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Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false attackdebounce = false MMouse = nil combo = 0 local idle = 0 local Anim = "Idle" local Effects = {} local Weapon = {} local Welds = {} local blood = 0 local BloodAllies = {} local BoundTarget = nil local hitted = false local HitTarget = nil local isjugg = false local decreaseatk = 0 local decreasedef = 0 local decreasemvmt = 0 local doing2 = false local doing4 = false local move1 = "(Z)\nFury Hit" local move2 = "(X)\nBlood Bind" local move3 = "(C)\nImpact Fist" local move4 = "(V)\nPunishing Blow" local cooldowns = {} local cooldown1 = 0 table.insert(cooldowns, cooldown1) local cooldown2 = 0 table.insert(cooldowns, cooldown2) local cooldown3 = 0 table.insert(cooldowns, cooldown3) local cooldown4 = 0 table.insert(cooldowns, cooldown4) local cooldownsadd = {} local cooldownadd1 = 0.3 table.insert(cooldownsadd, cooldownadd1) local cooldownadd2 = 0.2 table.insert(cooldownsadd, cooldownadd2) local cooldownadd3 = 0.15 table.insert(cooldownsadd, cooldownadd3) local cooldownadd4 = 0.1 table.insert(cooldownsadd, cooldownadd4) local cooldownmax = 100 local manualguardend = false player = nil RSH = nil RW = Instance.new("Motor") LW = Instance.new("Motor") RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" LH = Torso["Left Hip"] RH = Torso["Right Hip"] TorsoColor = Torso.BrickColor TorsoRed = TorsoColor.Color.r TorsoGreen = TorsoColor.Color.g TorsoBlue = TorsoColor.Color.b NewCol = BrickColor.new("Bright red").Color print(BrickColor.new(NewCol)) local mdec = Instance.new("NumberValue", Decrease) mdec.Name = "DecreaseDef" mdec.Value = 0.4 local mdec2 = Instance.new("NumberValue", Decrease) mdec2.Name = "DecreaseMvmt" mdec2.Value = 0.1 local Animate = Humanoid.Animator local canjump = true removeControl = function() canjump = false end resumeControl = function() canjump = true end Player.Character.Humanoid.Changed:connect(function() if canjump == false then Player.Character.Humanoid.Jump = false end end) ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 40 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end if Character:findFirstChild("Ichor Gauntlets", true) ~= nil then Character:findFirstChild("Ichor Gauntlets", true).Parent = nil end if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil end if Character:findFirstChild("Stats", true) ~= nil then Character:findFirstChild("Stats", true).Parent = nil end local Stats = Instance.new("BoolValue") Stats.Name = "Stats" Stats.Parent = Character local Atk = Instance.new("NumberValue") Atk.Name = "Damage" Atk.Parent = Stats Atk.Value = 1 local Def = Instance.new("NumberValue") Def.Name = "Defense" Def.Parent = Stats Def.Value = 1 local Mvmt = Instance.new("NumberValue") Mvmt.Name = "Movement" Mvmt.Parent = Stats Mvmt.Value = 1 local Block = Instance.new("BoolValue") Block.Name = "Block" Block.Parent = Stats Block.Value = false local Stun = Instance.new("NumberValue") Stun.Name = "Stun" Stun.Parent = Stats Stun.Value = 0 local StunT = Instance.new("NumberValue") StunT.Name = "StunThreshold" StunT.Parent = Stats StunT.Value = 100 local Rooted = Instance.new("BoolValue") Rooted.Name = "Rooted" Rooted.Parent = Stats Rooted.Value = false local Decrease = Instance.new("BoolValue") Decrease.Name = "Decrease" Decrease.Parent = Stats Decrease.Value = false local Stunned = Instance.new("BoolValue") Stunned.Name = "Stunned" Stunned.Parent = Stats Stunned.Value = false local Stagger = Instance.new("BoolValue") Stagger.Name = "Stagger" Stagger.Parent = Stats Stagger.Value = false local StaggerHit = Instance.new("BoolValue") StaggerHit.Name = "StaggerHit" StaggerHit.Parent = Stats StaggerHit.Value = false local RecentEnemy = Instance.new("ObjectValue") RecentEnemy.Name = "RecentEnemy" RecentEnemy.Parent = Stats RecentEnemy.Value = nil local mana = Instance.new("NumberValue") mana.Name = "Mana" mana.Parent = Stats mana.Value = 0 local passive1 = Instance.new("NumberValue", Decrease) passive1.Name = "DecreaseAtk" passive1.Value = 0 local passive2 = Instance.new("NumberValue", Decrease) passive2.Name = "DecreaseDef" passive2.Value = 0 local passive3 = Instance.new("NumberValue", Decrease) passive3.Name = "DecreaseMvmt" passive3.Value = 0 local passive4 = Instance.new("NumberValue", Decrease) passive4.Name = "DecreaseAtk" passive4.Value = 0.1 NoOutline = function(Part) Part.TopSurface = 10 end part = function(formfactor, parent, 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 fp.Name = name fp.Size = size fp.Position = Torso.Position NoOutline(fp) fp.Material = "SmoothPlastic" fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid ~= "nil" then mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid end end mesh.Offset = offset mesh.Scale = scale return mesh end weld = function(parent, part0, part1, c0) local weld = it("Motor") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end gui = function(GuiType, parent, text, backtrans, backcol, pos, size) local gui = it(GuiType) gui.Parent = parent gui.Text = text gui.BackgroundTransparency = backtrans gui.BackgroundColor3 = backcol gui.SizeConstraint = "RelativeXY" gui.TextXAlignment = "Center" gui.TextYAlignment = "Center" gui.Position = pos gui.Size = size gui.Font = "SourceSans" gui.FontSize = "Size14" gui.TextWrapped = false gui.TextStrokeTransparency = 0 gui.TextColor = BrickColor.new("White") return gui end local Color1 = Torso.BrickColor local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe = it("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255, 255, 255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17, 17, 17) fenframe.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe.Position = UDim2.new(0.95, 0, 0.7, 0) local fenframe2 = it("Frame") fenframe2.Parent = fengui fenframe2.BackgroundColor3 = Color3.new(255, 255, 255) fenframe2.BackgroundTransparency = 1 fenframe2.BorderColor3 = Color3.new(17, 17, 17) fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0) fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0) local fenframe3 = it("Frame") fenframe3.Parent = fengui fenframe3.BackgroundColor3 = Color3.new(255, 255, 255) fenframe3.BackgroundTransparency = 1 fenframe3.BorderColor3 = Color3.new(17, 17, 17) fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0) fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0) fenframe3.Name = "MoveFrame" local fenframe4 = it("Frame") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(255, 255, 255) fenframe4.BackgroundTransparency = 1 fenframe4.BorderColor3 = Color3.new(17, 17, 17) fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe4.Position = UDim2.new(0, 0, 0.7, 0) local pressedf = false local fenframe5 = it("Frame") fenframe5.Parent = fengui fenframe5.BackgroundColor3 = Color3.new(0, 0, 0) fenframe5.BackgroundTransparency = 1 fenframe5.BorderColor3 = Color3.new(0, 0, 0) fenframe5.Size = UDim2.new(1, 0, 1, 0) fenframe5.Position = UDim2.new(0, 0, 0, 0) fenframe5.ZIndex = 2 local tellbar = gui("TextLabel", fenframe5, "Press \'F\' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0)) tellbar.Font = "Arial" tellbar.TextScaled = true tellbar.TextTransparency = 1 tellbar.TextStrokeTransparency = 1 tellbar.ZIndex = 2 local fnumb = 0 local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbarblock1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarblock2 = gui("TextLabel", fenframe, "", 0, BrickColor.new("Really red").Color, UDim2.new(-0.6, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarblock3 = gui("TextLabel", fenframe, "Blood(" .. blood .. ")", 1, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0)) local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove1.ZIndex = 2 local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove2.ZIndex = 2 local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove3.ZIndex = 2 local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove4.ZIndex = 2 local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local modelzorz = Instance.new("Model") modelzorz.Parent = Character modelzorz.Name = "Ichor Gauntlets" local rprt1 = part(3, modelzorz, 0, 0, TorsoColor, "Right Part01", vt()) local rprt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Right Part02", vt()) local rprt4 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Right Part04", vt()) local rprt5 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Right Part05", vt()) local lprt1 = part(3, modelzorz, 0, 0, TorsoColor, "Left Part01", vt()) local lprt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Left Part02", vt()) local lprt4 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Left Part04", vt()) local lprt5 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Left Part05", vt()) rmsh1 = mesh("BlockMesh", rprt1, "", "", vt(0, 0, 0), vt(5.1, 3, 5.1)) rmsh2 = mesh("SpecialMesh", rprt2, "Wedge", "nil", vt(0, 0, 0), vt(5.5, 6, 5.5)) rmsh4 = mesh("SpecialMesh", rprt4, "FileMesh", "3270017", vt(0, 0, 0), vt(1.2, 1.2, 2)) rmsh5 = mesh("BlockMesh", rprt5, "", "", vt(0, 0, 0), vt(5.6, 1, 1)) lmsh1 = mesh("BlockMesh", lprt1, "", "", vt(0, 0, 0), vt(5.1, 3, 5.1)) lmsh2 = mesh("SpecialMesh", lprt2, "Wedge", "nil", vt(0, 0, 0), vt(5.5, 6, 5.5)) lmsh4 = mesh("SpecialMesh", lprt4, "FileMesh", "3270017", vt(0, 0, 0), vt(1.2, 1.2, 2)) lmsh5 = mesh("BlockMesh", lprt5, "", "", vt(0, 0, 0), vt(5.6, 1, 1)) local rwld1 = weld(rprt1, rprt1, RightArm, euler(0, 0, 0) * cf(0, 0.7, 0)) local rwld2 = weld(rprt1, rprt2, rprt1, euler(0, -1.57, 0) * cf(0, -0.29, 0)) local rwld4 = weld(rprt1, rprt4, rprt1, euler(1.57, 0, 0) * cf(0, -1.2, 0)) local rwld5 = weld(rprt1, rprt5, rprt2, euler(0, 0, 0) * cf(0, 0.55, -0.1)) local lwld1 = weld(rprt1, lprt1, LeftArm, euler(0, 3.14, 0) * cf(0, 0.7, 0)) local lwld2 = weld(rprt1, lprt2, lprt1, euler(0, -1.57, 0) * cf(0, -0.29, 0)) local lwld4 = weld(rprt1, lprt4, lprt1, euler(1.57, 0, 0) * cf(0, -1.2, 0)) local lwld5 = weld(rprt1, lprt5, lprt2, euler(0, 0, 0) * cf(0, 0.55, -0.1)) for i = 0.3, -0.4, -0.6 do local rprt3 = part(3, modelzorz, 0, 0, TorsoColor, "Right Part03", vt()) rmsh3 = mesh("SpecialMesh", rprt3, "Wedge", "nil", vt(0, 0, 0), vt(1, 4, 2)) local rwld3 = weld(rprt1, rprt3, rprt2, euler(0.1, 0, 0) * cf(i, -0.8, -0.35)) local lprt3 = part(3, modelzorz, 0, 0, TorsoColor, "Left Part03", vt()) lmsh3 = mesh("SpecialMesh", lprt3, "Wedge", "nil", vt(0, 0, 0), vt(1, 4, 2)) local lwld3 = weld(rprt1, lprt3, lprt2, euler(0.1, 0, 0) * cf(i, -0.8, -0.35)) end for i = 0.35, -0.35, -0.35 do local rprt6 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Right Part03", vt()) rmsh6 = mesh("SpecialMesh", rprt6, "Wedge", "nil", vt(0, 0, 0), vt(1, 3, 2)) local rwld6 = weld(rprt1, rprt6, rprt2, euler(0.1, 0, 0) * cf(i, 0.35, -0.4)) local lprt6 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Right Part03", vt()) lmsh6 = mesh("SpecialMesh", lprt6, "Wedge", "nil", vt(0, 0, 0), vt(1, 3, 2)) local lwld6 = weld(rprt1, lprt6, lprt2, euler(0.1, 0, 0) * cf(i, 0.35, -0.4)) end for _,c in pairs(modelzorz:children()) do table.insert(Weapon, c) end for _,c in pairs(rprt1:children()) do if c.className == "Motor" then table.insert(Welds, c) end end local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt()) hitbox.Anchored = false local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0)) local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1)) hitbox2.Anchored = true local hitboxCF = cf(0, 0, 0) hboxpos = Instance.new("BodyPosition", nil) hboxpos.P = 2000 hboxpos.D = 100 hboxpos.maxForce = Vector3.new(545000, 545000, 545000) hitboxweld = function() hbwld.Parent = modelzorz hbwld.Part0 = hitbox hbwld.Part1 = RightArm end if script.Parent.className ~= "HopperBin" then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Ichor Gauntlets" script.Parent = Tool end Bin = script.Parent if Bin.Name == "Ichor" then Bin.Name = "Ichor Gauntlets" end local bodvel = Instance.new("BodyVelocity") local bg = Instance.new("BodyGyro") so = function(id, par, vol, pit) local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = "http://www.roblox.com/asset/?id=" .. id coroutine.resume(coroutine.create(function(Sound) swait() Sound:play() end), sou) game:GetService("Debris"):AddItem(sou, 6) end 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 m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = 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 else if (1+cosTheta) > 0.0001 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 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 hideanim = function() equipped = false for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0, 0.4) RH.C1 = clerp(RH.C1, RHC1, 0.4) LH.C0 = clerp(LH.C0, LHC0, 0.4) LH.C1 = clerp(LH.C1, LHC1, 0.4) end mdec2.Parent = nil mdec.Parent = Decrease end mdec.Parent = Decrease equipanim = function() equipped = true mdec.Parent = nil mdec2.Parent = Decrease local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(2.5, 0, -0.8), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(2.7, 0, 1), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(0.8, 0.5, -0.6) * euler(2.8, 0, -0.8), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-0.8, 0.5, -0.6) * euler(3, 0, 0.6), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, -0.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.2), 0.3) end dec.Parent = nil end StaggerAnim = function() attack = true removeControl() for i = 1, math.random(2, 4) do ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000) end for i = 0, 1, 0.35 do swait() if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -40 end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3) end for i = 0, 1, 0.2 do swait() if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -40 end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.5, 0, 0.2) * euler(0, -0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -0.2) * euler(0, 0.4, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3) end for i = 1, 40 do swait() if StunT.Value <= Stun.Value then break end end do resumeControl() combo = 0 attack = false end end StaggerHitt = function() attack = true for i = 1, math.random(2, 4) do ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.6), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3) end attack = false end StunAnim = function() attack = true removeControl() Stunned.Value = true showDamage(Character, "Stunned", "Interrupt") local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25) end local gairost = Instance.new("BodyGyro") gairost.Parent = RootPart gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge gairost.P = 20000 gairost.cframe = cf(0, 0, 0) for i = 0, 1, 0.1 do swait() if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3) end for i = 1, 70 do swait() gairost.cframe = RootPart.CFrame if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end end for i = 0, 1, 0.2 do swait() Stun.Value = 0 gairost.cframe = RootPart.CFrame Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3) end resumeControl() gairost.Parent = nil dec.Parent = nil Stun.Value = 0 combo = 0 Stunned.Value = false attack = false for i = 1, 10 do swait() Stun.Value = 0 end end attackone = function() attack = true if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 30 end so("200632136", RightArm, 1, 1) hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 2.5, 1.5) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.4 do swait() hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, -1.2), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 1.2), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 1) * euler(0, 1.57, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.1) * euler(0, -1.57, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(0.8, -0.8, 0.4) * euler(0, 1.57, 0) * euler(0.1, 0, 0) * euler(0, -1.2, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-0.8, -1, -0.4) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(0, -1, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC278: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC278: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 0, 1, 0.1 do swait() hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, -1.4), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 1.4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 1.4) * euler(0, 1.57, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.5, 0, -0.5) * euler(0, -1.57, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.8, -0.8, 0.4) * euler(0, 1.57, 0) * euler(0.1, 0, 0) * euler(0, -1.4, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-0.8, -1, -0.4) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(0, -1.2, 0), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC518: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC518: LeaveBlock: unexpected jumping out IF_STMT end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end attacktwo = function() attack = true for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0) * euler(0, 0, 0.2), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.2, 0, 0) * euler(0, 0, 0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.5, 0, -1) * euler(0, 1.57, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.3) * euler(0, -1.57, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.4) * euler(0, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, 0, -0.6) * euler(0, -1.57, 0) * euler(0, 0, 0.4) * euler(-0.1, 0, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC213: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC213: LeaveBlock: unexpected jumping out IF_STMT end end end if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 40 end local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 so("200632211", LeftLeg, 1, 1) hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 2.5, 1.5) hitboxCF = LeftLeg.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.1 do swait() hitboxCF = LeftLeg.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(8, 10)), nil, true, false, "Movement", 0.1, 100) Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, 0.4), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.8, -0.2) * euler(0.2, 0, 0) * euler(0, 0, -0.4), 0.5) RW.C0 = clerp(RW.C0, cf(1.2, 0.5, -0.3) * euler(1, 0, -0.8) * euler(0, 1.57, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-1, 0, -0.5) * euler(0, 0, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1.1, -0.6, -0.6) * euler(0, 1.57, 0) * euler(0, 0, -0.1) * euler(-0.1, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -0.5, -0.5) * euler(0, -1.57, 0) * euler(0, 0, -2.2) * euler(-0.1, 0, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC501: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC501: LeaveBlock: unexpected jumping out IF_STMT end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil dec.Parent = nil attack = false end attackthree = function() attack = true if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 30 end so("200632136", LeftArm, 1, 1.1) hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 2.5, 1.5) hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.5 do swait() hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 1.2) * euler(0.2, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.57), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, -0.2) * euler(0, 1.5, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.2) * euler(0, -1, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.2, -0.1), 0.3) LH.C0 = clerp(LH.C0, cf(-0.6, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC260: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC260: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 0, 1, 0.1 do swait() hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(8, 10)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 1.2) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.57), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.6) * euler(0, 1.5, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, 0.3) * euler(0, -1.5, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.2, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.6, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC482: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC482: LeaveBlock: unexpected jumping out IF_STMT end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end attackfour = function() attack = true for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.1, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.2, 0, 0) * euler(0, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0.3) * euler(1.7, 0, -0.2) * euler(0, 1.57, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0.3) * euler(1.7, 0, 0.2) * euler(0, -1.57, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.2) * euler(0, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.1), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 50 end so("200632370", Torso, 1, 1) hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 2.5, 1.5) hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.1 do swait() hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(10, 13)), nil, true) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(10, 13)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.2, 0, 0) * euler(0, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.7, 0, -0.2) * euler(0, 1.57, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.7, 0, 0.2) * euler(0, -1.57, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.2) * euler(0, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.1), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC512: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC512: LeaveBlock: unexpected jumping out IF_STMT end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end Transposition = function() attack = true targ = nil hum = nil local gud2go = false if Player:FindFirstChild("Training") and Player.Training.Value and MMouse.Target and MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent:findFirstChild("Torso") ~= nil then if MMouse.Target.Parent.Name == "Kactus Man" then gud2go = true else if game.Players:GetPlayerFromCharacter(MMouse.Target.Parent) and game.Players:GetPlayerFromCharacter(MMouse.Target.Parent):FindFirstChild("Training") and game.Players:GetPlayerFromCharacter(MMouse.Target.Parent).Training.Value then gud2go = true end end end gud2go = true gud2go = true if MMouse.Target ~= nil and gud2go and MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent:findFirstChild("Torso") ~= nil then print(MMouse.Target.Parent) targ = MMouse.Target.Parent.Torso hum = MMouse.Target.Parent.Humanoid for i = 1, #BloodAllies do if BloodAllies[i][1] == targ.Parent then targ = nil hum = nil break end end end do do if targ ~= nil then local BodGy = Instance.new("BodyGyro", RootPart) BodGy.maxTorque = Vector3.new(0, math.huge, 0) BodGy.P = 2000 BodGy.D = 100 BodGy.cframe = cf(Torso.Position, targ.Position) for i = 0, 1, 0.1 do swait() BodGy.cframe = cf(Torso.Position, targ.Position) Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.2, 0, 0) * euler(0, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.7, 0, -0.2) * euler(0, 1.57, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.7, 0, 0.2) * euler(0, -1.57, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.2) * euler(0, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.1), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC375: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC375: LeaveBlock: unexpected jumping out IF_STMT end end end ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(RootPart.Position) game:GetService("Debris"):AddItem(ref, 10) healthdam = math.floor(Humanoid.Health * 0.2) if isjugg == false then Humanoid:TakeDamage(healthdam) showDamage(Character, healthdam, "Damage") end so("206082357", RootPart, 1, 1) so("206082357", targ, 1, 1) if MMouse.Target ~= nil and game.Players:GetPlayerFromCharacter(MMouse.Target.Parent) ~= nil and Player.Neutral == false then if game.Players:GetPlayerFromCharacter(MMouse.Target.Parent).TeamColor == Player.TeamColor then hum.Health = hum.Health + healthdam showDamage(targ.Parent, healthdam, "Heal") DecreaseStat(targ.Parent, "Defense", -0.2, 1000) else hum.Health = hum.Health - healthdam showDamage(targ.Parent, healthdam, "Damage") end end table.insert(BloodAllies, {targ.Parent, hum.Health}) for i = 0, 50 do swait() local mag = RootPart.Position - targ.Position.magnitude ref.CFrame = cf(RootPart.Position, targ.Position) BodGy.cframe = cf(Torso.Position, targ.Position) MagicBlock(BrickColor.new(NewCol), cf(targ.Position) * cf(math.random(-500, 500) / 100, math.random(-500, 500) / 100, math.random(-500, 500) / 100), 1, 1, 1, 0.5, 0.5, 0.5, 0.05, 1) MagicCircle2(BrickColor.new(NewCol), ref.CFrame * euler(1.57, 0, 0) * cf(math.random(-400, 400) / 100, 0, math.random(-400, 400) / 100), 2, 10, 2, -0.1, mag / 20, -0.1, 0.05, -mag / 20) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC628: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC628: LeaveBlock: unexpected jumping out IF_STMT end end end ref.Parent = nil BodGy.Parent = nil end attack = false end end end do1 = function() if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[1] and mana.Value >= 20 then attack = true cooldowns[1] = 0 mana.Value = mana.Value - 20 bloodtrue = false if blood >= 40 then bloodtrue = true blood = blood - 40 end for di = 1, 2 do for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.2) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.2), 0.45) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 1) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -1.5) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1.2, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.9, -1, -0.3) * euler(0, -1.57, 0) * euler(0, -1.2, 0.1), 0.4) end so("200632370", LeftArm, 0.6, 1) if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 40 end hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(3, 5, 3) hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.15 do swait() MagicBlock(BrickColor.new(NewCol), LeftArm.CFrame * cf(0, -1, 0), 1, 1, 1, 1, 1, 1, 0.1, 2) hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 4, 6, 7, math.random(5, 10), "Normal", RootPart, 0.4, 2, (math.random(8, 10)), nil, true, false, "Defense", 0.05, 200) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.45) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -0.3) * euler(0, -1.57, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.3) * euler(0, 1.57, 0) * euler(0, 1, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.9, -1, 0.3) * euler(0, -1.57, 0) * euler(0, 1, 0.1), 0.4) -- DECOMPILER ERROR at PC503: Unhandled construct in 'MakeBoolean' P1 if di == 2 and Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC504: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC504: LeaveBlock: unexpected jumping out IF_STMT end end end if bloodtrue == true then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = LeftArm.CFrame * cf(0, -1, 0) so("206082273", ref, 1, 1) game:GetService("Debris"):AddItem(ref, 1) MagniDamage(ref, 10, 6, 7, math.random(10, 15), "Knockdown2", ref, 0, 1, (math.random(10, 15)), nil, nil, true, "Defense", 0.05, 200) MagicBlock(BrickColor.new(NewCol), cf(ref.Position), 5, 5, 5, 3, 3, 3, 0.05, 1) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 5, 5, 5, 10, 10, 10, 0.1, 1) for i = 1, 5 do BreakEffect(BrickColor.new(NewCol), cf(ref.Position), 0.5, math.random(500, 1000) / 100, 0.5) end end do hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.2) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.2), 0.45) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 1.5) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -1) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.9, -1, -0.3) * euler(0, 1.57, 0) * euler(0, 1.2, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.9, -1, 0.3) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.4) end so("200632370", RightArm, 0.6, 1) if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 40 end hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(3, 5, 3) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.15 do swait() MagicBlock(BrickColor.new(NewCol), RightArm.CFrame * cf(0, -1, 0), 1, 1, 1, 1, 1, 1, 0.1, 2) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 4, 6, 7, math.random(5, 10), "Normal", RootPart, 0.4, 2, (math.random(8, 10)), nil, true, false, "Defense", 0.05, 200) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1), 0.45) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 0.3) * euler(0, 1.57, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -1) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.9, -1, -0.3) * euler(0, -1.57, 0) * euler(0, -1, 0.1), 0.4) -- DECOMPILER ERROR at PC1095: Unhandled construct in 'MakeBoolean' P1 if di == 2 and Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC1096: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC1096: LeaveBlock: unexpected jumping out IF_STMT end end end if bloodtrue == true then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = RightArm.CFrame * cf(0, -1, 0) so("206082273", ref, 1, 1) game:GetService("Debris"):AddItem(ref, 1) MagniDamage(ref, 10, 6, 7, math.random(10, 15), "Knockdown2", ref, 0, 1, (math.random(10, 15)), nil, nil, true, "Defense", 0.05, 200) MagicBlock(BrickColor.new(NewCol), cf(ref.Position), 5, 5, 5, 3, 3, 3, 0.05, 1) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 5, 5, 5, 10, 10, 10, 0.1, 1) for i = 1, 5 do BreakEffect(BrickColor.new(NewCol), cf(ref.Position), 0.5, math.random(500, 1000) / 100, 0.5) end end do do hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil -- DECOMPILER ERROR at PC1235: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC1235: LeaveBlock: unexpected jumping out DO_STMT end end end end attack = false end end do2 = function() if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end condition = false if cooldownmax <= cooldowns[2] and mana.Value >= 25 then condition = true end doing2 = true if move2 == "(X)\nAssault" then condition = true end if condition == true then attack = true if BoundTarget == nil then mana.Value = mana.Value - 20 for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-1, 0, -1.5) * euler(0, 2.5, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.2, -0.2, 0.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC239: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC239: LeaveBlock: unexpected jumping out IF_STMT end end end cooldowns[2] = 0 local hit = nil hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 2.5, 1.5) hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.2 do swait() hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 4, 6, 8, math.random(20, 40), "Normal", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, "Movement", 0.2, 200) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(-0.1, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -1), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.2, 0.2, -0.4), 0.4) LH.C0 = clerp(LH.C0, cf(-0.8, -0.8, 0.4) * euler(0, -1.57, 0) * euler(-0.2, 1, -0.1), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC471: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC471: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 0, 1, 0.05 do swait() hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 4, 6, 8, math.random(20, 40), "Normal", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, "Movement", 0.2, 200) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(-0.1, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -1.2), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -0.5), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.2, 0.2, -0.4), 0.15) LH.C0 = clerp(LH.C0, cf(-0.8, -0.8, 0.5) * euler(0, -1.57, 0) * euler(-0.2, 1.2, -0.1), 0.15) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC679: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC679: LeaveBlock: unexpected jumping out IF_STMT end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil print(hit) else do move2 = "(X)\nBlood Bind" for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC864: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC864: LeaveBlock: unexpected jumping out IF_STMT end end end cooldownsadd[2] = 0.2 cooldowns[2] = cooldownmax if BoundTarget ~= nil then if blood >= 30 then blood = blood - 30 DecreaseStat(BoundTarget, "Damage", 0.2, 400) for i = 1, 10 do BreakEffect(BrickColor.new(NewCol), cf(BoundTarget.Torso.Position), 0.5, math.random(500, 1000) / 100, 0.5) end end do Damagefunc(BoundTarget.Torso, 8, 8, math.random(-30, -20), "Knockdown2", RootPart, 0.5, 1, (math.random(5, 10)), nil, true, false, "Movement", 0.2, 200) if BoundTarget:findFirstChild("Torso") ~= nil then so("199145477", RootPart, 1, 1.5) MagicSpecial(BrickColor.new(NewCol), cf(Torso.Position), 3, 3, 3, 1, 1, 1, 0.05) RootPart.CFrame = cf(BoundTarget.Torso.Position) * cf(math.random(-500, 500) / 100, math.random(50, 100) / 100, math.random(-500, 500) / 100) RootPart.Velocity = vt(0, 0, 0) MagicSpecial(BrickColor.new(NewCol), cf(Torso.Position), 3, 3, 3, 1, 1, 1, 0.05) end BoundTarget = nil swait(10) cooldowns[2] = 0 attack = false doing2 = false end end end end end attack = false doing2 = false end do3 = function() if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[3] and mana.Value >= 40 then attack = true cooldowns[3] = 0 mana.Value = mana.Value - 40 for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1), 0.3) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1.2), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.1), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.8, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1, 0.1), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC218: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC218: LeaveBlock: unexpected jumping out IF_STMT end end end so("199145497", RootPart, 1, 1) hitted = false hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(1.5, 2.5, 1.5) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 40 do swait() if i % 10 == 0 then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(RootPart.Position) hitfloor2,posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 50, Character) if hitfloor2 ~= nil then so("199145477", ref, 1, 1.2) ref.CFrame = cf(posfloor2) MagniDamage(ref, 10, 6, 8, math.random(10, 20), "Knockdown2", ref, 0, 1, (math.random(10, 15)), nil, nil, true, "Damage", 0.1, 200) col = hitfloor2.BrickColor MagicWave(col, cf(posfloor2), 1, 3, 1, 2, 0.5, 2, 0.1) for i = 1, 5 do local groundpart = part(3, workspace, 0, 0, col, "Ground", vt(math.random(50, 200) / 100, math.random(50, 200) / 100, math.random(50, 200) / 100)) groundpart.Anchored = true groundpart.Material = hitfloor2.Material groundpart.CanCollide = true groundpart.CFrame = cf(ref.Position) * cf(math.random(-500, 500) / 100, 0, math.random(-500, 500) / 100) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) game:GetService("Debris"):AddItem(groundpart, 5) end end do game:GetService("Debris"):AddItem(ref, 1) hitboxCF = RightArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 3, 10, 10, math.random(20, 40), "Knockdown2", RootPart, 0.5, 2, math.random(20, 20), true, true) if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * 60 end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1.57), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 1.57, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.5, 0, -1), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value ~= true then do if hitted == true then break end -- DECOMPILER ERROR at PC672: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC672: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC672: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC672: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC672: LeaveBlock: unexpected jumping out IF_STMT end end end end end hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil attack = false end end do4 = function() if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[4] and mana.Value >= 40 and blood >= 25 then doing4 = true attack = true for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.2) * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.2), 0.45) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 1) * euler(0, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -1.5) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(0.9, -1, 0.3) * euler(0, 1.57, 0) * euler(0, -1.2, -0.1), 0.4) LH.C0 = clerp(LH.C0, cf(-0.9, -1, -0.3) * euler(0, -1.57, 0) * euler(0, -1.2, 0.1), 0.4) end local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 0 local dec2 = Instance.new("NumberValue") hbwld.Parent = nil hboxpos.Parent = hitbox hitbox.Parent = modelzorz hitbox.Size = vt(3, 5, 3) hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF for i = 0, 1, 0.05 do swait() hitboxCF = LeftArm.CFrame hitbox.CFrame = hitboxCF MagniDamage(hitbox, 5, 5, 10, 1, "Normal", RootPart, 0, 2, (math.random(5, 10)), nil, true, false, nil, nil, nil) Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 1.2) * euler(0.2, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.57), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.2) * euler(0, 0, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.2) * euler(0, -1, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.2, -0.1), 0.3) LH.C0 = clerp(LH.C0, cf(-0.6, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1.2, 0.1), 0.3) if HitTarget ~= nil then break end end do hitbox.Parent = modelzorz hitbox.Size = vt() hitboxweld() hboxpos.Parent = nil print(HitTarget) if HitTarget ~= nil then dec.Value = 10 if HitTarget:findFirstChild("Stats") ~= nil then dec2.Parent = HitTarget.Stats.Decrease dec2.Name = "DecreaseMvmt" dec2.Value = 10 end for i = 0, 1, 0.1 do swait() if HitTarget ~= nil then RootPart.CFrame = cf(RootPart.Position, HitTarget.HumanoidRootPart.Position) end Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0) * euler(0, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.1, 0, 0), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1) * euler(0, 0, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -1) * euler(0, 0, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(1, -0.6, -0.4) * euler(0, 1.57, 0) * euler(0, 0, 0.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.5), 0.3) end for i = 0, 1, 0.3 do swait() if HitTarget ~= nil then RootPart.CFrame = cf(RootPart.Position, HitTarget.HumanoidRootPart.Position) end Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, 0), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -2, 0) * euler(-1.57, 0, 0), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1.57) * euler(0, 0, 0), 0.5) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -1.57) * euler(0, 0, 0), 0.5) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.2) * euler(0, -1.57, 0) * euler(0, 0, 1), 0.5) end cooldowns[4] = 0 mana.Value = mana.Value - 40 dam = (Humanoid.MaxHealth - Humanoid.Health) / 5 + blood / 3 dam2 = dam / 1.5 print(dam2) print(dam) Damagefunc(HitTarget.Torso, dam2, dam, 50, "Knockdown2", RootPart, 1, 2, 50, nil, true, false) so("206082327", HitTarget.Torso, 1, 1) so("199145534", HitTarget.Torso, 1, 0.8) blood = 0 for i = 1, 2 do MagicBlock(BrickColor.new("Really red"), cf(HitTarget.Torso.Position), 1, 1, 1, 5, 5, 5, 0.05, 1) MagicRing(BrickColor.new("Really red"), cf(HitTarget.Torso.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 0.1, 0.5, 0.5, 0.1, 0.01) end MagicCircle(BrickColor.new("Really red"), cf(HitTarget.Torso.Position), 1, 1, 1, 2, 2, 2, 0.02) local num = 0 local eul = CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) for i = 1, 6 do MagicCircle2(BrickColor.new("Really red"), cf(HitTarget.Torso.Position) * eul * euler(num, 0, 0), 3, 20, 3, -0.02, 3, -0.02, 0.02, 1) MagicCircle2(BrickColor.new("Really red"), cf(HitTarget.Torso.Position) * eul * euler(0, 1.57, 0) * euler(num, 0, 0), 3, 20, 3, -0.02, 3, -0.02, 0.02, 1) num = num + 1.046 end if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -50 + vt(0, 1, 0) * 100 end for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(-4, 0, 0), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1.57) * euler(0, 0, 0), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -1.57) * euler(0, 0, 0), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.2) * euler(0, -1.57, 0) * euler(0, 0, 1), 0.3) end Stagger.Value = false StaggerHit.Value = false dec2.Parent = nil dec.Parent = nil HitTarget = nil doing4 = false attack = false else do cooldowns[4] = 80 dec2.Parent = nil dec.Parent = nil HitTarget = nil doing4 = false attack = false end end end end end DecreaseStat = function(Model, Stat, Amount, Duration) if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount d = Instance.new("NumberValue", Model.Stats.Decrease) dur = Instance.new("NumberValue", d) dur.Name = "Duration" dur.Value = Duration game:GetService("Debris"):AddItem(d, 20) if Stat == "Damage" then d.Name = "DecreaseAtk" else if Stat == "Defense" then d.Name = "DecreaseDef" else if Stat == "Movement" then d.Name = "DecreaseMvmt" end end end if Model:findFirstChild("Torso") ~= nil then display = "" if Stat == "Damage" then if Amount > 0 then display = "-Damage" else display = "+Damage" end else if Stat == "Defense" then if Amount > 0 then display = "-Defense" else display = "+Defense" end else if Stat == "Movement" then if Amount > 0 then display = "-Movement" else display = "+Movement" end end end end showDamage(Model, display, "Debuff") end d.Value = Amount end end GetDist = function(Part1, Part2, magni) local targ = Part1.Position - Part2.Position local mag = targ.magnitude if mag <= magni then return true else return false end end MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound) for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = nil for _,d in pairs(c:children()) do if d.className == "Model" and ranged ~= true then head = d:findFirstChild("Hitbox") if d.Parent == Character then break end if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(head.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end end end do if d.className == "Part" then head = d if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then if stun == nil then stun = math.random(5, 10) end local Rang = nil if Ranged == false then Rang = true end local stag = nil if shbash == true then stag = true end Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound) end end end do -- DECOMPILER ERROR at PC184: LeaveBlock: unexpected jumping out DO_STMT end end end end end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0) LastPoint = Point effect = function(Color, Ref, LP, P1, returnn) if LP == nil or P1 == nil then return end local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") NoOutline(effectsg) effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.5, 1, 0.5) effectsg.Parent = workspace effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new(Color) effectsg.Reflectance = Ref local point1 = P1 local mg = LP.p - point1.p.magnitude effectsg.Size = Vector3.new(0.5, mg, 0.5) effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0) effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) game:GetService("Debris"):AddItem(effectsg, 2) if returnn then return effectsg end if not returnn then table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh}) end end local CFrameFromTopBack = function(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end Triangle = function(a, b, c) local edg1 = c - a:Dot(b - a.unit) local edg2 = a - b:Dot(c - b.unit) local edg3 = b - c:Dot(a - c.unit) if edg1 <= b - a.magnitude and edg1 >= 0 then a = a else -- DECOMPILER ERROR at PC35: Overwrote pending register: R1 in 'AssignReg' if edg2 <= c - b.magnitude and edg2 >= 0 then a = b else -- DECOMPILER ERROR at PC46: Overwrote pending register: R2 in 'AssignReg' -- DECOMPILER ERROR at PC47: Overwrote pending register: R1 in 'AssignReg' if edg3 <= a - c.magnitude and edg3 >= 0 then a = c else assert(false, "unreachable") end end end local len1 = c - a:Dot(b - a.unit) local len2 = b - a.magnitude - len1 local width = a + b - a.unit * len1 - c.magnitude local maincf = CFrameFromTopBack(a, b - a:Cross(c - b).unit, -b - a.unit) local list = {} if len1 > 0.01 then local w1 = Instance.new("WedgePart", m) game:GetService("Debris"):AddItem(w1, 5) w1.Material = "SmoothPlastic" w1.FormFactor = "Custom" w1.BrickColor = BrickColor.new("Medium blue") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "SmoothPlastic" w1.CanCollide = false NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh", w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 table.insert(Effects, {w1, "Disappear", 0.05}) w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2) table.insert(list, w1) end do if len2 > 0.01 then local w2 = Instance.new("WedgePart", m) game:GetService("Debris"):AddItem(w2, 5) w2.Material = "SmoothPlastic" w2.FormFactor = "Custom" w2.BrickColor = BrickColor.new("Medium blue") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "SmoothPlastic" w2.CanCollide = false NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh", w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 table.insert(Effects, {w2, "Disappear", 0.05}) w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2) table.insert(list, w2) end do return unpack(list) end end end MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh}) else if Type == 2 then table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh}) end end end MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicCircle2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Blood", delay, x3, y3, z3, msh, push}) end MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * cf(x2, y2, z2) local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end ClangEffect = function(brickcolor, cframe, duration, decrease, size, power) local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil}) end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicSpecial = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end BreakEffect = function(brickcolor, cframe, x1, y1, z1) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) local num = math.random(10, 50) / 1000 game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100}) end Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound) if hit.Parent == nil then return end if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(hit.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if Player.Neutral == false then if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then return end if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end end if doing2 == true and BoundTarget == nil then so("200632875", hit, 1, 1) cooldownsadd[2] = 0.1 BoundTarget = hit.Parent table.insert(Effects, {BoundTarget, "BloodBind", 0, BoundTarget.Torso, cf(0, 0, 0)}) local num = 0 local eul = CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) for i = 1, 6 do MagicCircle2(BrickColor.new(NewCol), cf(hit.Position) * eul * euler(num, 0, 0), 1, 10, 1, -0.02, 0.3, -0.02, 0.05, 0.6) MagicCircle2(BrickColor.new(NewCol), cf(hit.Position) * eul * euler(0, 1.57, 0) * euler(num, 0, 0), 1, 10, 1, -0.02, 0.3, -0.02, 0.05, 0.6) num = num + 1.046 end move2 = "(X)\nAssault" end do if doing4 == true and HitTarget == nil then HitTarget = hit.Parent MagicBlock(BrickColor.new(NewCol), cf(HitTarget.Torso.Position), 1, 1, 1, 3, 3, 3, 0.1, 1) end if Sound == "Impact" then so("200632875", hit, 1, 1) end hitted = true if Sound == "Shatter" then so("199146069", hit, 1, 1) end c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game:service("Players").LocalPlayer c.Parent = h RecentEnemy.Value = hit.Parent game:GetService("Debris"):AddItem(c, 0.5) minim = minim * Atk.Value maxim = maxim * Atk.Value Damage = 0 if minim == maxim then Damage = maxim else Damage = math.random(minim, maxim) end blocked = false enblock = nil Stats = hit.Parent:findFirstChild("Stats") if Stats ~= nil then invis = Stats:findFirstChild("Invisibility") isinvis = Stats:findFirstChild("IsInvisible") if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then invis.Value = 0 end enblock = Stats:findFirstChild("Block") if enblock ~= nil and enblock.Value == true then blocked = true end if Stats:findFirstChild("Defense") ~= nil then Damage = Damage / Stats.Defense.Value if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then hitnum = math.random(1, 5) if hitnum == 1 then so("199149321", hit, 1, 1) else if hitnum == 2 then so("199149338", hit, 1, 1) else if hitnum == 3 then so("199149367", hit, 1, 1) else if hitnum == 4 then so("199149409", hit, 1, 1) else if hitnum == 5 then so("199149452", hit, 1, 1) end end end end end else if ranged == false or ranged == nil and blocked ~= true then hitnum = math.random(1, 6) if hitnum == 1 then so("199149137", hit, 1, 1) else if hitnum == 2 then so("199149186", hit, 1, 1) else if hitnum == 3 then so("199149221", hit, 1, 1) else if hitnum == 4 then so("199149235", hit, 1, 1) else if hitnum == 5 then so("199149269", hit, 1, 1) else if hitnum == 6 then so("199149297", hit, 1, 1) end end end end end end end end if Damage <= 3 and staghit == true then StaggerHit.Value = true end end blood = blood + Damage * 0.3 if Stats:findFirstChild("Stun") ~= nil then if blocked == true then incstun = incstun / 2 end if Stats.Stun.Value < Stats.StunThreshold.Value then Stats.Stun.Value = Stats.Stun.Value + incstun end end if Stats:findFirstChild("Stagger") ~= nil and stagger == true then Stats.Stagger.Value = true end end if blocked == true then showDamage(hit.Parent, "Block", "Damage") if ranged ~= true then enblock.Value = false Stagger.Value = true hitnum = math.random(1, 2) if hitnum == 1 then so("199148933", hit, 1, 1) else if hitnum == 2 then so("199148947", hit, 1, 1) end end end else Damage = math.floor(Damage) coroutine.resume(coroutine.create(function(Hum, Dam) CurrentHealth = Hum.Health h:TakeDamage(Damage) end), h, Damage) showDamage(hit.Parent, Damage, "Damage") if DecreaseState ~= nil then if DecreaseState == "Shatter" then DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration) DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration) else DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration) end end if Type == "Knockdown" then hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit rl = Instance.new("BodyAngularVelocity") rl.P = 3000 rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000 rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) rl.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) game:GetService("Debris"):AddItem(rl, 0.5) else do if Type == "Shatter" then for i = 1, 10 do BreakEffect(BrickColor.new("Cyan"), hit.CFrame, math.random(20, 80) / 100, math.random(2, 10), math.random(20, 80) / 100) end else do if Type == "Knockdown2" then hum = hit.Parent.Humanoid local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) else do if Type == "Normal" then vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = Vector3.new(math.huge, 0, math.huge) if KnockbackType == 1 then vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05 else if KnockbackType == 2 then vp.velocity = Property.CFrame.lookVector * knockback end end game:GetService("Debris"):AddItem(vp, 0.5) if knockback > 0 then vp.Parent = hit.Parent.Torso end end debounce = Instance.new("BoolValue") debounce.Name = "DebounceHit" debounce.Parent = hit.Parent debounce.Value = true game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, 0.5) CRIT = false end end end end end end end end end end showDamage = function(Char, Dealt, Type) m = Instance.new("Model") m.Name = "Effect" c = Instance.new("Part") c.Transparency = 1 c.Name = "Head" c.TopSurface = 0 c.BottomSurface = 0 c.formFactor = "Plate" c.Size = Vector3.new(1, 0.4, 1) b = Instance.new("BillboardGui", c) b.Size = UDim2.new(5, 0, 5, 0) b.AlwaysOnTop = true damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) if Type == "Damage" then damgui.Font = "SourceSans" if Dealt == "Block" then damgui.TextColor3 = BrickColor.new("Bright blue").Color else if Dealt < 3 then damgui.TextColor3 = BrickColor.new("White").Color else if Dealt >= 3 and Dealt < 20 then damgui.TextColor3 = BrickColor.new("Bright yellow").Color else damgui.TextColor3 = BrickColor.new("Really red").Color damgui.Font = "SourceSansBold" end end end else if Type == "Debuff" then damgui.TextColor3 = BrickColor.new("White").Color else if Type == "Interrupt" then damgui.TextColor3 = BrickColor.new("New Yeller").Color else if Type == "Heal" then damgui.TextColor3 = BrickColor.new("Bright green").Color end end end end damgui.TextScaled = true ms = Instance.new("CylinderMesh") ms.Scale = Vector3.new(0.8, 0.8, 0.8) ms.Parent = c c.Reflectance = 0 Instance.new("BodyGyro").Parent = c c.Parent = m if Char:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) else if Char.Parent:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) end end f = Instance.new("BodyPosition") f.P = 2000 f.D = 100 f.maxForce = Vector3.new(545000, 545000, 545000) if Type == "Damage" or Type == "Heal" then f.position = c.Position + Vector3.new(0, 3, 0) else if Type == "Debuff" or Type == "Interrupt" then f.position = c.Position + Vector3.new(0, 5, 0) end end f.Parent = c game:GetService("Debris"):AddItem(m, 5) table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100}) c.CanCollide = false m.Parent = workspace c.CanCollide = false end combo = 0 ob1d = function(mouse) if attack == true or equipped == false then return end hold = true if combo == 0 then combo = 1 attackone() else if combo == 1 then combo = 2 attacktwo() else if combo == 2 then combo = 3 attackthree() else if combo == 3 then combo = 0 attackfour() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then swait() end end if attack == false then combo = 0 end end)) end ob1u = function(mouse) hold = false end buttonhold = false fenbarmove1.MouseButton1Click:connect(do1) fenbarmove2.MouseButton1Click:connect(do2) fenbarmove3.MouseButton1Click:connect(do3) fenbarmove4.MouseButton1Click:connect(do4) eul = 0 equipped = false key = function(key) if attack == true then return end if key == "f" then pressedf = true fnumb = 0 attack = true if equipped == false then equipped = true RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "Right Shoulder" RW.Part0 = ch.Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso LW.Name = "Left Shoulder" LW.Part0 = ch.Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso Animate.Parent = nil equipanim() else equipped = false hideanim() LH.C1 = LHC1 RH.C1 = RHC1 Animate.Parent = Humanoid swait(0) RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end attack = false end if equipped == false then return end if key == "e" then Transposition() end if key == "z" then do1() end if key == "x" then do2() end if key == "c" then do3() end if key == "v" then do4() end end key2 = function(key) end s = function(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player = Player ch = Character MMouse = mouse end ds = function(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Ichor loaded.") local mananum = 0 local blocknum2 = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local Point, LastPoint = nil, nil local oldhealth = Humanoid.Health local walk = 0 local walkforw = true while 1 do swait() if Humanoid.Health <= 0 then attack = true resumeControl() modelzorz.Parent = workspace game:GetService("Debris"):AddItem(modelzorz, 30) for i = 1, #Weapon do Weapon[i].Parent = modelzorz Weapon[i].CanCollide = true end for i = 1, #Welds do if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then Welds[i].Parent = nil else Welds[i].Parent = rprt1 end end end do col = Player.TeamColor for _,c in pairs(game.Teams:children()) do if c.TeamColor == col and c.Name == "Juggernaut" then isjugg = true end end if fnumb < 21 then fnumb = fnumb + 1 if pressedf == false then fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025 tellbar.TextTransparency = tellbar.TextTransparency - 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05 else if fnumb == 20 then fenframe5.Parent = nil print("daigui") end fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025 tellbar.TextTransparency = tellbar.TextTransparency + 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05 end end if hbwld.Parent == nil then hitbox2.Name = "Hitbox" else hitbox2.Name = "Hitbox2" end hitbox2.Parent = hitbox.Parent hitbox2.Size = hitbox.Size hitbox2.CFrame = hitboxCF hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100) if Humanoid.Health < oldhealth then damage = oldhealth - Humanoid.Health blood = blood + damage * 0.8 end if 100 <= blood then blood = 100 end oldhealth = Humanoid.Health passive1.Value = -0.1 * math.sin(math.pi * blood / 100 / 2) passive2.Value = -0.6 * math.sin(math.pi * blood / 100 / 2) passive3.Value = 0.3 * math.sin(math.pi * blood / 100 / 2) if 0 < #BloodAllies then for e = 1, #BloodAllies do local Thing2 = BloodAllies[e] if Thing2 == nil then table.remove(BloodAllies, e) else local Tors = (Thing2[1]:findFirstChild("Torso")) if Tors == nil then table.remove(BloodAllies, e) end if Thing2[1].Humanoid.Health < Thing2[2] then print("TAKEN DAMAGE") refd = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) refd.Anchored = true refd.CFrame = cf(RootPart.Position) game:GetService("Debris"):AddItem(refd, 10) refd.CFrame = cf(RootPart.Position, Thing2[1].Torso.Position) table.insert(Effects, {Thing2[1], "Transposition", 50, refd}) table.remove(BloodAllies, e) else Thing2[2] = Thing2[1].Humanoid.Health end end end end do if Stagger.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerAnim() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if StaggerHit.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerHitt() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Mvmt.Value end if StunT.Value <= Stun.Value and stunanim == false then coroutine.resume(coroutine.create(function() stunanim = true while attack == true do swait() end StunAnim() Stun.Value = 0 stunanim = false end)) end local stunnum2 = 20 if stunnum2 <= stunnum then if 0 < Stun.Value then Stun.Value = Stun.Value - 1 end stunnum = 0 end stunnum = stunnum + 1 if 0.5 <= donum then handidle = true else if donum <= 0 then handidle = false end end if handidle == false then donum = donum + 0.006 else donum = donum - 0.006 end local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character) if equipped == true then if attack == false then idle = idle + 1 else idle = 0 end if (500 <= idle and attack ~= false) or Anim == "Walk" then if walkforw == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) else RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) end else RH.C1 = clerp(RH.C1, RHC1, 0.2) LH.C1 = clerp(LH.C1, LHC1, 0.2) end if 1 < RootPart.Velocity.y and hitfloor == nil then Anim = "Jump" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.2), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8, 0, -0.2), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2) end else if RootPart.Velocity.y < -1 and hitfloor == nil then Anim = "Fall" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 1), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -1), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2) end else if torvel < 1 and hitfloor ~= nil then Anim = "Idle" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.1, 0, 0) * euler(0, 0, -0.2), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.2, 0, 0) * euler(0, 0, 0.2), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7 - (donum) / 5, 0, 0.2 + (donum) / 5) * euler(0, 1.57, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5 - (donum) / 5, 0, 0.1 - (donum) / 5) * euler(0, -1.57, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1.1, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.1, 0, 0.2) * euler(0, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0.1), 0.2) end else if 2 < torvel and torvel < 30 and hitfloor ~= nil then Anim = "Walk" walk = walk + 1 if 15 - 5 * Mvmt.Value <= walk then walk = 0 if walkforw == true then walkforw = false else if walkforw == false then walkforw = true end end end if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.5, 0, 0.2), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -0.3), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.2) end else if 30 <= torvel and hitfloor ~= nil then Anim = "Run" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.2), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.2), 0.4) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(1, 1, 0.2) * euler(0, -0.2, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.2, 0, -0.5), 0.4) end end end end end end end if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[2] == "CylinderClang" then if Thing[3] <= 1 then Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[7] = Thing[1].CFrame effect("New Yeller", 0, Thing[8], Thing[7]) Thing[8] = Thing[7] Thing[3] = Thing[3] + Thing[4] else Part.Parent = nil table.remove(Effects, e) end end if Thing[2] == "showDamage" then if Thing[6] < Thing[5] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[7] then Thing[4].position = Thing[4].position + vt(0, -0.2, 0) Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[8] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[9] then Thing[6] = Thing[6] + 1 Thing[4].position = Thing[4].position + vt(0, 0.2, 0) Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1 Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1 else Thing[1].Parent = nil table.remove(Effects, e) end end end end end if Thing[2] == "Transposition" then if 0 < Thing[3] or hitfloor == nil then Thing[3] = Thing[3] - 1 Thing[4].CFrame = cf(Thing[1].Torso.Position, RootPart.Position) local mag = RootPart.Position - Thing[1].Torso.Position.magnitude MagicCircle2(BrickColor.new(NewCol), Thing[4].CFrame * euler(1.57, 0, 0) * cf(math.random(-400, 400) / 100, 0, math.random(-400, 400) / 100), 2, 10, 2, -0.1, mag / 20, -0.1, 0.05, -mag / 15) else do CF1 = cf(Thing[1].Torso.Position) * cf(0, 3, 0) CF2 = cf(RootPart.Position) * cf(0, 3, 0) cantele = true if Rooted.Value == true then cantele = false end if (Thing[1]:findFirstChild("Stats")) ~= nil and (Thing[1].Stats:findFirstChild("Rooted")) ~= nil and Thing[1].Stats.Rooted.Value == true then cantele = false end if cantele == true then RootPart.CFrame = CF1 Thing[1].Torso.CFrame = CF2 RootPart.Velocity = vt(0, 0, 0) Thing[1].Torso.Velocity = vt(0, 0, 0) so("206082368", RootPart, 1, 1) so("206082368", Thing[1].Torso, 1, 1) MagicSpecial(BrickColor.new(NewCol), CF1, 3, 3, 3, 1, 1, 1, 0.05) MagicSpecial(BrickColor.new(NewCol), CF2, 3, 3, 3, 1, 1, 1, 0.05) local num = 0 local eul = CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) for i = 1, 6 do MagicCircle2(BrickColor.new(NewCol), CF1 * eul * euler(num, 0, 0), 3, 20, 3, -0.02, 0.5, -0.02, 0.02, 0.6) MagicCircle2(BrickColor.new(NewCol), CF1 * eul * euler(0, 1.57, 0) * euler(num, 0, 0), 3, 20, 3, -0.02, 0.5, -0.02, 0.02, 0.6) num = num + 1.046 end end do table.remove(Effects, e) if Thing[2] == "BloodBind" then if Thing[4].Parent == nil or Thing[4] == nil or Thing[4].Parent.Parent == nil then table.remove(Effects, e) BoundTarget = nil move2 = "(X)\nBlood Bind" else Thing[5] = Thing[5] * euler(0, 0.2, 0) if 5 <= Thing[3] then Thing[3] = 0 for i = 1.57, 6.28 do MagicBlock(BrickColor.new(NewCol), cf(Thing[4].Position) * Thing[5] * euler(0, i, 0) * cf(0, 0, 5), 1, 1, 1, 1, 1, 1, 0.1, 1) end end do do Thing[3] = Thing[3] + 1 if cooldownmax / 2 < cooldowns[2] then table.remove(Effects, e) cooldownsadd[2] = 0.2 BoundTarget = nil move2 = "(X)\nBlood Bind" end if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "Transposition" and Thing[2] ~= "BloodBind" then if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Ice" then if Thing[6] <= Thing[5] then Thing[6] = Thing[6] + 0.3 Thing[1].CFrame = Thing[1].CFrame * cf(0, 1, 0) else Thing[1].Transparency = Thing[1].Transparency + Thing[3] end else if Thing[2] == "Shatter" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] Thing[4] = Thing[4] * cf(0, Thing[7], 0) Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0) Thing[6] = Thing[6] + Thing[5] else if Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end end end end end end end end else Part.Parent = nil table.remove(Effects, e) end end -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_ELSE_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_ELSE_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC4943: LeaveBlock: unexpected jumping out IF_STMT end end end end end end end end end end end end fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true) fenbarmana4.Text = "Mana(" .. mana.Value .. ")" fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0) fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true) fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")" fenbarblock2:TweenSize((UDim2.new(0.4, 0, -4 * blood / 100, 0)), nil, 1, 0.4, true) fenbarblock3.Text = "Blood(" .. math.floor(blood) .. ")" fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove2.Text = move2 fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) for _,c in pairs(Decrease:children()) do if (c:findFirstChild("Duration")) ~= nil then c.Duration.Value = c.Duration.Value - 1 if c.Duration.Value <= 0 then c.Parent = nil end end if c.Name == "DecreaseAtk" then decreaseatk = decreaseatk + c.Value else if c.Name == "DecreaseDef" then decreasedef = decreasedef + c.Value else if c.Name == "DecreaseMvmt" then decreasemvmt = decreasemvmt + c.Value end end end end Atk.Value = 1 - (decreaseatk) if Atk.Value <= 0 then Atk.Value = 0 end Def.Value = 1 - (decreasedef) if Def.Value <= 0 then Def.Value = 0.01 end Mvmt.Value = 1 - (decreasemvmt) if Mvmt.Value <= 0 then Mvmt.Value = 0 end decreaseatk = 0 decreasedef = 0 decreasemvmt = 0 AtkVal = Atk.Value * 100 AtkVal = math.floor(AtkVal) AtkVal = AtkVal / 100 fenbardamage.Text = "Damage\n(" .. AtkVal .. ")" DefVal = Def.Value * 100 DefVal = math.floor(DefVal) DefVal = DefVal / 100 fenbardef.Text = "Defense\n(" .. DefVal .. ")" MvmtVal = Mvmt.Value * 100 MvmtVal = math.floor(MvmtVal) MvmtVal = MvmtVal / 100 if Rooted.Value == true then MvmtVal = 0 end fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")" if StunT.Value <= Stun.Value then fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true) else fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true) end fenbarstun3.Text = "Stun(" .. Stun.Value .. ")" if 100 <= mana.Value then mana.Value = 100 else if mananum <= 9 then mananum = mananum + 1 else if 8 <= mananum then mananum = 0 mana.Value = mana.Value + 1 end end end for i = 1, #cooldowns do if cooldownmax <= cooldowns[i] then cooldowns[i] = cooldownmax else cooldowns[i] = cooldowns[i] + cooldownsadd[i] end end -- DECOMPILER ERROR at PC5334: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC5334: LeaveBlock: unexpected jumping out DO_STMT end end end
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