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--Derp gun Player = game:GetService("Players").DDB_Dex Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head 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"] ModelName = "Weapon" attack = false attacktype = 1 Hitdeb = 0 Neck = Torso.Neck local neckcf0 = Neck.C0 ---------------------------- --Customize Ammo = 50 MaxAmmo = 50 mindamage = 10 maxdamage = 30 crtmaxdamage = 50 reloadspeed=1 attackspeed=1 GunzerkDuration=1000 twobullets=false omindamage = mindamage omaxdamage = maxdamage ocrtmaxdamage = crtmaxdamage crtrate = 100/5 --100%/critpercentage oblkbrkr = 1 blockbreaker = oblkbrkr spread = 1 spread = spread*100 Ammoregen = 5 range = 400 rangepower = 50 CurrentAmmo = "Normal" attackdebounce = false poisoncounter=0 Gunzerkering=false firingdebounce1=false firingdebounce2=false handlecolor = BrickColor.new("Navy blue") bcolor = BrickColor.new("White") gemcolor = BrickColor.new("Black") ammotrail = BrickColor.new("White") ToolName = "Ras Algethi" --------------------------------------------------------------------------------------------------------------------------------------- if Character:findFirstChild("EquippedVal",true) ~= nil then Character:findFirstChild("EquippedVal",true).Parent = nil end ev = Instance.new("BoolValue",Character) ev.Name = "EquippedVal" ev.Value = false if Character:findFirstChild("Block",true) ~= nil then Character:findFirstChild("Block",true).Parent = nil end --player player = nil --welds RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" --other var player = Player ch = Character --save shoulders AoETrue = {} RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"] function RWFunc() RW.Part1 = ch["Right Arm"] RSH.Part1 = nil end function LWFunc() LW.Part1 = ch["Left Arm"] LSH.Part1 = nil end function RWLFunc() RWL.Part1 = ch["Right Leg"] RHL.Part1 = nil ch["Right Leg"].Name = "RightLeg" RightLeg.CanCollide = false end function LWLFunc() LWL.Part1 = ch["Left Leg"] LHL.Part1 = nil ch["Left Leg"].Name = "LeftLeg" LeftLeg.CanCollide = true end function RWLRem() RightLeg.Name = "Right Leg" RWL.Part1 = nil RHL.Part1 = ch["Right Leg"] RightLeg.CanCollide = false end function LWLRem() LeftLeg.Name = "Left Leg" LWL.Part1 = nil LHL.Part1 = ch["Left Leg"] LeftLeg.CanCollide = false end function RWRem() RW.Part1 = nil RSH.Part1 = ch["Right Arm"] end function LWRem() LW.Part1 = nil LSH.Part1 = ch["Left Arm"] end if Character:findFirstChild(ModelName,true) ~= nil then Character:findFirstChild(ModelName,true).Parent = nil RHL.Part1 = ch["Right Leg"] LHL.Part1 = ch["Left Leg"] RSH.Part1 = ch["Right Arm"] LSH.Part1 = ch["Left Arm"] end local swordholder = Instance.new("Model") swordholder.Name = ModelName swordholder.Parent = Character --derp RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) RW.Parent = swordholder -- LW.Part0 = ch.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1 = CFrame.new(0, 0.5, 0) LW.Parent = swordholder -- RWL.Part0 = ch.Torso RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) RWL.C1 = CFrame.new(0.5, 1, 0) RWL.Parent = swordholder -- LWL.Part0 = ch.Torso LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) LWL.C1 = CFrame.new(-0.5, 1, 0) LWL.Parent = swordholder local msh1 = Instance.new("CylinderMesh") msh1.Scale = Vector3.new(1,1,1) local msh2 = Instance.new("BlockMesh") msh2.Scale = Vector3.new(1,1,1) local msh3 = Instance.new("CylinderMesh") msh3.Scale = Vector3.new(1,1,1) local msh4 = Instance.new("CylinderMesh") msh4.Scale = Vector3.new(1,1,1) local msh5 = Instance.new("CylinderMesh") msh5.Scale = Vector3.new(1,1,1) local msh6 = Instance.new("BlockMesh") msh6.Scale = Vector3.new(1,1,1) local torsc = false for i,z in pairs(Character:GetChildren()) do if z.className == "CharacterMesh" then if z.BodyPart == Enum.BodyPart.Torso then torsc = true end end end if torsc then msh7 = Instance.new("SpecialMesh") msh7.MeshId = "http://www.roblox.com/asset/?id=3270017" msh7.Scale = Vector3.new(2.01,1,1.01) else msh7 = Instance.new("BlockMesh") msh7.Scale = Vector3.new(2.01,0.1,1.01) end local msh8 = Instance.new("SpecialMesh") msh8.MeshId = "http://www.roblox.com/asset/?id=3270017" msh8.Scale = Vector3.new(0.5,0.5,7) local msh9 = Instance.new("BlockMesh") msh9.Scale = Vector3.new(1,1,1) local prt1 = Instance.new("Part") prt1.formFactor = 3 prt1.CanCollide = true prt1.Name = "Handle" prt1.Locked = true prt1.Size = Vector3.new(0.3,1,0.3) prt1.Parent = swordholder msh1.Parent = prt1 prt1.BrickColor = handlecolor local prt2 = Instance.new("Part") prt2.formFactor = 3 prt2.CanCollide = true prt2.Name = "Handle2" prt2.Locked = true prt2.Size = Vector3.new(0.5,0.2,1.5) prt2.Parent = swordholder msh2.Parent = prt2 prt2.BrickColor = handlecolor local prt3 = Instance.new("Part") prt3.formFactor = 3 prt3.CanCollide = false prt3.Name = "Handle3" prt3.Locked = true prt3.Size = Vector3.new(0.7,1.2,0.7) prt3.Parent = swordholder msh3.Parent = prt3 prt3.BrickColor = bcolor local prt4 = Instance.new("Part") prt4.formFactor = 3 prt4.CanCollide = true prt4.Name = "BackBarrel" prt4.Locked = true prt4.Size = Vector3.new(0.5,1.2,0.5) prt4.Parent = swordholder msh4.Parent = prt4 prt4.BrickColor = handlecolor local prt5 = Instance.new("Part") prt5.formFactor = 3 prt5.CanCollide = true prt5.Name = "Barrel" prt5.Locked = true prt5.Size = Vector3.new(0.4,2.5,0.4) prt5.Parent = swordholder msh5.Parent = prt5 prt5.BrickColor = handlecolor local prt6 = Instance.new("Part") prt6.formFactor = 3 prt6.CanCollide = false prt6.Name = "BarrelHandle" prt6.Locked = true prt6.Size = Vector3.new(0.3,1,0.3) prt6.Parent = swordholder msh6.Parent = prt6 prt6.BrickColor = handlecolor local prt7 = Instance.new("Part") prt7.formFactor = 3 prt7.CanCollide = false prt7.Name = "HolsterStrap" prt7.Locked = true prt7.Size = Vector3.new(1,1,1) prt7.Parent = swordholder msh7.Parent = prt7 prt7.BrickColor = handlecolor local prt8 = Instance.new("Part") prt8.formFactor = 3 prt8.CanCollide = false prt8.Name = "Holster" prt8.Locked = true prt8.Size = Vector3.new(1,1,1) prt8.Parent = swordholder msh8.Parent = prt8 prt8.BrickColor = handlecolor local prt9 = Instance.new("Part") prt9.formFactor = 3 prt9.CanCollide = false prt9.Name = "AmmoHolster" prt9.Locked = true prt9.Size = Vector3.new(0.2,1,0.7) prt9.Parent = swordholder msh9.Parent = prt9 prt9.BrickColor = handlecolor local w1 = Instance.new("Weld") w1.Parent = prt1 w1.Part0 = prt1 w1.Name = "Weld1" local w2 = Instance.new("Weld") w2.Parent = prt2 w2.Part0 = prt2 w2.Part1 = prt1 w2.Name = "Weld2" w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0.6,0.5) local w3 = Instance.new("Weld") w3.Parent = prt3 w3.Part0 = prt3 w3.Part1 = prt2 w3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90+45), 0, 0) * CFrame.new(0, 0.25,-0.5) local w4 = Instance.new("Weld") w4.Parent = prt4 w4.Part0 = prt4 w4.Part1 = prt2 w4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w4.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,0.5) local w5 = Instance.new("Weld") w5.Parent = prt5 w5.Part0 = prt5 w5.Part1 = prt3 w5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w5.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 1.5,0) local w6 = Instance.new("Weld") w6.Parent = prt6 w6.Part0 = prt6 w6.Part1 = prt3 w6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1.5,-0.5) local w7 = Instance.new("Weld") w7.Parent = prt7 w7.Part0 = prt7 w7.Part1 = Torso w7.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) if torsc then w7.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1,0) else w7.C0 = CFrame.Angles(0, 0, 0) * CFrame.new(0, 1,0) end local w8 = Instance.new("Weld") w8.Parent = prt8 w8.Part0 = prt8 w8.Part1 = Torso w8.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w8.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(-1.1, 1-0.25,0) local w9 = Instance.new("Weld") w9.Parent = prt9 w9.Part0 = prt9 w9.Part1 = Torso w9.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w9.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(1, 0.75,-0.5) newgun=swordholder:Clone() newgun.Name="WeaponClone" newprt1=newgun.Handle newprt2=newgun.Handle2 newprt3=newgun.Handle3 newprt4=newgun.BackBarrel newprt5=newgun.Barrel newprt6=newgun.BarrelHandle newgun.HolsterStrap:Remove() newgun.Holster:Remove() newgun.AmmoHolster:Remove() newgun:BreakJoints() local neww1 = Instance.new("Weld") neww1.Parent = newprt1 neww1.Part0 = newprt1 local neww2 = Instance.new("Weld") neww2.Parent = newprt2 neww2.Part0 = newprt2 neww2.Part1 = newprt1 neww2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww2.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0.6,0.5) local neww3 = Instance.new("Weld") neww3.Parent = newprt3 neww3.Part0 = newprt3 neww3.Part1 = newprt2 neww3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) local neww4 = Instance.new("Weld") neww4.Parent = newprt4 neww4.Part0 = newprt4 neww4.Part1 = newprt2 neww4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww4.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,0.5) local neww5 = Instance.new("Weld") neww5.Parent = newprt5 neww5.Part0 = newprt5 neww5.Part1 = newprt3 neww5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww5.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 1.5,0) local neww6 = Instance.new("Weld") neww6.Parent = newprt6 neww6.Part0 = newprt6 neww6.Part1 = newprt3 neww6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) neww6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1.5,-0.5) local RAP = Instance.new("Part") RAP.formFactor = 0 RAP.CanCollide = false RAP.Name = "RAPart" RAP.Locked = true RAP.Size = Vector3.new(1,1,1) RAP.Parent = swordholder RAP.Transparency = 1 local w = Instance.new("Weld") w.Parent = RAP w.Part0 = RAP w.Part1 = RightArm w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0) function unequipweld() w1.Part1 = Torso w1.C1 = CFrame.fromEulerAnglesXYZ(0, math.rad(0), math.rad(0)) * CFrame.new(0, 0,0) w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180),math.rad(-0), math.rad(0)) * CFrame.new(-1.15, 1, -0.6) end unequipweld() function equipweld() w1.Part0 = prt1 w1.Part1 = RAP w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end function ss(parent,p) --Slash local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function uss(parent,p) --unsheath local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function cs(parent,p) --Magic Charge local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ls(parent,p) --Lazer Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ts(parent,p) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function fs(parent,p) --Fire Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ms(parent,p) --Metal Cling Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\metal.ogg" SlashSound.Parent = parent SlashSound.Volume = 5 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function bs(parent,p) --Berserk Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function hs(parent,p) --Ammo Hit Sound ms(parent,p) end function as(parent,p) --Gun Shoot Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209257" SlashSound.Parent = parent SlashSound.Volume = 0.5 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ars(parent,p) --Gun Reload Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209869" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end -- -- function returndmg() mindamage = omindamage maxdamage = omaxdamage crtmaxdamage = ocrtmaxdamage end function subdmg(sub) mindamage = omindamage - sub maxdamage = omaxdamage - sub crtmaxdamage = ocrtmaxdamage - sub end function prcntdmg(sub) mindamage = math.floor(omindamage - (omindamage*(sub/100))) maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100))) crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100))) end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function hideanim() attack = true ars(Head,0.85) for i = 0.25 ,1 ,0.25 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25+10*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90+25*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5*i),0,math.rad(0)) end for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(35+10*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(115+20*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5-5*i),0,math.rad(0)) end for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-130*i),math.rad(0),math.rad(-60+60*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40-20*i),math.rad(0),math.rad(45-22.5*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+40*i),0,math.rad(-30*i)) end unequipweld() for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-20+20*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(20-20*i),math.rad(0),math.rad(22.5-22.5*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-30*i),0,math.rad(-30+30*i)) end Neck.C0 = neckcf0 RWRem() LWRem() attack = false end function equipanim() attack = true RWFunc() w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5) for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-20*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30*i),0,math.rad(-30*i)) end equipweld() ars(Head,1) for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(-20+130*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-35*i),0,math.rad(-30)) end LWFunc() for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(110-20*i),math.rad(0),math.rad(-60*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.Angles(math.rad(40*i),math.rad(0),math.rad(25*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(135-45*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+5*i),0,math.rad(-30+30*i)) end Neck.C0 = neckcf0 attack = false end function faketors() local T = Instance.new("Part") T.formFactor = 0 T.CanCollide = false T.Name = "FakeTorso" T.Locked = true T.Size = Torso.Size T.Parent = swordholder T.Transparency = 1 T.BrickColor = Torso.BrickColor for i,z in pairs(Character:GetChildren()) do if z.className == "CharacterMesh" then if z.BodyPart == Enum.BodyPart.Torso then local SM = Instance.new("SpecialMesh",T) SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId if z.BaseTextureId ~= 0 then SM.TextureId = z.BaseTextureId elseif z.OverlayTextureId ~= 0 then SM.TextureId = z.OverlayTextureId else SM.TextureId = "" end end end end local wt = Instance.new("Weld") wt.Parent = T wt.Part0 = T wt.Part1 = Torso RW.Part0 = T LW.Part0 = T T.Transparency = 0 Torso.Transparency = 1 RHL.Part0 = T LHL.Part0 = T return wt,T end if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = ToolName script.Parent = Tool end Bin = script.Parent function damagesplat(dmg,hit,crit,blocked) local mo = Instance.new("Model") mo.Name = dmg local pa = Instance.new("Part",mo) pa.formFactor = 3 pa.Size = Vector3.new(0.8,0.3,0.8) if crit then pa.BrickColor = BrickColor.new("Bright yellow") elseif not crit then pa.BrickColor = BrickColor.new("Bright red") end if blocked then pa.BrickColor = BrickColor.new("Bright blue") end pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0) pa.Name = "Head" local hah = Instance.new("Humanoid") hah.Parent = mo hah.MaxHealth = 0 hah.Health = 0 local bp = Instance.new("BodyPosition") bp.P = 14000 bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = hit.Position + Vector3.new(0, 5, 0) coroutine.resume(coroutine.create(function() wait() mo.Parent = workspace bp.Parent = pa wait(1.4) mo:remove() end)) return pa end function damage(hum,dmg,critornot) local pa = damagesplat(dmg,hum.Torso,critornot) hum:TakeDamage(dmg) coroutine.resume(coroutine.create(function() tagHumanoid(hum,Player) wait(1) untagHumanoid(hum) end)) return pa end function AddAmmo(add) Ammo = Ammo + add if Ammo > MaxAmmo then Ammo = MaxAmmo end end function ADmg(humm,hit,pos) if CurrentAmmo == "Normal" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(-25) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end elseif CurrentAmmo == "Poison" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(15) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end if poisoncounter==1 then local poisoncount = math.random(2,10) coroutine.resume(coroutine.create(function() repeat wait(1.5) poisoncount = poisoncount - 1 local rndmdamage = math.floor(math.random(1,5)/2) local pa = damage(humm,rndmdamage,false) pa.BrickColor = BrickColor.new("Alder") until poisoncount <= 0 end)) end elseif CurrentAmmo == "Explosion" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(0) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end elseif CurrentAmmo == "Herpity" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(0) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end if humm.Parent:findFirstChild("Torso")~=nil then humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-50000,50000),math.random(-50000,50000),math.random(-50000,50000)) r=it("BodyAngularVelocity") r.P=3000 r.maxTorque=vt(500000000,50000000000,500000000)*50000 r.angularvelocity=vt(math.random(-500,500),math.random(-500,500),math.random(-500,500)) r.Parent=humm.Parent.Torso coroutine.resume(coroutine.create(function() for i=1,5000000000000 do wait() r.angularvelocity=vt(math.random(-500,500),math.random(-500,500),math.random(-500,500)) end r.Parent=nil end)) end elseif CurrentAmmo == "Bees" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(0) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end if humm.Parent:findFirstChild("Torso")~=nil then humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-360,360),math.random(-360,360),math.random(-360,360)) coroutine.resume(coroutine.create(function() victim=humm.Parent d=true for i=1, 40 do m=Instance.new("Model") m.Name="BEE" p=Instance.new("Part") p.CanCollide=false p.Name="Head" p.Parent=m mz=Instance.new("SpecialMesh") mz.Scale=Vector3.new(.225,.25,.225) p.BrickColor=BrickColor.new("Bright yellow") p.Size=Vector3.new(1,1,1) p.CFrame=victim.Torso.CFrame+Vector3.new(math.random(-10,10),50,math.random(-10,10)) mz.Parent=p m.Parent=workspace b=Instance.new("BodyPosition") b.P=8000 b.D=200 b.maxForce=Vector3.new(5000,5000,5000)*50000000 b.position=p.Position b.Parent=p coroutine.resume(coroutine.create(function(f) while f.Parent~=nil do f.BodyPosition.position=f.Position:Lerp(victim.Torso.Position+Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))*2,.75) wait(.1) end end),p) m.Parent=victim p.Touched:connect(function(hit) if hit.Parent~=nil then if hit.Parent==victim then if d==true then d=false hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-15 hit.Parent.Torso.Velocity=Vector3.new(math.random(-5,5)/5,math.random(-5,5),math.random(-5,5)/5) hit.Parent.Torso.CFrame=hit.Parent.Torso.CFrame*CFrame.new(0,1,0)*CFrame.fromEulerAnglesXYZ(math.random(-20,20)/20,math.random(-20,20)/30,.01) hit.Parent.Humanoid.Jump=true wait(math.random(10,20)/5) d=true end end end end) wait() end end)) end elseif CurrentAmmo == "derp" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(0) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end if humm.Parent:findFirstChild("Torso")~=nil then coroutine.resume(coroutine.create(function() Headt=humm.Parent.Torso.Neck LeftArmt=humm.Parent.Torso["Left Shoulder"] RightArmt=humm.Parent.Torso["Right Shoulder"] LeftLegt=humm.Parent.Torso["Left Hip"] RightLegt=humm.Parent.Torso["Right Hip"] derptable={"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"} pootisss=""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)]).."" coroutine.resume(coroutine.create(function() while true do wait() Headt.C0=Headt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) LeftArmt.C0=LeftArmt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) RightArmt.C0=RightArmt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) LeftLegt.C0=LeftLegt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) RightLegt.C0=RightLegt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5) humm.Parent.Humanoid.PlatformStand=true humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) pootisss=""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)]).."" game:GetService("Chat"):Chat(humm.Parent,pootisss,1) end end)) end)) end elseif CurrentAmmo == "Troll" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(0) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end if humm.Parent:findFirstChild("Torso")~=nil then coroutine.resume(coroutine.create(function() c=humm.Parent:children() for i=1,#c do m=Instance.new("BlockMesh") m.Parent=c[i] m.Scale=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) coroutine.resume(coroutine.create(function(mesh) while true do wait() mesh.Scale=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) end end),m) end end)) end elseif CurrentAmmo == "suparKnockback" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(25) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end local vel = Instance.new("BodyVelocity",humm.Torso) vel.maxForce = Vector3.new(1,1,1) * math.huge vel.P = vel.P * 5 vel.velocity = Vector3.new(0,1,0) + CFrame.new(Torso.Position,humm.Torso.Position).lookVector * 1000 coroutine.resume(coroutine.create(function() wait() wait() wait() wait() vel.Parent=nil end)) elseif CurrentAmmo == "Knockback" then if humm.Parent:findFirstChild("Block") ~= nil then if humm.Parent.Block.Value then damagesplat(0,humm.Torso,false,true) return end end prcntdmg(0) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(humm,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(humm,rndmdamage,true) end local vel = Instance.new("BodyVelocity",humm.Torso) vel.maxForce = Vector3.new(1,1,1) * math.huge vel.P = vel.P * 5 vel.velocity = Vector3.new(0,1,0) + CFrame.new(Torso.Position,humm.Torso.Position).lookVector * 10 coroutine.resume(coroutine.create(function() wait() wait() wait() wait() vel.Parent=nil end)) returndmg() end end function OT(hit) --Normal Damage if Hitdeb == 1 then return end if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then if hum.Health <= 0 then return end if hit.Parent:findFirstChild("Block") ~= nil then if hit.Parent.Block.Value then damagesplat(0,hum.Torso,false,true) Hitdeb = 1 if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then if hit.Parent.Block.BlockPower.Value <= 1 then hit.Parent.Block.Value = false elseif hit.Parent.Block.BlockPower.Value > 1 then local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker elseif critrandomizer == 1 then hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2 end end end return end end local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(hum,rndmdamage,true) end Hitdeb = 1 end end function AoE(p,magnitude) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local mag = (head.Position - p).magnitude; if mag <= magnitude and c[i].Name ~= Character.Name then local foundd = false for ii = 1 , #AoETrue do if AoETrue[ii] == c[i].Name then foundd = true end end if foundd then end -- if not foundd then local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(hum,rndmdamage,true) end table.insert(AoETrue,c[i].Name) end end end end end for ii = 1 , #AoETrue do table.remove(AoETrue,#AoETrue) end end -- -- function effect(Color,Ref,LP,P1) local effectsmsh = Instance.new("BlockMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.2,1,0.2) effectsg.Parent = swordholder 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(0.2,mg,0.2) effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.1 do wait() effectsg.Transparency = 1*i effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i) end wait() effectsg.Parent = nil end)) end -- con = nil function dmgcnnct() if con ~= nil then con:disconnect() Hitdeb = 0 end con = prt11.Touched:connect(OT) end function dmgdc() if con ~= nil then con:disconnect() Hitdeb = 0 end end function rptddmg(value,des,inc) coroutine.resume(coroutine.create(function() repeat wait(inc) Hitdeb = 0 until value == des end)) end function atktype(s,e) coroutine.resume(coroutine.create(function () attacktype = e wait(0.25) attacktype = s end)) end function EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) msh1.MeshType = "Sphere" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame) end function shoottrail(mouse) local p1 = (prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100 local dir = CFrame.new((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector) local hit,pos = rayCast(p1,dir.lookVector,10,Character) local rangepos = range local function drawtrail(From,To) local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") if poisoncounter==1 then local derpsmoke=Instance.new("Smoke") derpsmoke.Parent=effectsg derpsmoke.Color=Color3.new(0,0,154) --derpsmoke.Opacity=0.05 --derpsmoke.Size=0.5 end effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.2,0.2,0.2) effectsg.Parent = swordholder effectsmsh.Parent = effectsg effectsg.BrickColor = ammotrail effectsg.Reflectance = 0.25 local LP = From local point1 = To local mg = (LP - point1).magnitude effectsmsh.Scale = Vector3.new(1,mg*5,1) effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0) coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.1 do wait() effectsg.Transparency = 1*i effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i) end effectsg.Parent = nil end)) end local newpos = p1 local inc = rangepower repeat wait() rangepos = rangepos - 10 dir = dir * CFrame.Angles(math.rad(-0.1),0,0) hit,pos = rayCast(newpos,dir.lookVector,inc,Character) drawtrail(newpos,pos) newpos = newpos + (dir.lookVector * inc) if inc >= 20 then inc = inc - 10 end if hit ~= nil then rangepos = 0 end until rangepos <= 0 if CurrentAmmo=="Explosion" then b=math.random(1,3) if b==1 then EVENMOARMAGIX2(CFrame.new(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red")) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - newpos; local mag = targ.magnitude; if mag <= 10 and c[i].Name ~= Player.Name then attackdebounce=false ADmg(hum,hit,pos) end end end end end end if hit ~= nil then hs(Head,1) if hit.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) end end end function shoottrail2(mouse) local p1 = (newprt5.CFrame * CFrame.new(0,-newprt5.Size.y/2,0)).p local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100 local dir = CFrame.new((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector) local hit,pos = rayCast(p1,dir.lookVector,10,Character) local rangepos = range local function drawtrail(From,To) local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") if poisoncounter==1 then local derpsmoke=Instance.new("Smoke") derpsmoke.Parent=effectsg derpsmoke.Color=Color3.new(0,0,154) --derpsmoke.Opacity=0.05 --derpsmoke.Size=0.5 end effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.2,0.2,0.2) effectsg.Parent = swordholder effectsmsh.Parent = effectsg effectsg.BrickColor = ammotrail effectsg.Reflectance = 0.25 local LP = From local point1 = To local mg = (LP - point1).magnitude effectsmsh.Scale = Vector3.new(1,mg*5,1) effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0) coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.1 do wait() effectsg.Transparency = 1*i effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i) end effectsg.Parent = nil end)) end local newpos = p1 local inc = rangepower repeat wait() rangepos = rangepos - 10 dir = dir * CFrame.Angles(math.rad(-0.1),0,0) hit,pos = rayCast(newpos,dir.lookVector,inc,Character) drawtrail(newpos,pos) newpos = newpos + (dir.lookVector * inc) if inc >= 20 then inc = inc - 10 end if hit ~= nil then rangepos = 0 end until rangepos <= 0 if CurrentAmmo=="Explosion" then b=math.random(1,3) if b==1 then EVENMOARMAGIX2(CFrame.new(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red")) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - newpos; local mag = targ.magnitude; if mag <= 10 and c[i].Name ~= Player.Name then attackdebounce=false ADmg(hum,hit,pos) end end end end end end if hit ~= nil then hs(Head,1) if hit.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit.Parent.Parent.Humanoid attackdebounce=false ADmg(hum,hit,pos) end end end function Melee() attack=true local wt,t = faketors() w7.Part1 = t w8.Part1 = t w9.Part1 = t for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+50*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80), math.rad(-55+145*i), math.rad(90)) * CFrame.new(-1.3, 1, 0) wt.C0 = CFrame.Angles(0, math.rad(100*i), 0) end con1=prt5.Touched:connect(function(hit) hum=hit.Parent:FindFirstChild("Humanoid") if hum~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) ADmg(hum,hit,pos) end end end) con2=prt5.Touched:connect(function(hit) hum=hit.Parent:FindFirstChild("Humanoid") if hum~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) ADmg(hum,hit,pos) end end end) for i = 0 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+160*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25) * CFrame.Angles(math.rad(40+50),math.rad(0),math.rad(25-50*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80+80*i), math.rad(-55+145), math.rad(90)) * CFrame.new(-1.3+1*i, 1+1.5*i, 0) wt.C0 = CFrame.Angles(0, math.rad(100-200*i), 0) end for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+150)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25) * CFrame.Angles(math.rad(40+50),math.rad(0),math.rad(25-50-10*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80+80), math.rad(-55+145), math.rad(90)) * CFrame.new(-1.3+1, 1+1.5, 0) wt.C0 = CFrame.Angles(0, math.rad(100-200-10*i), 0) end con1:disconnect() con2:disconnect() for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15+15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25-0.25*i) * CFrame.Angles(math.rad(40+50-50*i),math.rad(0),math.rad(25-50-10+60*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.Part1=LeftArm w1.C0 = CFrame.Angles(math.rad(-80+80-80*i), math.rad(-55+145-145*i), math.rad(90)) * CFrame.new(-1.3+1-1*i, 1+1.5-1.5*i, 0) wt.C0 = CFrame.Angles(0, math.rad(100-200-10+110*i), 0) end w1.Part1 = RAP RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, 0, 0) w7.Part1 = Torso w8.Part1 = Torso w9.Part1 = Torso RW.Part0 = Torso LW.Part0 = Torso Torso.Transparency = 0 RHL.Part0 = Torso LHL.Part0 = Torso t.Parent = nil attack=false end function Ready(mouse) if Ammo <= 0 then Reload() return end attack = true local wt,t = faketors() w7.Part1 = t w8.Part1 = t w9.Part1 = t Character.Humanoid.WalkSpeed = 5 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+35*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(50*i), 0) end for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(75+20*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(50+10*i), 0) end wait() wait() repeat poisoncounter=math.random(1,5) wait() as(Head,1) coroutine.resume(coroutine.create(function() for z = 1 ,2 do coroutine.resume(coroutine.create(function() local meshb1 = Instance.new("BlockMesh") meshb1.Scale = Vector3.new(1,1,1) local shellb1 = Instance.new("Part") meshb1.Parent = shellb1 shellb1.Anchored = true shellb1.formFactor = 3 shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100) shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100) shellb1.Parent = Character shellb1.Transparency = 0 if math.random(1,2) == 1 then shellb1.BrickColor = BrickColor.new("Bright red") else shellb1.BrickColor = BrickColor.new("Bright orange") end shellb1.CanCollide = false local incre = math.random(0,60)/100 for i = 0 , 1 , 0.1 do wait() shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre shellb1.Transparency = 1*i meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i) end shellb1.Parent=nil end)) end coroutine.resume(coroutine.create(function() shoottrail(mouse) end)) if twobullets==true then shoottrail(mouse) end end)) Ammo = Ammo - 1 for i = 0.5 , 1 , 0.5*attackspeed do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(95+5*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(60), 0) end for i = 0.5 , 1 , 0.5*attackspeed do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(100-5*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(60), 0) end until not keyhold or Ammo <= 0 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(95-25*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(60-60*i), 0) end w7.Part1 = Torso w8.Part1 = Torso w9.Part1 = Torso RW.Part0 = Torso LW.Part0 = Torso Torso.Transparency = 0 RHL.Part0 = Torso LHL.Part0 = Torso t.Parent = nil Character.Humanoid.WalkSpeed = 14 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(70-30*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end wait(0.25) attack = false end function GunzerkReady(mouse) if Ammo <= 0 then Reload() return end attack = true Character.Humanoid.WalkSpeed = 5 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30*i),math.rad(0),math.rad(-5+3*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30*i),math.rad(0),math.rad(5-3*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30+10*i),math.rad(0),math.rad(-5+3+2*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30+10*i),math.rad(0),math.rad(5-3-2*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end wait() wait() repeat wait() coroutine.resume(coroutine.create(function() if firingdebounce1==false then firingdebounce1=true poisoncounter=math.random(1,5) wait() as(Head,1) coroutine.resume(coroutine.create(function() for z = 1 ,2 do coroutine.resume(coroutine.create(function() local meshb1 = Instance.new("BlockMesh") meshb1.Scale = Vector3.new(1,1,1) local shellb1 = Instance.new("Part") meshb1.Parent = shellb1 shellb1.Anchored = true shellb1.formFactor = 3 shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100) shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100) shellb1.Parent = Character shellb1.Transparency = 0 if math.random(1,2) == 1 then shellb1.BrickColor = BrickColor.new("Bright red") else shellb1.BrickColor = BrickColor.new("Bright orange") end shellb1.CanCollide = false local incre = math.random(0,60)/100 for i = 0 , 1 , 0.1 do wait() shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre shellb1.Transparency = 1*i meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i) end shellb1.Parent=nil end)) end coroutine.resume(coroutine.create(function() shoottrail(mouse) end)) end)) for i = 0.5 , 1 , 0.5*attackspeed do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) end for i = 0.5 , 1 , 0.5*attackspeed do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10-10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) end firingdebounce1=false end end)) coroutine.resume(coroutine.create(function() if firingdebounce2==false then firingdebounce2=true poisoncounter=math.random(1,5) wait(0.1) as(Head,1) coroutine.resume(coroutine.create(function() for z = 1 ,2 do coroutine.resume(coroutine.create(function() local meshb1 = Instance.new("BlockMesh") meshb1.Scale = Vector3.new(1,1,1) local shellb1 = Instance.new("Part") meshb1.Parent = shellb1 shellb1.Anchored = true shellb1.formFactor = 3 shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100) shellb1.CFrame = CFrame.new((newprt5.CFrame * CFrame.new(0,-newprt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100) shellb1.Parent = Character shellb1.Transparency = 0 if math.random(1,2) == 1 then shellb1.BrickColor = BrickColor.new("Bright red") else shellb1.BrickColor = BrickColor.new("Bright orange") end shellb1.CanCollide = false local incre = math.random(0,60)/100 for i = 0 , 1 , 0.1 do wait() shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre shellb1.Transparency = 1*i meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i) end shellb1.Parent=nil end)) end coroutine.resume(coroutine.create(function() shoottrail2(mouse) end)) end)) for i = 0.5 , 1 , 0.5*attackspeed do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end for i = 0.5 , 1 , 0.5*attackspeed do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10-10*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end firingdebounce2=false end end)) until not keyhold or Ammo <= 0 or GunzerkDuration==0 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30*i),math.rad(0),math.rad(-3*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30*i),math.rad(0),math.rad(3*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end Character.Humanoid.WalkSpeed = 14 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30-10*i),math.rad(0),math.rad(-3-2*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30-10*i),math.rad(0),math.rad(3+2*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) end wait(0.25) attack = false end function Reload() attack = true while buttonhold==true do wait() ars(Head,0.75) for i = 0.1 , 1 , 0.1*reloadspeed do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+20*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-45*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40-60*i),math.rad(0),math.rad(25-15*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,math.rad(-20*i)) end for i = 0.2 , 1 , 0.2*reloadspeed do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-40)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-20+20*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-20+40*i),math.rad(0),math.rad(10-10*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+20*i),0,math.rad(-20)) end for i = 0.2 , 1 , 0.2*reloadspeed do wait() RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-40-5*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(20+80*i),math.rad(0),math.rad(45*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(10+10*i),0,math.rad(-20+10*i)) end AddAmmo(Ammoregen) for i = 0.2 , 1 , 0.2*reloadspeed do wait() RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45+5*i), 0, 0) LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.Angles(math.rad(100-10*i),math.rad(0),math.rad(45)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(20+5*i),0,math.rad(-10+5*i)) end for i = 0.1 , 1 , 0.1*reloadspeed do wait() RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45-15*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(50-25*i), 0, 0) LW.C0 = CFrame.new(-1-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(90-60*i),math.rad(0),math.rad(45-20*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(25-25*i),0,math.rad(-5+5*i)) end Neck.C0 = neckcf0 end attack = false end function Reload2() attack=true for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,math.rad(20*i)) end derp=prt6:Clone() prt6.Transparency=1 prt6.CanCollide=false derp.Parent=workspace derp.CFrame=prt6.CFrame derp.CanCollide=true coroutine.resume(coroutine.create(function(Part) wait(5) Part.CanCollide=false wait(3) Part.Parent=nil end),derp) for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5*i),0,math.rad(20)) end for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5*i),0,math.rad(20)) end for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40+60-30-5-100*i),math.rad(0),math.rad(25-10*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5+10*i),0,math.rad(20+20*i)) end derp2=prt6:Clone() derp2.Parent=swordholder derp2.Transparency=0 wldderp=Instance.new("Weld") wldderp.Parent=derp wldderp.Part0=derp2 wldderp.Part1=LeftArm wldderp.C0=CFrame.Angles(math.rad(90),0,0)*CFrame.new(0,1,0) for i = 0.1 , 1 , 0.1 do wait() wldderp.C0=CFrame.Angles(math.rad(90-5*i),0,0)*CFrame.new(0,1+0.1*i,0.2*i) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10-10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5-0.5*i) * CFrame.Angles(math.rad(40+60-30-5-100+120*i),math.rad(0),math.rad(25-10+10*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5+10-10*i),0,math.rad(20+20-20*i)) end derp2.Parent=nil prt6.Transparency=0 prt6.CanCollide=false for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10-10*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5-100+120-70*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30*i), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5),0,math.rad(20)) end for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+30*i),math.rad(0),math.rad(-60+10-10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5-100+120-70+50*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5-10*i),0,math.rad(20)) end Ammo = MaxAmmo for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+30-30*i),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(65-40*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30-30*i), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-5*i),0,math.rad(20-20*i)) end attack=false end function Gunzerker() attack=true Gunzerkering=true for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+60*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40-60*i),math.rad(0),math.rad(25-25*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,0) end newgun.Parent=workspace newprt3.BrickColor=prt3.BrickColor neww1.Parent=newprt1 neww2.Parent=newprt2 neww3.Parent=newprt3 neww4.Parent=newprt4 neww5.Parent=newprt5 neww6.Parent=newprt6 neww1.Part0 = newprt1 neww1.Part1 = LeftArm neww1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) neww1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0) print(newgun) for i = 0.1 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40-60+120*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10*i),0,0) end for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10+10*i),math.rad(0),math.rad(0)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40-60+120+10*i),math.rad(0),math.rad(0)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10-5*i),0,0) end for i = 0.1 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(110-60*i),math.rad(0),math.rad(-5*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(110-60*i),math.rad(0),math.rad(5*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10-5+10*i),0,0) end attack=false end function ChangeAmmoAnim(ammo,trail,derpcol) for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5*i),0,0) end for i = 0.1 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-50*i),math.rad(0),math.rad(25+20*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20*i),0,0) end for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-50+50*i),math.rad(0),math.rad(25+20)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10*i),0,0) end derpd=prt3:Clone() derpd.Parent=swordholder derpd.Transparency=0 derpdw=Instance.new("Weld") derpdw.Parent=swordholder derpdw.Part0=derpd derpdw.Part1=LeftArm derpdw.C0=CFrame.Angles(math.rad(90),math.rad(-30),0)*CFrame.new(-0.4,0.8,0) prt3.Transparency=1 wait(0.1) for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40+60-50+50+10*i),math.rad(0),math.rad(25+20-30*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5*i),0,0) derpdw.C0=CFrame.Angles(math.rad(90),math.rad(-30+30*i),0)*CFrame.new(-0.4+0.4*i,0.8+0.2*i,0) end for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40+60-50+50+10-140*i),math.rad(0),math.rad(25+20-30)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5+30*i),0,math.rad(20*i)) derpdw.C0=CFrame.Angles(math.rad(90),math.rad(0),0)*CFrame.new(0,1,0) end CurrentAmmo = ammo ammotrail = BrickColor.new(trail) derpd.BrickColor=BrickColor.new(derpcol) prt3.BrickColor=BrickColor.new(derpcol) for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40+60-50+50+10-140+140*i),math.rad(0),math.rad(25+20-30+30*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5+30-30*i),0,math.rad(20-20*i)) derpdw.C0=CFrame.Angles(math.rad(90),math.rad(0),0)*CFrame.new(0,1,0) end for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5-5*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(40+60-50+50+10-10*i),math.rad(0),math.rad(25+20)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5+5*i),0,0) derpdw.C0=CFrame.Angles(math.rad(90),math.rad(-30*i),0)*CFrame.new(-0.4*i,1-0.2*i,0) end prt3.Transparency=0 derpd.Parent=nil for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5-5-5*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-50+50-60*i),math.rad(0),math.rad(25+20)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10+10*i),0,0) end for i = 0.1 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5-5-5-5*i), 0, 0) LW.C0 = CFrame.new(-1.5+0.5-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25+20-20*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-20*i),0,0) end for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10-10*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-60*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+5*i),0,0) end end function NormalAmmo() attack = true ChangeAmmoAnim("Normal","White","White") attack = false end function PoisonAmmo() attack = true ChangeAmmoAnim("Poison","Bright violet","Bright violet") attack = false coroutine.resume(coroutine.create(function() repeat wait(0.25+0.75*math.random()) if Ammo ~= 0 then local meshb1 = Instance.new("SpecialMesh") meshb1.Scale = Vector3.new(1,1,1) meshb1.MeshType = "Sphere" local shellb1 = Instance.new("Part") meshb1.Parent = shellb1 shellb1.Anchored = true shellb1.formFactor = 3 shellb1.Size = Vector3.new(0.3,0.3,0.3) shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) shellb1.Parent = swordholder shellb1.Transparency = 0 shellb1.BrickColor = BrickColor.new("Alder") shellb1.CanCollide = false for i = 0 , 1 , 0.1 do wait() shellb1.CFrame = shellb1.CFrame + Vector3.new(0,-0.15,0) shellb1.Transparency = 1*i meshb1.Scale = Vector3.new(1,1+3*i,1) end shellb1.Parent=nil end until CurrentAmmo ~= "Poison" end)) end function KBAmmo() attack = true ChangeAmmoAnim("Knockback","Black","Black") attack = false end function ExplodeAmmo() attack = true ChangeAmmoAnim("Explosion","Bright red","Bright red") attack = false end function HerpAmmo() attack = true ChangeAmmoAnim("Herpity","White","Really red") attack = false coroutine.resume(coroutine.create(function() repeat wait() ammotrail = BrickColor:random() until CurrentAmmo ~= "Herpity" end)) end function suparKnockbackAmmo() attack = true ChangeAmmoAnim("suparKnockback","White","Really blue") CurrentAmmo = "suparKnockback" attack = false coroutine.resume(coroutine.create(function() repeat wait() ammotrail = BrickColor:random() until CurrentAmmo ~= "suparKnockback" end)) end function BeesAmmo() attack = true ChangeAmmoAnim("Bees","White","New Yeller") attack = false coroutine.resume(coroutine.create(function() repeat wait() ammotrail = BrickColor:random() until CurrentAmmo ~= "Bees" end)) end function derpAmmo() attack = true ChangeAmmoAnim("derp","White","Bright green") attack = false coroutine.resume(coroutine.create(function() repeat wait() ammotrail = BrickColor:random() until CurrentAmmo ~= "derp" end)) end function TrollAmmo() attack = true ChangeAmmoAnim("Troll","White","Cyan") attack = false coroutine.resume(coroutine.create(function() repeat wait() ammotrail = BrickColor:random() until CurrentAmmo ~= "Troll" end)) end function AimedReady(mouse) if Ammo <= 0 then Reload() return end attack = true local wt,t = faketors() w7.Part1 = t w8.Part1 = t w9.Part1 = t Character.Humanoid.WalkSpeed = 5 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+35*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(50*i), 0) Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20*i),0) end for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(75+20*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(50+10*i), 0) end wait() wait() local orispread = spread spread = 0 repeat poisoncounter=math.random(1,5) wait(0.5) as(Head,1) coroutine.resume(coroutine.create(function() for z = 1 ,2 do coroutine.resume(coroutine.create(function() local meshb1 = Instance.new("BlockMesh") meshb1.Scale = Vector3.new(1,1,1) local shellb1 = Instance.new("Part") meshb1.Parent = shellb1 shellb1.Anchored = true shellb1.formFactor = 3 shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100) shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100) shellb1.Parent = Character shellb1.Transparency = 0 if math.random(1,2) == 1 then shellb1.BrickColor = BrickColor.new("Bright red") else shellb1.BrickColor = BrickColor.new("Bright orange") end shellb1.CanCollide = false local incre = math.random(0,60)/100 for i = 0 , 1 , 0.1 do wait() shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre shellb1.Transparency = 1*i meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i) end shellb1.Parent=nil end)) end shoottrail(mouse) end)) Ammo = Ammo - 1 for i = 0.5 , 1 , 0.5 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(95+5*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(60), 0) Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20+5*i),0) end for i = 0.5 , 1 , 0.5 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(100-5*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(60), 0) Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-15-5*i),0) end until not buttonhold or Ammo <= 0 spread = orispread for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(95-25*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) wt.C0 = CFrame.Angles(0, math.rad(60-60*i), 0) Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20+20*i),0) end w7.Part1 = Torso w8.Part1 = Torso w9.Part1 = Torso RW.Part0 = Torso LW.Part0 = Torso Torso.Transparency = 0 RHL.Part0 = Torso LHL.Part0 = Torso t.Parent = nil Character.Humanoid.WalkSpeed = 14 for i = 0.2 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(70-30*i),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end wait(0.25) attack = false end function returnwelds() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5) w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) RWL.C1 = CFrame.new(0.5, 1, 0) LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) LWL.C1 = CFrame.new(-0.5, 1, 0) Neck.C0 = neckcf0 end keyhold = false function ob1d(mouse) hold = true if attack then return end keyhold = true if Gunzerkering==true then GunzerkReady(mouse) else Ready(mouse) end end function ob1u(mouse) keyhold = false end buttonhold = false function key(key,mouse) if attack then return end if key=="h" and GunzerkDuration==1000 then Gunzerker() coroutine.resume(coroutine.create(function() while GunzerkDuration~=0 do wait(0) GunzerkDuration=GunzerkDuration-2 end Gunzerkering=false while attack==true do wait() end newgun.Parent=nil RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,0) wait() while GunzerkDuration~=1000 and Gunzerkering==false do wait() GunzerkDuration=GunzerkDuration+2 end end)) end if Gunzerkering~=true then if key == "f" then if Ammo~=MaxAmmo then Reload2() end end if key == "q" then buttonhold = true AimedReady(mouse) end if key == "g" then Melee() end if key == "e" then NormalAmmo() end if key == "r" then PoisonAmmo() end if key == "t" then KBAmmo() end if key == "y" then ExplodeAmmo() end --[[DERP AMMO]]-- if key == "z" then HerpAmmo() end if key == "x" then suparKnockbackAmmo() end if key == "c" then TrollAmmo() end if key == "v" then derpAmmo() end if key=="b" then BeesAmmo() end end end function key2(key) if key == "f" or key == "q" then buttonhold = false end end function s(mouse) repeat wait() until not attack repeat wait() until not ev.Value mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(function(ke) key(ke,mouse) end) mouse.KeyUp:connect(key2) equipanim() ev.Value = true end function ds(mouse) keyhold = false repeat wait() until not attack repeat wait() until ev.Value hideanim() wait(0.1) ev.Value = false end Bin.Selected:connect(s) Bin.Deselected:connect(ds) if PlayerGui:findFirstChild("AmmoMeter") ~= nil then PlayerGui:findFirstChild("AmmoMeter").Parent = nil end coroutine.resume(coroutine.create(function() local SG = Instance.new("ScreenGui",PlayerGui) SG.Name = "AmmoMeter" local frame = Instance.new("Frame",SG) frame.Size = UDim2.new(0.2,0,0.1,0) frame.Position = UDim2.new(0.5-0.1,0,0.05,0) frame.BackgroundColor3 = BrickColor.new("Brown").Color local Ammotext = Instance.new("TextLabel",frame) Ammotext.Size = UDim2.new(1,0,0.35,0) Ammotext.BackgroundTransparency = 1 Ammotext.Text = "Ammo" Ammotext.FontSize = "Size10" Ammotext.TextColor3 = BrickColor.new("White").Color local backing = Instance.new("ImageLabel",frame) backing.Size = UDim2.new(0.8,0,0.2,0) backing.Image = "http://www.roblox.com/asset/?id=48965808" backing.Position = UDim2.new(0.1,0,0.3,0) backing.BackgroundColor3 = BrickColor.new("Black").Color local img = Instance.new("ImageLabel",backing) img.Size = UDim2.new(1,0,1,0) img.Image = "http://www.roblox.com/asset/?id=48965808" img.Position = UDim2.new(0,0,0,0) img.BackgroundColor3 = BrickColor.new("Brown").Color local percent = Instance.new("TextLabel",backing) percent.Size = UDim2.new(1,0,1,0) percent.BackgroundTransparency = 1 percent.TextColor3 = BrickColor.new("White").Color percent.Text = Ammo.."/".. MaxAmmo percent.FontSize = "Size10" local Gunzerktext = Instance.new("TextLabel",frame) Gunzerktext.Size = UDim2.new(1,0,1.2,0) Gunzerktext.BackgroundTransparency = 1 Gunzerktext.Text = "Gunzerk Duration" Gunzerktext.FontSize = "Size10" Gunzerktext.TextColor3 = BrickColor.new("White").Color local Gunzerkbacking = Instance.new("ImageLabel",frame) Gunzerkbacking.Size = UDim2.new(0.8,0,0.2,0) Gunzerkbacking.Image = "http://www.roblox.com/asset/?id=48965808" Gunzerkbacking.Position = UDim2.new(0.1,0,0.75,0) Gunzerkbacking.BackgroundColor3 = BrickColor.new("Black").Color local Gunzerkimg = Instance.new("ImageLabel",Gunzerkbacking) Gunzerkimg.Size = UDim2.new(1,0,1,0) Gunzerkimg.Image = "http://www.roblox.com/asset/?id=48965808" Gunzerkimg.Position = UDim2.new(0,0,0,0) Gunzerkimg.BackgroundColor3 = BrickColor.new("Brown").Color local currentam = Instance.new("TextLabel",frame) currentam.Size = UDim2.new(0.5,0,0.25,0) currentam.Position = UDim2.new(0,0,1,0) currentam.BackgroundTransparency = 0 currentam.BackgroundColor3 = BrickColor.new("Brown").Color currentam.TextColor3 = BrickColor.new("White").Color currentam.Text = CurrentAmmo currentam.FontSize = "Size18" repeat wait() pcall(function() img.Size = UDim2.new(1*(Ammo/MaxAmmo),0,1,0) percent.Text = Ammo.."/".. MaxAmmo Gunzerkimg.Size = UDim2.new(1*(GunzerkDuration/1000),0,1,0) currentam.Text = CurrentAmmo end) until SG.Parent == nil end)) coroutine.resume(coroutine.create(function() swordholder.Parent = workspace for i=0,9999999999 do wait() if swordholder.Parent==nil then wait(0.3) swordholder.Parent = workspace prt1.Parent = swordholder prt2.Parent = swordholder prt3.Parent = swordholder prt4.Parent = swordholder prt5.Parent = swordholder prt6.Parent = swordholder prt7.Parent = swordholder prt8.Parent = swordholder prt9.Parent = swordholder w1.Parent=prt1 w2.Parent=prt2 w3.Parent=prt3 w4.Parent=prt4 w5.Parent=prt5 w6.Parent=prt6 w7.Parent=prt7 w8.Parent=prt8 w9.Parent=prt9 if Gunzerkering==true then newgun.Parent = workspace newprt1.Parent = newgun newprt2.Parent = newgun newprt3.Parent = newgun newprt4.Parent = newgun newprt5.Parent = newgun newprt6.Parent = newgun neww1.Parent=newprt1 neww2.Parent=newprt2 neww3.Parent=newprt3 neww4.Parent=newprt4 neww5.Parent=newprt5 neww6.Parent=newprt6 end end end end)) Character.Humanoid.WalkSpeed = 14 -- mediafire
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