar4.BackgroundColor3 = skillcolorscheme end if mana <= skill2mana then bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196) else bar3.BackgroundColor3 = skillcolorscheme end if mana <= skill3mana then bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196) else bar1.BackgroundColor3 = skillcolorscheme end if mana <= skill4mana then bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196) else bar2.BackgroundColor3 = skillcolorscheme end elseif changebarcolorsifnotenoughmana == false then bar1.BackgroundColor3 = skillcolorscheme bar2.BackgroundColor3 = skillcolorscheme bar3.BackgroundColor3 = skillcolorscheme bar4.BackgroundColor3 = skillcolorscheme end end if alternatemanaregensystem == false then if mana <= maxmana then mana = mana + recovermana / 30 elseif mana >= maxmana then mana = maxmana end elseif alternatemanaregensystem == true then if mana >= maxmana then mana = maxmana elseif manadelay <= manawait then manadelay = manadelay + 1 else manadelay = 0 mana = mana + 1 end end if allowstunbar == true then if 0 >= StunValue.Value then StunValue.Value = 0 elseif stundelay <= stunwait then stundelay = stundelay + 1 else stundelay = 0 StunValue.Value = StunValue.Value - 1 end elseif allowstunbar == false then StunValue.Value = 0 end end if allowmenutofunction == true then ArtificialHeartbeat.Event:connect(function() updateskills() if allowabilitestofunction == true then framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) end manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) manacover:TweenSize(ud(1 * (mana / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) if allowstunbar == true then stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) end if showhealthmanaandstunnumbers == true then manatext.Text = "Mana [" .. mana .. "]" healthtext.Text = "Health [" .. Humanoid.Health .. "]" if allowstunbar == true then stuntext.Text = "Stun [" .. StunValue.Value .. "]" end end if showstats == true then defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) speedframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) defensetext.Text = "Defense: " .. Defense.Value damagetext.Text = "Damage: " .. Damage.Value speedtext.Text = "Speed: " .. Speed.Value end end) end ArtificialHeartbeat.Event:connect(function() if Humanoid.Health < 100 and dieanim == false then dieanim = true unequipanim() end if Humanoid.Health > 0 then if walkspeeddependsonspeedvalue == true then if 0 > Speed.Value or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Speed.Value end end if StunValue.Value >= maxstun then StunValue.Value = 0 StunAnim.Value = true end if StaggerAnim.Value == true and staganim == false then coroutine.resume(coroutine.create(function() staganim = true while attack == true do ArtificialHeartbeat.Event:wait() end Stagger() StaggerAnim.Value = false staganim = false end)) end if StaggerHitAnim.Value == true and staghitanim == false then coroutine.resume(coroutine.create(function() staghitanim = true while attack == true do ArtificialHeartbeat.Event:wait() end StaggerHit() StaggerHitAnim.Value = false staghitanim = false end)) end if StunAnim.Value == true and stunanim == false or 100 <= StunValue.Value then coroutine.resume(coroutine.create(function() StunValue.Value = 0 stunanim = true while attack == true do ArtificialHeartbeat.Event:wait() end Stun() StunAnim.Value = false stunanim = false end)) end sine = sine + change someangle = someangle % 100 + change2 / 10 local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position) hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character) if donum >= 0.5 then handidle = true elseif donum <= 0 then handidle = false end if handidle == false then donum = donum + 0.002 else donum = donum - 0.002 end if equipped == true or equipped == false then if attack == false then idle = idle + 1 else idle = 0 end if not (idle >= 500) or attack == false then end if leftarm == true then if Anim == "Walk" and equipped == true and attack == false then if alternatewalk == false then if walkinganim == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) else LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) end elseif walkinganim == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) else LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) end elseif Anim ~= "Walk" and equipped == true or attack == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) end end if rightarm == true then if Anim == "Walk" and equipped == true and attack == false then if alternatewalk == false then if walkinganim == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) else RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) end elseif walkinganim == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) else RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) end elseif Anim ~= "Walk" and equipped == true or attack == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) end end if allowwalking == true then if Anim == "Walk" and equipped == true then if alternatewalk == false then if walkinganim == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) else RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) end elseif walkinganim == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) else RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2) end elseif Anim ~= "Walk" and equipped == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) end end if velderp > 1 and hitfloor == nil then Anim = "Jump" if attack == false and equipped == true then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.1) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(20)) * RWC0, 0.1) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * LWC0, 0.1) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.1) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1) end elseif velderp < -1 and hitfloor == nil then Anim = "Fall" if attack == false and equipped == true then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.1) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(60)) * RWC0, 0.1) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.1) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.1) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1) end elseif torvel < 1 and hitfloor ~= nil then Anim = "Idle" if attack == false and equipped == true then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.075) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * RWC0, 0.075) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.075) RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075) head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.075) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.075) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.075) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.075) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.075) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.075) end elseif torvel > 1 and hitfloor ~= nil then Anim = "Walk" walk = walk + 0.5 if walk >= 20 then walk = 0 if walkinganim == true then walkinganim = false elseif walkinganim == false then walkinganim = true end end if attack == false and equipped == true then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1) Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * RWC0, 0.1) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.1) if walkinganim == true then RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1) else RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1) end head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1) torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1) rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1) leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1) rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1) leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1) end end end end end)
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