Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint 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"] Humanoid.MaxHealth = math.huge wait() Humanoid.Health = Humanoid.MaxHealth local BC = Character["Body Colors"] BC.HeadColor = BrickColor.new("Pastel brown") BC.LeftArmColor = BrickColor.new("Pastel brown") BC.LeftLegColor = BrickColor.new("Pastel brown") BC.RightArmColor = BrickColor.new("Pastel brown") BC.RightLegColor = BrickColor.new("Pastel brown") BC.TorsoColor = BrickColor.new("Pastel brown") for i,v in pairs(Character:children()) do if v:IsA("Shirt") then v:Destroy() end end for i,v in pairs(Character:children()) do if v:IsA("Pants") then v:Destroy() end end ------Face---------- Character.Head.face.Texture = "rbxassetid://0" ------Remover------- for i,v in pairs(Character:children()) do if v:IsA("Hat") then v:Destroy() end end for i,v in pairs(Character:children()) do if v:IsA("Accessory") then v:Destroy() end end for i,v in pairs(Character:children()) do if v:IsA("Hair") then v:Destroy() end end ------Heavy--------- CV="Maroon" Player = game.Players.LocalPlayer char = Player.Character local txt = Instance.new("BillboardGui", Character) txt.Adornee = Character .Head txt.Name = "_status" txt.Size = UDim2.new(2, 0, 1.2, 0) txt.StudsOffset = Vector3.new(-9, 8, 0) local text = Instance.new("TextLabel", txt) text.Size = UDim2.new(10, 0, 7, 0) text.FontSize = "Size24" text.TextScaled = true text.TextTransparency = 0 text.BackgroundTransparency = 1 text.TextTransparency = 0 text.TextStrokeTransparency = 0 text.Font = "Bodoni" text.TextStrokeColor3 = Color3.new(255,176,0) v=Instance.new("Part") v.Name = "ColorBrick" v.Parent=Player.Character v.FormFactor="Symmetric" v.Anchored=true v.CanCollide=false v.BottomSurface="Smooth" v.TopSurface="Smooth" v.Size=Vector3.new(10,5,3) v.Transparency=1 v.CFrame=Character.Torso.CFrame v.BrickColor=BrickColor.new(CV) v.Transparency=1 text.TextColor3 = Color3.new(255,204,153) v.Shape="Block" text.Text = "I Woof You!" -------------------- local Hat = char:FindFirstChild("Hat_F") or Instance.new("Hat") Hat.AttachmentPos = Vector3.new(0, 0.46, 0.22) Hat.Name = "Hat_F" local Handle = Hat:FindFirstChild("Handle") or Instance.new("Part", Hat) if Handle.Name ~= "Handle" then Handle.Size = Vector3.new(1, 1, 1) end Handle.BottomSurface = 0 Handle.Name = "Handle" Handle.TopSurface = 0 Handle.Locked = 1 local Mesh = Hat:FindFirstChild("Mesh") or Instance.new("SpecialMesh", Handle) Mesh.TextureId = "http://www.roblox.com/asset/?id=151778895" Mesh.MeshId = "http://www.roblox.com/asset/?id=151778863" Mesh.Scale = Vector3.new(1.1, 1.1, 1.1) Hat.Parent = char shirt = Instance.new("Shirt", Character) shirt.Name = "Shirt" pants = Instance.new("Pants", Character) pants.Name = "Pants" Character.Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=153262430" Character.Pants.PantsTemplate = "http://www.roblox.com/asset/?id=151881647" sound = Instance.new("Sound", Character) sound.SoundId = "rbxassetid://1565104631" sound.Volume = 100000000 sound.EmitterSize = 25 sound:Play() sound.Looped = true Face = Head.face Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new rad = math.rad euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles Mouse = Player:GetMouse() coroutine.resume(coroutine.create(function() game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = "By deivis97 / leaked mah frend :P"; Color = Color3.new(0, 1, 1); Font = Enum.Font.Code; FontSize = Enum.FontSize.Size24; }) end)) ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = 0.016666666666667 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if frame <= tf then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end ) local animationspeed = 2 hbwait = function(number) if number == 0 or number == nil then ArtificialHB.Event:wait() else for i = 0, number do ArtificialHB.Event:wait() end end end local Stats = Instance.new("Folder", Character) Stats.Name = "Stats" local Defense = Instance.new("NumberValue", Stats) Defense.Name = "Defense" Defense.Value = 0.1 local Movement = Instance.new("NumberValue", Stats) Movement.Name = "Movement" Movement.Value = 0.35 local Damage = Instance.new("NumberValue", Stats) Damage.Name = "Damage" Damage.Value = 0 local Mana = Instance.new("NumberValue", Stats) Mana.Name = "Mana" Mana.Value = 0 local Rooted = Instance.new("BoolValue", Stats) Rooted.Name = "Rooted" Rooted.Value = false local BlockValue = Instance.new("BoolValue", Stats) BlockValue.Name = "BlockValue" BlockValue.Value = false local StaggerHitAnim = Instance.new("BoolValue", Stats) StaggerHitAnim.Name = "StaggerHitAnim" StaggerHitAnim.Value = false local StaggerAnim = Instance.new("BoolValue", Stats) StaggerAnim.Name = "StaggerAnim" StaggerAnim.Value = false local StunAnim = Instance.new("BoolValue", Stats) StunAnim.Name = "StunAnim" StunAnim.Value = false local StunValue = Instance.new("NumberValue", Stats) StunValue.Name = "StunValue" StunValue.Value = 0 local CanCrit = Instance.new("BoolValue", Stats) CanCrit.Name = "CanCrit" CanCrit.Value = false local CritChance = Instance.new("NumberValue", Stats) CritChance.Name = "CritChance" CritChance.Value = 20 local CanPenetrateArmor = Instance.new("BoolValue", Stats) CanPenetrateArmor.Name = "CanPenetrateArmor" CanPenetrateArmor.Value = false local AntiTeamKill = Instance.new("BoolValue", Stats) AntiTeamKill.Name = "AntiTeamKill" AntiTeamKill.Value = false necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) RootCF = angles(rad(-90), 0, rad(180)) local idle = 0 local Anim = "Idle" local animtype = math.floor(math.random(1, 3)) local attacktype = 1 local attack = false local equipped = false local LastPoint = nil local staggerhitanim = false local staggeranim = false local stunanim = false local CritChanceNumber = 0 local idlen = 0 local donum = 0 local sine = 0 local change = 2 / animationspeed local walkinganim = false local handidle = false local walk = 0 local stundelay = 0 local manadelay = 0 local robloxidleanimation = Instance.new("Animation", Torso) robloxidleanimation.Name = "robloxidleanimation" robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571" local Animator = Humanoid:FindFirstChild("Animator") local Animate = Character:FindFirstChild("Animate") local HitPlayerSounds = {199149137, 199149186, 199149221, 199149235, 199149269, 199149297} local HitArmorSounds = {199149321, 199149338, 199149367, 199149409, 199149452} local HitWeaponSounds = {199148971, 199149025, 199149072, 199149109, 199149119} local HitBlockSounds = {199148933, 199148947} local cooldown1 = 0 local cooldown2 = 0 local cooldown3 = 0 local cooldown4 = 0 local scrn = Instance.new("ScreenGui", PlayerGui) local ud = UDim2.new local c3 = Color3.new local skillcolorscheme = c3(1, 1, 1) subtractmana = function(k) if k <= Mana.Value then Mana.Value = Mana.Value - k end end local co1 = 0 local co2 = 0 local co3 = 0 local co4 = 0 local maxmana = 0 local maxstun = 1 local recovermana = 0 local losestun = 0 local stunwait = 0 local manawait = 0 local skill1mana = 0 local skill2mana = 0 local skill3mana = 0 local skill4mana = 0 local menuupdatespeed = 0 local constantupdate = false local showstats = false local allowstunbar = false local CustomColor = Torso.BrickColor local Colorpart1 = CustomColor.r local Colorpart2 = CustomColor.g local Colorpart3 = CustomColor.b local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3)) makeframe = function(par, trans, pos, size, color, name) local frame = Instance.new("Frame") frame.Parent = par frame.BackgroundTransparency = trans frame.BorderSizePixel = 2 frame.Position = pos frame.Size = size frame.BackgroundColor3 = color frame.Name = name return frame end makelabel = function(par, text, trans, stroketrans, name) local label = Instance.new("TextLabel") label.Parent = par label.BackgroundTransparency = 1 label.Size = ud(1, 0, 1, 0) label.Position = ud(0, 0, 0, 0) label.TextColor3 = c3(255, 255, 255) label.TextStrokeTransparency = stroketrans label.TextTransparency = trans label.FontSize = Enum.FontSize.Size32 label.Font = Enum.Font.Legacy label.BorderSizePixel = 0 label.TextScaled = true label.Text = text label.Name = name return label end framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1") framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2") framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3") framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4") bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1") bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2") bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3") bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4") text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1") text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2") text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3") text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4") manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar") manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover") manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text") healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Bar") healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Cover") healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text") if allowstunbar == true then stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137255), "Stun Frame") stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137255), "Stun Bar") stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text") end if showstats == true then defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 0.3921568627451, 1), "Defense Frame") damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.3921568627451, 0.3921568627451), "Damage Frame") movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 1, 0.3921568627451), "Movement Frame") defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text") damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text") movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text") end NoOutline = function(Part) Part.TopSurface = 10 end local weldBetween = function(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end nooutline = function(part) part.TopSurface = 10 end part = function(formfactor, parent, material, reflectance, transparency, brickcolor, name, size) local fp = it("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = BrickColor.new(tostring(brickcolor)) fp.Name = name fp.Size = size fp.Position = Character.Torso.Position nooutline(fp) fp.Material = material fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype mesh.MeshId = meshid end mesh.Offset = offset mesh.Scale = scale return mesh end weld = function(parent, part0, part1, c0, c1) local weld = it("Motor") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 weld.C1 = c1 return weld end local WeaponName = "Impossible Doge" local ClassName = "Impossible Doge" local PlayerSize = 1 local RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0)) local LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0)) if PlayerSize ~= 1 then RootPart.Size = RootPart.Size * PlayerSize Torso.Size = Torso.Size * PlayerSize Head.Size = Head.Size * PlayerSize RightArm.Size = RightArm.Size * PlayerSize LeftArm.Size = LeftArm.Size * PlayerSize RightLeg.Size = RightLeg.Size * PlayerSize LeftLeg.Size = LeftLeg.Size * PlayerSize RootJoint.Parent = RootPart Neck.Parent = Torso LS.Parent = Torso RS.Parent = Torso LH.Parent = Torso RH.Parent = Torso RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)) Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize) RS.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0 LS.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0 RS.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5) LS.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5) RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)) LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)) RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) for _,v in pairs(Character:GetChildren()) do if v.ClassName == "Hat" or v.ClassName == "Accessory" then v.Parent = nil v.Parent = Character v.Handle.Mesh.Scale = v.Handle.Mesh.Scale * PlayerSize for _,b in pairs(v.Handle:GetChildren()) do if b.ClassName == "Weld" or b.ClassName == "Motor" then local p1 = b.Part1 b.Part1 = nil local c01, c02, c03, c04, c05, c06, c07, c08, c09, c010, c011, c012 = b.C0:components() local c11, c12, c13, c14, c15, c16, c17, c18, c19, c110, c111, c112 = b.C1:components() b.C0 = cf(c01 * PlayerSize, c02 * PlayerSize, c03 * PlayerSize, c04, c05, c06, c07, c08, c09, c010, c011, c012) b.C1 = cf(c11 * PlayerSize, c12 * PlayerSize, c13 * PlayerSize, c14, c15, c16, c17, c18, c19, c110, c111, c112) b.Part1 = p1 end end end end end m = Instance.new("Model", Character) m.Name = WeaponName Effects = Instance.new("Folder", m) Effects.Name = "Effects" Humanoid.Died:connect(function() attack = true for _,v in pairs(Character:GetChildren()) do if v.ClassName == "Model" then v:Destroy() end end end ) for i,v in pairs(Character:GetChildren()) do if v.ClassName == "Model" then for _,c in pairs(v:GetChildren()) do if c.ClassName == "Part" then c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001) end end end end print(ClassName .. " loaded.") clerp = function(a, b, t) return a:lerp(b, t) end positiveangle = function(number) if number > 0 then number = 0 end return number end negativeangle = function(number) if number < 0 then number = 0 end return number end so = function(id, par, vol, pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = "http://roblox.com/asset/?id=" .. id hbwait() sou:play() game:GetService("Debris"):AddItem(sou, 10) end )) end GetDistance = function(Part1, Part2, magnitude) local target = Part1.Position - Part2.Position local mag = target.magnitude if mag <= magnitude then return true else return false end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end DamageStatLabel = function(labeltype, cframe, text, color) local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0)) c.CFrame = cf(cframe.p + vt(0, 1.5, 0)) game:GetService("Debris"):AddItem(c, 5) Instance.new("BodyGyro", c) local f = Instance.new("BodyPosition", c) f.P = 2000 f.D = 100 f.maxForce = vt(math.huge, math.huge, math.huge) if labeltype == "Normal" then f.position = c.Position + vt(math.random(-2, 2), 6, math.random(-2, 2)) else if labeltype == "Debuff" then f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2)) else if labeltype == "Interruption" then f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2)) end end end game:GetService("Debris"):AddItem(c, 5) local bg = Instance.new("BillboardGui", c) bg.Adornee = c bg.Size = UDim2.new(2.5, 0, 2.5, 0) bg.StudsOffset = vt(-2, 2, 0) bg.AlwaysOnTop = false local tl = Instance.new("TextLabel", bg) tl.BackgroundTransparency = 1 tl.Size = UDim2.new(2.5, 0, 2.5, 0) tl.Text = text tl.Font = Enum.Font.SourceSans tl.FontSize = Enum.FontSize.Size42 tl.TextColor3 = color tl.TextScaled = false tl.TextStrokeTransparency = 0 tl.TextScaled = true tl.TextWrapped = true f.Parent = c coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel) wait(0.25) for i = 1, 5 do wait() BodyPosition.position = Part.Position - vt(0, 0.5, 0) end wait(1.25) for i = 1, 5 do wait() TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2 TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2 BodyPosition.position = Part.Position + vt(0, 0.5, 0) end Part.Parent = nil end ), c, f, tl) end IncreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat) -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and Location.Stats[Stat] ~= nil then Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount if ShowTheStat == true then if Stat == "Defense" then DamageStatLabel("Debuff", Location.Head.CFrame, "+Defense", c3(1, 1, 1)) else if Stat == "Damage" then DamageStatLabel("Debuff", Location.Head.CFrame, "+Damage", c3(1, 1, 1)) else if Stat == "Movement" then DamageStatLabel("Debuff", Location.Head.CFrame, "+Movement", c3(1, 1, 1)) end end end end coroutine.resume(coroutine.create(function(CurrentDecrease) wait(Duration) CurrentDecrease.Value = CurrentDecrease.Value - Amount end ), Location.Stats[Stat]) end DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1)) end DecreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat) -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and Location.Stats[Stat] ~= nil then Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount if ShowTheStat == true then if Stat == "Defense" then DamageStatLabel("Debuff", Location.Head.CFrame, "-Defense", c3(1, 1, 1)) else if Stat == "Damage" then DamageStatLabel("Debuff", Location.Head.CFrame, "-Damage", c3(1, 1, 1)) else if Stat == "Movement" then DamageStatLabel("Debuff", Location.Head.CFrame, "-Movement", c3(1, 1, 1)) end end end end coroutine.resume(coroutine.create(function(CurrentDecrease) wait(Duration) CurrentDecrease.Value = CurrentDecrease.Value + Amount end ), Location.Stats[Stat]) end DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1)) end Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat) if hit.Parent == nil then return end h = hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:GetChildren()) do if v:IsA("Humanoid") then h = v end end if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then StaggerHitAnim.Value = true so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1) return end if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then h = hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className == "Hat" then hit = hit.Parent.Parent:FindFirstChild("Head") end if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:FindFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if AntiTeamKill.Value == true and Player.Neutral == false and game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then return end if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("StunValue") ~= nil then hit.Parent.Stats:FindFirstChild("StunValue").Value = hit.Parent.Stats:FindFirstChild("StunValue").Value + incstun end if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("StaggerAnim") ~= nil and stagger == true then hit.Parent.Stats:FindFirstChild("StaggerAnim").Value = true end if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("BlockValue") ~= nil and hit.Parent.Stats:FindFirstChild("BlockValue").Value == true then if hit.Parent.Stats:FindFirstChild("BlockDebounce") == nil then DamageStatLabel("Interruption", hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1)) local BlockDebounce = Instance.new("BoolValue", hit.Parent.Stats) BlockDebounce.Name = "BlockDebounce" BlockDebounce.Value = true game:GetService("Debris"):AddItem(BlockDebounce, 0.1) end do if ranged ~= true then do if hit.Parent.Stats:FindFirstChild("BlockDebounce2") == nil then local BlockDebounce2 = Instance.new("BoolValue", hit.Parent.Stats) BlockDebounce2.Name = "BlockDebounce2" BlockDebounce2.Value = true game:GetService("Debris"):AddItem(BlockDebounce2, 0.1) so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1) end hit.Parent.Stats:FindFirstChild("BlockValue").Value = false StaggerAnim.Value = true do return end if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then if DecreaseTheStat == "Defense" then DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat) else if DecreaseTheStat == "Damage" then DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat) else if DecreaseTheStat == "Movement" then DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat) end end end end local D = math.random(minim, maxim) * Damage.Value if hit.Parent:FindFirstChild("Stats") ~= nil then if hit.Parent.Stats:FindFirstChild("Defense") then if CanPenetrateArmor.Value == true then D = D / hit.Parent.Stats:FindFirstChild("Defense").Value -- DECOMPILER ERROR at PC377: Unhandled construct in 'MakeBoolean' P1 if hit.Parent.Stats:FindFirstChild("Defense") ~= nil or CanCrit.Value == true then CritChanceNumber = math.random(1, CritChance.Value) if CritChanceNumber == CritChance.Value then D = D * 2 end end D = math.floor(D) h.Health = h.Health - D if D <= 3 and staggerhit == true then if ranged ~= true then StaggerHitAnim.Value = true end if ranged ~= true then so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1) end else if D > 3 and ranged ~= true then so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1) end end if D > 3 and D < 20 then if CanCrit.Value == true and CritChanceNumber == CritChance.Value then DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0)) so("296102734", hit, 1, 1) else DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0.86274509803922, 0)) end else if D >= 20 then if CanCrit.Value == true and CritChanceNumber == CritChance.Value then DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0)) so("296102734", hit, 1, 1) else DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0)) end else if D <= 3 then if CanCrit.Value == true and CritChanceNumber == CritChance.Value then DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0)) so("296102734", hit, 1, 1) else DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(0.88235294117647, 0.88235294117647, 0.88235294117647)) end end end end do if Type == "Normal" then local vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = vt(math.huge, 0, math.huge) if KnockbackType == 1 then vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05 else if KnockbackType == 2 then vp.Velocity = Property.CFrame.lookVector * knockback end end if knockback > 0 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, 0.5) end local DebounceHit = Instance.new("BoolValue", hit.Parent) DebounceHit.Name = "DebounceHit" DebounceHit.Value = true game:GetService("Debris"):AddItem(DebounceHit, Delay) end end end end end end end end end end MagniDamage = function(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat) for _,c in pairs(workspace:GetChildren()) do local hum = (c:FindFirstChild("Humanoid")) local head = nil if hum ~= nil then head = c:FindFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat) end end do for _,d in pairs(c:GetChildren()) do if d.ClassName == "Model" and ranged ~= true then head = d:FindFirstChild("Hitbox") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt()) hitrefpart.Anchored = true hitrefpart.CFrame = cf(head.Position) so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1) StaggerHitAnim.Value = true end end end end do -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_STMT end end end end end MagniBufforDebuff = function(Part, Magni, Type, Stat, Amount, Duration, ShowTheBufforDebuff, ApplyToOthersInstead) if Player.Neutral == true then if Type == "Buff" then IncreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff) else if Type == "Debuff" then DecreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff) end end end for _,c in pairs(workspace:GetChildren()) do local hum = (c:FindFirstChild("Humanoid")) local head = nil if hum ~= nil then head = c:FindFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude -- DECOMPILER ERROR at PC83: Unhandled construct in 'MakeBoolean' P1 if ApplyToOthersInstead == true and mag <= Magni and c.Name ~= Player.Name and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then if Type == "Buff" then IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) else if Type == "Debuff" then DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) end end end end end if ApplyToOthersInstead == false and mag <= Magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then if Type == "Buff" then IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) else if Type == "Debuff" then DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) end end end end end Lightning = function(p0, p1, tym, ofs, brickcolor, material, th, tra, last) local magz = p0 - p1.magnitude local curpos = p0 local trz = {-ofs, ofs} for i = 1, tym do local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym)) do li.Anchored = true local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)]) local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz if tym == i then local magz2 = curpos - p1.magnitude li.Size = vt(th, th, magz2) li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2) else do do li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2) curpos = li.CFrame * cf(0, 0, magz / tym / 2).p game.Debris:AddItem(li, last) coroutine.resume(coroutine.create(function() while li.Transparency ~= 1 do for i = 0, 1, last do hbwait() li.Transparency = li.Transparency + 0.1 / last end end end )) end -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_ELSE_STMT -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out DO_STMT end end end end end MagicRing = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, -0.1 * z1), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicBlock = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() if rotate == true then Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) end Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicBlock2 = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) CF = prt.CFrame num = math.random(5, 20) coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num) for i = 0, 1, delay do hbwait() if rotate == true then Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) else Part.CFrame = CF2 * cf(0, i * Num, 0) end Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh, CF, num) end MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicHead = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end BreakEffect = function(brickcolor, material, rotate, cframe, x1, y1, z1, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb) CF = Part.CFrame Numbb = 0 randnumb = math.random() - math.random() for i = 0, 1, delay do hbwait() CF = CF * cf(0, 1, 0) if rotate == true then Part.CFrame = CF * angles(Numbb, 0, 0) else if rotate == false then Part.CFrame = CF end end Part.Transparency = i Numbb = Numbb + (randnumb) end Part.Parent = nil end ), prt, CF, Numbb, randnumb) end ElecEffect = function(brickcolor, material, cf, x, y, z, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cf xval = math.random() yval = math.random() zval = math.random() local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal) for i = 0, 1, delay do hbwait() Part.CFrame = Part.CFrame xvaal = xvaal - 0.1 * (delay * 10) yvaal = yvaal - 0.1 * (delay * 10) zvaal = zvaal - 0.1 * (delay * 10) Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal) Part.Transparency = i end Part.Parent = nil end ), prt, msh, xval, yval, zval) end TrailEffect = function(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay) local magnitudecframe = currentcf.p - oldcf.p.magnitude if magnitudecframe > 0.01 then local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt(1, magnitudecframe, 1)) prt.Anchored = true prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(rad(90), 0, 0) local TheMeshType = "BlockMesh" if meshtype == "Cylinder" then TheMeshType = "CylinderMesh" end local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt(0 + size, 1, 0 + size)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x, y, z) end Part.Parent = nil end ), prt, msh, currentcf, oldcf) end end ClangEffect = function(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay) local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0)) game:GetService("Debris"):AddItem(prt, 10) local TheLastPoint = cframe coroutine.resume(coroutine.create(function(Part) for i = 1, duration do hbwait() Part.CFrame = Part.CFrame * angles(rad(angle), 0, 0) * cf(0, power, 0) TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay) TheLastPoint = Part.CFrame end Part.Parent = nil end ), prt) end MagicCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicFlatCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicSpikedCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicSkull = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end local startequipped = true local startequippedwithequipanimation = false local disableanimator = true local disableanimate = true local alternatewalk = false local hidemenu = false local allowmenutofunction = false local allowabilitiestofunction = false local canunequiporequip = false local allowwalking = false local disablemovingarms = false local usemotorsinsteadofwelds = false local leftarm = false local rightarm = false local allowhopperbin = false local showstunbar = false local walkspeeddependsonmovementvalue = true local alternatemanaregensystem = false local showhealthmanaandstunnumbers = false local changebarcolorsifnotenoughmana = false local disablejump = false if hidemenu == true or allowmenutofunction == false then for _,v in pairs(scrn:GetChildren()) do if v.ClassName == "Frame" or v.ClassName == "TextLabel" then v.Visible = false v.BorderSizePixel = 0 end end end do Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and disablejump == true then Humanoid.Jump = false end end ) if allowmenutofunction == true then for _,v in pairs(scrn:GetChildren()) do if v.ClassName == "Frame" then for _,b in pairs(v:GetChildren()) do if b.ClassName == "TextLabel" then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) if showstats == true then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) end if showstunbar == true then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) end if allowabilitiestofunction == true then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) end end end end end end do if allowhopperbin == true then if script.Parent.className ~= "HopperBin" then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = WeaponName script.Parent = Tool end Bin = script.Parent end if disablemovingarms == true then RWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0)) LWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0)) RSH = nil if usemotorsinsteadofwelds == true then RW = Instance.new("Motor") LW = Instance.new("Motor") else RW = Instance.new("Weld") LW = Instance.new("Weld") end RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = Torso LSH.Parent = Torso RW.Name = "Right Shoulder" RW.Part0 = Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = Character["Right Arm"] RW.Parent = nil LW.Name = "Left Shoulder" LW.Part0 = Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = Character["Left Arm"] LW.Parent = nil else RW = Torso["Right Shoulder"] LW = Torso["Left Shoulder"] RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0)) LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0)) end equipanim = function() attack = true Movement.Value = Movement.Value - 0.1 Defense.Value = Defense.Value + 0.4 for i = 0, 1, 0.08 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) end attack = false end unequipanim = function() attack = true for i = 0, 1, 0.08 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed) if disablemovingarms == false then RW.C1 = clerp(RW.C1, angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed) LW.C1 = clerp(LW.C1, angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed) end RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed) LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed) end RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)) Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize) RW.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0 LW.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0 if disablemovingarms == false then RW.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5) LW.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5) end RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)) LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)) RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) Movement.Value = Movement.Value + 0.1 Defense.Value = Defense.Value - 0.4 attack = false end if startequipped == true then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end Movement.Value = Movement.Value - 0.1 Defense.Value = Defense.Value + 0.4 end if startequippedwithequipanimation == true then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end coroutine.resume(coroutine.create(function() hbwait() equipanim() end )) end StaggerHit = function() attack = true if Hitbox ~= nil then for i = 1, math.random(2, 4) do ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end end do for i = 0, 1, 0.1 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-30)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(30)) * angles(rad(5), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-30), rad(0), rad(60)) * angles(rad(0), rad(-30), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(-20)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.9 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-10), rad(0), rad(-20)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed) if StaggerAnim.Value ~= true then do if StunAnim.Value == true then break end -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_STMT end end end attack = false end end Stagger = function() attack = true disablejump = true if Hitbox ~= nil then for i = 1, math.random(2, 4) do ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end end do attacktype = 1 DamageStatLabel("Interruption", Head.CFrame, "Staggered!", Color3.new(1, 1, 0)) local staggervelocity = Instance.new("BodyVelocity", Torso) staggervelocity.P = 500 staggervelocity.maxForce = vt(math.huge, 0, math.huge) if Rooted.Value == false then staggervelocity.Velocity = RootPart.CFrame.lookVector * -25 end for i = 0, 1, 0.35 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.1 * PlayerSize) * angles(rad(-20), rad(0), rad(-30)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed) end for i = 0, 1, 0.2 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.2 * PlayerSize) * angles(rad(-30), rad(0), rad(-30)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.9 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(30)), 0.3 / animationspeed) end staggervelocity:Destroy() for i = 0, 1, 0.015 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.8 * PlayerSize) * angles(rad(0), rad(0), rad(-20)) * angles(rad(-5), rad(-5), rad(0)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(20), rad(0), rad(20)) * angles(rad(0), rad(5), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(20)) * angles(rad(0), rad(-20), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-15), rad(0), rad(-10)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(0), rad(0), rad(70)) * angles(rad(0), rad(30), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, 0.4 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-2.5), rad(0), rad(-10)), 0.3 / animationspeed) if StunAnim.Value == true then break end end do attacktype = 1 disablejump = false attack = false end end end Stun = function() attack = true disablejump = true attacktype = 1 DamageStatLabel("Interruption", Head.CFrame, "Stunned!", Color3.new(1, 1, 0)) for i = 0, 1, 0.4 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(15), rad(0), rad(-160)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(10), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(15)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(-15)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed) end for i = 0, 1, 0.4 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.5 * PlayerSize) * angles(rad(45), rad(0), rad(-170)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(45)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(-45)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed) end for i = 0, 1, 0.4 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1 * PlayerSize) * angles(rad(75), rad(0), rad(-180)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-60)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(75)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-45), rad(0), rad(-75)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-30)), 0.3 / animationspeed) end Humanoid.AutoRotate = false for i = 1, 70 * animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -2.5 * PlayerSize) * angles(rad(90), rad(0), rad(-180)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-90)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(-10), rad(90)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-90), rad(0), rad(-90)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.2 * PlayerSize) * angles(rad(0), rad(70), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-100), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed) end for i = 0, 1, 0.15 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.5 * PlayerSize) * angles(rad(20), rad(0), rad(100)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(30)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(20)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-5), rad(0), rad(70)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.25 * PlayerSize, -1 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-10), rad(0), rad(20)), 0.3 / animationspeed) end Humanoid.AutoRotate = true attacktype = 1 disablejump = false attack = false end EAbility = function() attack = true attack = false end Attack1 = function() attack = true attack = false end Attack2 = function() attack = true attack = false end Attack3 = function() attack = true attack = false end Attack4 = function() attack = true attack = false end Move1 = function() attack = true attack = false end Move2 = function() attack = true attack = false end Move3 = function() attack = true attack = false end Move4 = function() attack = true attack = false end hold = false Mouse.Button1Down:connect(function() if attack == true or equipped == false then return end hold = true if attacktype == 1 then attacktype = 2 Attack1() else if attacktype == 2 then attacktype = 3 Attack2() else if attacktype == 3 then attacktype = 4 Attack3() else if attacktype == 4 then attacktype = 1 Attack4() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then hbwait() end end if attack == false then attacktype = 1 end end )) end ) if allowhopperbin == true then ob1u = function(Mouse) hold = false end end Mouse.KeyDown:connect(function(key) if key == "f" and canunequiporequip == true and attack == false then if equipped == false then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end equipanim() elseif equipped == true then equipped = false unequipanim() hbwait() if disablemovingarms == true then RW.Parent = nil LW.Parent = nil RSH.Parent = Torso LSH.Parent = Torso end if disableanimator == true then Animator.Parent = Humanoid end if disableanimate == true then Animate.Disabled = false end end end if key == "e" and attack == false and equipped == true then if animtype < 3 then animtype = animtype + 1 elseif animtype >= 3 then animtype = 1 end end if key == "z" and attack == false and equipped == true and co1 <= cooldown1 and skill1mana <= Mana.Value then subtractmana(skill1mana) cooldown1 = 0 Move1() end if key == "x" and attack == false and equipped == true and co2 <= cooldown2 and skill2mana <= Mana.Value then subtractmana(skill2mana) cooldown2 = 0 Move2() end if key == "c" and attack == false and equipped == true and co3 <= cooldown3 and skill3mana <= Mana.Value then subtractmana(skill3mana) cooldown3 = 0 Move3() end if key == "v" and attack == false and equipped == true and co4 <= cooldown4 and skill4mana <= Mana.Value then subtractmana(skill4mana) cooldown4 = 0 Move4() end if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then if key == "q" then Mana.Value = 100 cooldown1 = co1 cooldown2 = co2 cooldown3 = co3 cooldown4 = co4 end if key == "p" then StaggerHitAnim.Value = true end if key == "[" then StaggerAnim.Value = true end if key == "]" then StunAnim.Value = true end end end ) Mouse.KeyUp:connect(function(key2) end ) if allowhopperbin == true then 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) end end if allowhopperbin == true then ds = function(Mouse) end end if allowhopperbin == true then Bin.Selected:connect(s) Bin.Deselected:connect(ds) end updateskills = function() if allowabilitiestofunction == true then if cooldown1 <= co1 then cooldown1 = cooldown1 + 0.033333333333333 if co1 <= cooldown1 then cooldown1 = co1 end end if cooldown2 <= co2 then cooldown2 = cooldown2 + 0.033333333333333 if co2 <= cooldown2 then cooldown2 = co2 end end if cooldown3 <= co3 then cooldown3 = cooldown3 + 0.033333333333333 if co3 <= cooldown3 then cooldown3 = co3 end end if cooldown4 <= co4 then cooldown4 = cooldown4 + 0.033333333333333 if co4 <= cooldown4 then cooldown4 = co4 end end if changebarcolorsifnotenoughmana == true then if Mana.Value <= skill1mana then bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end if Mana.Value <= skill2mana then bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end if Mana.Value <= skill3mana then bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end if Mana.Value <= skill4mana then bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end else if changebarcolorsifnotenoughmana == false then bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end end end if alternatemanaregensystem == false then if Mana.Value <= maxmana then Mana.Value = Mana.Value + recovermana / 30 else if maxmana <= Mana.Value then Mana.Value = maxmana end end else if alternatemanaregensystem == true then if maxmana <= Mana.Value then Mana.Value = maxmana else if manadelay <= manawait then manadelay = manadelay + 1 else manadelay = 0 Mana.Value = Mana.Value + 1 end end end end if allowstunbar == true then if StunValue.Value <= 0 then StunValue.Value = 0 else if stundelay <= stunwait then stundelay = stundelay + 1 else stundelay = 0 StunValue.Value = StunValue.Value - 1 end end else if allowstunbar == false then StunValue.Value = 0 end end end if allowmenutofunction == true then ArtificialHB.Event:connect(function() updateskills() if allowabilitiestofunction == true then framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) end manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) if allowstunbar == true and showstunbar == true and stunframe ~= nil then stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) end if showhealthmanaandstunnumbers == true then manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]" healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]" if allowstunbar == true and showstunbar == true then stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]" end end if showstats == true then defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) defensetext.Text = "Defense: " .. Defense.Value * 100 .. "%" damagetext.Text = "Damage: " .. Damage.Value * 100 .. "%" if Rooted.Value == false then movementtext.Text = "Movement: " .. Movement.Value * 100 .. "%" else if Rooted.Value == true or Movement.Value <= 0 then movementtext.Text = "Movement: 0%" end end end end ) end while 1 do hbwait() if Hitbox ~= nil then if attack == true then Hitbox.Name = "Hitbox" else if attack == false then Hitbox.Name = "NilHitbox" end end end if 0 < Humanoid.Health then if walkspeeddependsonmovementvalue == true then if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Movement.Value end end if maxstun <= StunValue.Value then StunValue.Value = 0 StunAnim.Value = true end if StaggerAnim.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do hbwait() end Stagger() StaggerAnim.Value = false staggeranim = false end )) end if StaggerHitAnim.Value == true and staggerhitanim == false then coroutine.resume(coroutine.create(function() staggerhitanim = true while attack == true do hbwait() end StaggerHit() StaggerHitAnim.Value = false staggerhitanim = false end )) end if (StunAnim.Value == true and stunanim == false) or 100 <= StunValue.Value then coroutine.resume(coroutine.create(function() StunValue.Value = 0 stunanim = true while attack == true do hbwait() end Stun() StunAnim.Value = false stunanim = false end )) end sine = sine + change local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position) hitfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position + vt(0, -1, 0)).lookVector, 4 * PlayerSize, Character) if 0.5 <= donum then handidle = true else if donum <= 0 then handidle = false end end if handidle == false then donum = donum + 0.003 / animationspeed else donum = donum - 0.003 / animationspeed end if equipped == true or equipped == false then if attack == false then idle = idle + 1 else idle = 0 end if leftarm == true then if Anim == "Walk" and equipped == true and attack == false then if alternatewalk == false then if walkinganim == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end else if walkinganim == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end end else -- DECOMPILER ERROR at PC2457: Unhandled construct in 'MakeBoolean' P3 if (Anim ~= "Walk" and equipped == true) or leftarm == false then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) end end end if rightarm == true then if Anim == "Walk" and equipped == true and attack == false then if alternatewalk == false then if walkinganim == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end else if walkinganim == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end end else -- DECOMPILER ERROR at PC2648: Unhandled construct in 'MakeBoolean' P3 if (Anim ~= "Walk" and equipped == true) or rightarm == false then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) end end end if allowwalking == true then if Anim == "Walk" and equipped == true then if alternatewalk == false then if walkinganim == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end else if walkinganim == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end end else if Anim ~= "Walk" and equipped == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) end end end Anim = "Idle" if attack == false then if equipped == true then if animtype == 1 then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed) RW.C0 = clerp(RW.C0, cf(1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(100), rad(0), rad(-80)) * angles(rad(-5 * math.sin((sine) / 4)), rad(90), rad(0)) * (RWC0), 1 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(80), rad(0), rad(70)) * angles(rad(-5 * math.sin((sine) / 4)), rad(-90), rad(0)) * (LWC0), 1 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) end if animtype == 2 then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(2.5 + 2.5 * math.cos((sine) / 4)), rad(0), rad(0)), 1 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(2.5 * math.sin((sine) / 4)), rad(0), rad(0)), 1 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(5), rad(10)) * angles(rad(60 * math.cos((sine) / 8)), rad(5), rad(0)) * (RWC0), 1 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-5), rad(-10)) * angles(rad(-60 * math.cos((sine) / 8)), rad(-5), rad(0)) * (LWC0), 1 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 5 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 5 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) end end if animtype == 3 then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(-20)) * angles(rad(0), rad(10), rad(0)) * (RWC0), 1 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.25 + 0.25 * math.sin((sine) / 8) * PlayerSize, 0.5 * PlayerSize, -0.25 - 0.25 * math.sin((sine) / 8) * PlayerSize) * angles(rad(80 - 30 * math.cos((sine) / 4)), rad(0), rad(60 * math.sin((sine) / 8))) * (LWC0), 1 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) end end end end end end end
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
✅✅✅ EARN 12,500$ IN LESS THAN 10 MINUTES OF W...
JavaScript | 2 min ago | 0.67 KB
BIG TECH BLOCKER v2.2
Batch | 2 min ago | 6.83 KB
Infinite Money Glitch
JavaScript | 12 min ago | 0.67 KB
Blade Ball Script (My Version)
Lua | 19 min ago | 19.62 KB
🚨🚨 Earn 18,000$ Monthly Leaked Guide 🚨🚨
JavaScript | 22 min ago | 0.67 KB
🔥🔥🔥 QUICK $2,500 IN 2 HOURS
JavaScript | 32 min ago | 0.67 KB
💎 From Zero to a Millionaire PDF 💎
JavaScript | 43 min ago | 0.67 KB
🔥🔥 ELON'S BTC STRATEGY 🔥🔥
JavaScript | 53 min ago | 0.67 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!