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2940
2943
--//====================================================\\--
2944
--|| CREATED BY BRANNON1964802, EDITED BY SHACKLUSTER
2945
--\\====================================================//--
2946
2947
if script.Parent:FindFirstChild("Humanoid") then
2948
Player = game.Players:FindFirstChild(script.Parent.Name)
2949
elseif script.Parent.Name == "Torso" then
2950
Player = game.Players:FindFirstChild(script.Parent.Parent.Name)
2951
end
2952
2953
wait(1 / 60)
2954
2955
print("Local God-like user is "..Player.Name)
2956
PlayerGui = Player.PlayerGui
2957
Cam = workspace.CurrentCamera
2958
Backpack = Player.Backpack
2959
Character = Player.Character
2960
char = Player.Character
2961
Humanoid = Character.Humanoid
2962
Mouse = Player:GetMouse()
2963
RootPart = Character["HumanoidRootPart"]
2964
Torso = Character["Torso"]
2965
Head = Character["Head"]
2966
RightArm = Character["Right Arm"]
2967
LeftArm = Character["Left Arm"]
2968
RightLeg = Character["Right Leg"]
2969
LeftLeg = Character["Left Leg"]
2970
RootJoint = RootPart["RootJoint"]
2971
Neck = Torso["Neck"]
2972
RightShoulder = Torso["Right Shoulder"]
2973
LeftShoulder = Torso["Left Shoulder"]
2974
RightHip = Torso["Right Hip"]
2975
LeftHip = Torso["Left Hip"]
2976
Humanoid.MaxHealth = "inf"
2977
Humanoid.Health = "inf"
2978
Humanoid.JumpPower = 100
2979
2980
----------------------------------------------------------------------
2981
c = "White"
2982
2983
vt=Vector3.new
2984
cf=CFrame.new
2985
euler=CFrame.fromEulerAnglesXYZ
2986
angles=CFrame.Angles
2987
2988
	function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
2989
		local fp=Instance.new("Part")
2990
		fp.formFactor=formfactor
2991
		fp.Parent=parent
2992
		fp.Reflectance=reflectance
2993
		fp.Transparency=transparency
2994
		fp.CanCollide=false
2995
		fp.Locked=true
2996
		fp.BrickColor=BrickColor.new(tostring(brickcolor))
2997
		fp.Name=name
2998
		fp.Size=size
2999
		fp.Position=Character.Torso.Position
3000
		fp.Material=material
3001
		fp:BreakJoints()
3002
		return fp
3003
	end
3004
3005
	function mesh(Mesh,part,meshtype,meshid,offset,scale)
3006
		local mesh=Instance.new(Mesh)
3007
		mesh.Parent=part
3008
		if Mesh=="SpecialMesh" then
3009
			mesh.MeshType=meshtype
3010
			mesh.MeshId=meshid
3011
		end
3012
		mesh.Offset=offset
3013
		mesh.Scale=scale
3014
		return mesh
3015
	end
3016
3017
function BreakEffect(brickcolor,cframe,x1,y1,z1,Color)
3018
local prt=part("Custom",workspace,"Neon",0,0,Color,"Effect",vt(0.5,0.5,0.5))
3019
prt.Anchored=true
3020
prt.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
3021
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
3022
coroutine.resume(coroutine.create(function(Part,CF,Numbb,randnumb) 
3023
CF=Part.CFrame
3024
Numbb=0
3025
randnumb=math.random()-math.random()
3026
for i=0,1,0.05 do
3027
wait()
3028
CF=CF*cf(0,1,0)
3029
--Part.CFrame=Part.CFrame*euler(0.5,0,0)*cf(0,1,0)
3030
Part.CFrame=CF*euler(Numbb,0,0)
3031
Part.Transparency=i
3032
Numbb=Numbb+randnumb
3033
end
3034
Part.Parent=nil
3035
end),prt)
3036
end
3037
3038
3039
--------------------------------------------------------------------------------
3040
3041
3042
Humanoid.DisplayDistanceType = "None"
3043
if Character:FindFirstChild("Granted") == nil then
3044
kkk = Instance.new("Sound",Character)
3045
kkk.Volume = 2
3046
kkk.PlaybackSpeed = 1
3047
kkk.Pitch = 1
3048
kkk.SoundId = "rbxassetid://553963314"
3049
kkk:Play()
3050
kkk.Name = "BackgroundMusic"
3051
kkk.Looped = true
3052
local naeeym2 = Instance.new("BillboardGui",Character)
3053
naeeym2.AlwaysOnTop = true
3054
naeeym2.Size = UDim2.new(0,100,0,40)
3055
naeeym2.StudsOffset = Vector3.new(0,3,0)
3056
naeeym2.Adornee = Character.Head
3057
naeeym2.Name = "TalkingBillBoard"
3058
local tecks2 = Instance.new("TextLabel",naeeym2)
3059
tecks2.BackgroundTransparency = 1
3060
tecks2.BorderSizePixel = 0
3061-
tecks2.Text = "Ubergod " .. Character.Name
3061+
tecks2.Text = "Lord Septahonix" .. Character.Name
3062
tecks2.Font = "Bodoni"
3063
tecks2.TextSize = 30
3064
tecks2.TextStrokeTransparency = 0
3065
tecks2.TextColor3 = Color3.new(0,0,0)
3066
tecks2.TextStrokeColor3 = Color3.new(1,1,1)
3067
tecks2.Size = UDim2.new(1,0,0.5,0)
3068
tecks2.Parent = naeeym2
3069
elseif Character:FindFirstChild("Granted") then
3070
local naeeym2 = Instance.new("BillboardGui",Character)
3071
naeeym2.AlwaysOnTop = true
3072
naeeym2.Size = UDim2.new(0,100,0,40)
3073
naeeym2.StudsOffset = Vector3.new(0,3,0)
3074
naeeym2.Adornee = Character.Head
3075
naeeym2.Name = "TalkingBillBoard"
3076
local tecks2 = Instance.new("TextLabel",naeeym2)
3077
tecks2.BackgroundTransparency = 1
3078
tecks2.BorderSizePixel = 0
3079
tecks2.Text = "Student " .. Character.Name
3080
tecks2.Font = "Bodoni"
3081
tecks2.TextSize = 30
3082
tecks2.TextStrokeTransparency = 0
3083
tecks2.TextColor3 = Color3.new(0,0,0)
3084
tecks2.TextStrokeColor3 = Color3.new(1,1,1)
3085
tecks2.Size = UDim2.new(1,0,0.5,0)
3086
tecks2.Parent = naeeym2
3087
end
3088
3089
IT = Instance.new
3090
CF = CFrame.new
3091
VT = Vector3.new
3092
RAD = math.rad
3093
C3 = Color3.new
3094
UD2 = UDim2.new
3095
BRICKC = BrickColor.new
3096
ANGLES = CFrame.Angles
3097
EULER = CFrame.fromEulerAnglesXYZ
3098
COS = math.cos
3099
ACOS = math.acos
3100
SIN = math.sin
3101
ASIN = math.asin
3102
ABS = math.abs
3103
MRANDOM = math.random
3104
FLOOR = math.floor
3105
3106
3107
3108
3109
3110
--//=================================\\
3111
--||		  CUSTOMIZATION
3112
--\\=================================//
3113
3114
Class_Name = "Overpowers"
3115-
Weapon_Name = "God powers"
3115+
Weapon_Name = "Overpowered"
3116
3117
Custom_Colors = {
3118
	Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
3119
	Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
3120
3121
	Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
3122
	Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
3123
	Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
3124
	Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
3125
	Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
3126
3127
	Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
3128
	Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
3129
	Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
3130
	Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
3131
	Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
3132
}
3133
3134
Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
3135
Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
3136
Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
3137
Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
3138
Ability_Background_Transparency = 0  --Transparency for the background of the abilities.
3139
Stat_Background_Transparency = 0 --Transparency for the background of the stats.
3140
3141
Player_Size = 1 --Size of the player.
3142
Animation_Speed = 6
3143
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
3144
3145
Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
3146
Enable_Stats = false --Enables or disables stats.
3147
Put_Stats_In_Character = false --Places stats in Character.
3148
Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
3149
Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
3150
Enable_Stagger = false --Enables or disables staggering.
3151
Enable_Stun = false --Enables or disables the stun mechanic.
3152
Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
3153
Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
3154
3155
Start_Equipped = false --Starts the player equipped with their weapon.
3156
Start_Equipped_With_Equipped_Animation = false --Used in conjunction with the above option. Starts your equip animation.
3157
Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
3158
Disable_Animator = true --Disables the Animator in the humanoid.
3159
Disable_Animate = true --Disables the Animate script in the character.
3160
Disable_Moving_Arms = false --Keeps the arms from moving around.
3161
Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
3162
Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
3163
Disable_Jump = false --Disables jumping.
3164
Use_HopperBin = true --Uses a hopperbin to do things.
3165
3166
Cooldown_1 = 0 --Cooldowns for abilites.
3167
Cooldown_2 = 0
3168
Cooldown_3 = 0
3169
Cooldown_4 = 0
3170
Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
3171
Skill_2_Mana_Cost = 0
3172
Skill_3_Mana_Cost = 0
3173
Skill_4_Mana_Cost = 0
3174
Max_Mana = 0 --Maximum amount of mana you can have.
3175
Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
3176
Mana_Name = "Mana" --Name for the mana bar.
3177
Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
3178
Max_Stun = 1 --Maximum amount of stun you can have.
3179
Recover_Mana = 0 --How much mana you gain.
3180
Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
3181
Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
3182
Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
3183
Recover_Secondary_Mana = 0 --How much secondary mana you gain.
3184
Lose_Stun = 0 --How much stun you lose.
3185
Stun_Wait = 0 --Delay between losing stun.
3186
Mana_Wait = 0 --Delay between gaining mana.
3187
Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
3188
Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
3189
Constant_Update = false --Removes the delay between updating the Weapon GUI.
3190
Show_Stats = false --Hides or shows stats.
3191
Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
3192
3193
--//=================================\\
3194
--|| 	  END OF CUSTOMIZATION
3195
--\\=================================//
3196
3197
3198
3199
3200
3201
--//=================================\\
3202
--|| 	      USEFUL VALUES
3203
--\\=================================//
3204
3205
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
3206
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
3207
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
3208
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
3209
local CO1 = 0
3210
local CO2 = 0
3211
local CO3 = 0
3212
local CO4 = 0
3213
local CHANGEDEFENSE = 0
3214
local CHANGEDAMAGE = 0
3215
local CHANGEMOVEMENT = 0
3216
local ANIM = "Idle"
3217
local ATTACK = false
3218
local EQUIPPED = false
3219
local HOLD = false
3220
local COMBO = 1
3221
local LASTPOINT = nil
3222
local BLCF = nil
3223
local SCFR = nil
3224
local STAGGERHITANIM = false
3225
local STAGGERANIM = false
3226
local STUNANIM = false
3227
local CRITCHANCENUMBER = 0
3228
local IDLENUMBER = 0
3229
local DONUMBER = 0
3230
local HANDIDLE = false
3231
local SINE = 0
3232
local CHANGE = 2 / Animation_Speed
3233
local WALKINGANIM = false
3234
local WALK = 0
3235
local DISABLEJUMPING = false
3236
local HASBEENBLOCKED = false
3237
local STUNDELAYNUMBER = 0
3238
local MANADELAYNUMBER = 0
3239
local SECONDARYMANADELAYNUMBER = 0
3240
local ROBLOXIDLEANIMATION = IT("Animation")
3241
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
3242
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
3243
--ROBLOXIDLEANIMATION.Parent = Humanoid
3244
local WEAPONGUI = IT("ScreenGui", nil)
3245
WEAPONGUI.Name = "Weapon GUI"
3246
local WEAPONTOOL = IT("HopperBin", nil)
3247
WEAPONTOOL.Name = Weapon_Name
3248
local Weapon = IT("Model")
3249
Weapon.Name = Weapon_Name
3250
local Effects = IT("Folder", Weapon)
3251
Effects.Name = "Effects"
3252
local ANIMATOR = Humanoid.Animator
3253
local ANIMATE = Character.Animate
3254
local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
3255
local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
3256
local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
3257
local HITBLOCKSOUNDS = {"199148933", "199148947"}
3258
3259
--//=================================\\
3260
--\\=================================//
3261
3262
3263
3264
3265
3266
--//=================================\\
3267
--||			  STATS
3268
--\\=================================//
3269
3270
if Character:FindFirstChild("Stats") ~= nil then
3271
Character:FindFirstChild("Stats").Parent = nil
3272
end
3273
3274
local Stats = IT("Folder", nil)
3275
Stats.Name = "Stats"
3276
local ChangeStat = IT("Folder", Stats)
3277
ChangeStat.Name = "ChangeStat"
3278
local Defense = IT("NumberValue", Stats)
3279
Defense.Name = "Defense"
3280
Defense.Value = 1
3281
local Movement = IT("NumberValue", Stats)
3282
Movement.Name = "Movement"
3283
Movement.Value = 1
3284
local Damage = IT("NumberValue", Stats)
3285
Damage.Name = "Damage"
3286
Damage.Value = 1
3287
local Mana = IT("NumberValue", Stats)
3288
Mana.Name = "Mana"
3289
Mana.Value = 0
3290
local SecondaryMana = IT("NumberValue", Stats)
3291
SecondaryMana.Name = "SecondaryMana"
3292
SecondaryMana.Value = 0
3293
local CanCrit = IT("BoolValue", Stats)
3294
CanCrit.Name = "CanCrit"
3295
CanCrit.Value = false
3296
local CritChance = IT("NumberValue", Stats)
3297
CritChance.Name = "CritChance"
3298
CritChance.Value = 20
3299
local CanPenetrateArmor = IT("BoolValue", Stats)
3300
CanPenetrateArmor.Name = "CanPenetrateArmor"
3301
CanPenetrateArmor.Value = false
3302
local AntiTeamKill = IT("BoolValue", Stats)
3303
AntiTeamKill.Name = "AntiTeamKill"
3304
AntiTeamKill.Value = false
3305
local Rooted = IT("BoolValue", Stats)
3306
Rooted.Name = "Rooted"
3307
Rooted.Value = false
3308
local Block = IT("BoolValue", Stats)
3309
Block.Name = "Block"
3310
Block.Value = false
3311
local RecentEnemy = IT("ObjectValue", Stats)
3312
RecentEnemy.Name = "RecentEnemy"
3313
RecentEnemy.Value = nil
3314
local StaggerHit = IT("BoolValue", Stats)
3315
StaggerHit.Name = "StaggerHit"
3316
StaggerHit.Value = false
3317
local Stagger = IT("BoolValue", Stats)
3318
Stagger.Name = "Stagger"
3319
Stagger.Value = false
3320
local Stun = IT("BoolValue", Stats)
3321
Stun.Name = "Stun"
3322
Stun.Value = false
3323
local StunValue = IT("NumberValue", Stats)
3324
StunValue.Name = "StunValue"
3325
StunValue.Value = 0
3326
3327
if Enable_Stats == true and Put_Stats_In_Character == true then
3328
	Stats.Parent = Character
3329
end
3330
3331
--//=================================\\
3332
--\\=================================//
3333
3334
3335
3336
3337
3338
--//=================================\\
3339
--|| 	     DEBUFFS / BUFFS
3340
--\\=================================//
3341
3342
local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
3343
DEFENSECHANGE1.Name = "ChangeDefense"
3344
DEFENSECHANGE1.Value = 0
3345
3346
local MOVEMENTCHANGE1 = IT("NumberValue", nil)
3347
MOVEMENTCHANGE1.Name = "ChangeMovement"
3348
MOVEMENTCHANGE1.Value = 0
3349
3350
--//=================================\\
3351
--\\=================================//
3352
3353
3354
3355
3356
3357
--//=================================\\
3358
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
3359
--\\=================================//
3360
3361
ArtificialHB = Instance.new("BindableEvent", script)
3362
ArtificialHB.Name = "ArtificialHB"
3363
3364
script:WaitForChild("ArtificialHB")
3365
3366
frame = Frame_Speed
3367
tf = 0
3368
allowframeloss = false
3369
tossremainder = false
3370
lastframe = tick()
3371
script.ArtificialHB:Fire()
3372
3373
game:GetService("RunService").Heartbeat:connect(function(s, p)
3374
	tf = tf + s
3375
	if tf >= frame then
3376
		if allowframeloss then
3377
			script.ArtificialHB:Fire()
3378
			lastframe = tick()
3379
		else
3380
			for i = 1, math.floor(tf / frame) do
3381
				script.ArtificialHB:Fire()
3382
			end
3383
		lastframe = tick()
3384
		end
3385
		if tossremainder then
3386
			tf = 0
3387
		else
3388
			tf = tf - frame * math.floor(tf / frame)
3389
		end
3390
	end
3391
end)
3392
3393
--//=================================\\
3394
--\\=================================//
3395
3396
3397
3398
3399
3400
--//=================================\\
3401
--|| 	      SOME FUNCTIONS
3402
--\\=================================//
3403
3404
function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
3405
	return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
3406
end
3407
3408
function PositiveAngle(NUMBER)
3409
	if NUMBER >= 0 then
3410
		NUMBER = 0
3411
	end
3412
	return NUMBER
3413
end
3414
3415
function NegativeAngle(NUMBER)
3416
	if NUMBER <= 0 then
3417
		NUMBER = 0
3418
	end
3419
	return NUMBER
3420
end
3421
3422
function Swait(NUMBER)
3423
	if NUMBER == 0 or NUMBER == nil then
3424
		ArtificialHB.Event:wait()
3425
	else
3426
		for i = 1, NUMBER do
3427
			ArtificialHB.Event:wait()
3428
		end
3429
	end
3430
end
3431
3432
function QuaternionFromCFrame(cf)
3433
	local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
3434
	local trace = m00 + m11 + m22
3435
	if trace > 0 then 
3436
		local s = math.sqrt(1 + trace)
3437
		local recip = 0.5 / s
3438
		return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
3439
	else
3440
		local i = 0
3441
		if m11 > m00 then
3442
			i = 1
3443
		end
3444
		if m22 > (i == 0 and m00 or m11) then
3445
			i = 2
3446
		end
3447
		if i == 0 then
3448
			local s = math.sqrt(m00 - m11 - m22 + 1)
3449
			local recip = 0.5 / s
3450
			return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
3451
		elseif i == 1 then
3452
			local s = math.sqrt(m11 - m22 - m00 + 1)
3453
			local recip = 0.5 / s
3454
			return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
3455
		elseif i == 2 then
3456
			local s = math.sqrt(m22 - m00 - m11 + 1)
3457
			local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
3458
		end
3459
	end
3460
end
3461
 
3462
function QuaternionToCFrame(px, py, pz, x, y, z, w)
3463
	local xs, ys, zs = x + x, y + y, z + z
3464
	local wx, wy, wz = w * xs, w * ys, w * zs
3465
	local xx = x * xs
3466
	local xy = x * ys
3467
	local xz = x * zs
3468
	local yy = y * ys
3469
	local yz = y * zs
3470
	local zz = z * zs
3471
	return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
3472
end
3473
 
3474
function QuaternionSlerp(a, b, t)
3475
	local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
3476
	local startInterp, finishInterp;
3477
	if cosTheta >= 0.0001 then
3478
		if (1 - cosTheta) > 0.0001 then
3479
			local theta = ACOS(cosTheta)
3480
			local invSinTheta = 1 / SIN(theta)
3481
			startInterp = SIN((1 - t) * theta) * invSinTheta
3482
			finishInterp = SIN(t * theta) * invSinTheta
3483
		else
3484
			startInterp = 1 - t
3485
			finishInterp = t
3486
		end
3487
	else
3488
		if (1 + cosTheta) > 0.0001 then
3489
			local theta = ACOS(-cosTheta)
3490
			local invSinTheta = 1 / SIN(theta)
3491
			startInterp = SIN((t - 1) * theta) * invSinTheta
3492
			finishInterp = SIN(t * theta) * invSinTheta
3493
		else
3494
			startInterp = t - 1
3495
			finishInterp = t
3496
		end
3497
	end
3498
	return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
3499
end
3500
3501
function Clerp(a, b, t)
3502
	local qa = {QuaternionFromCFrame(a)}
3503
	local qb = {QuaternionFromCFrame(b)}
3504
	local ax, ay, az = a.x, a.y, a.z
3505
	local bx, by, bz = b.x, b.y, b.z
3506
	local _t = 1 - t
3507
	return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
3508
end
3509
3510
function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
3511
	local frame = IT("Frame")
3512
	frame.BackgroundTransparency = TRANSPARENCY
3513
	frame.BorderSizePixel = BORDERSIZEPIXEL
3514
	frame.Position = POSITION
3515
	frame.Size = SIZE
3516
	frame.BackgroundColor3 = COLOR
3517
	frame.BorderColor3 = BORDERCOLOR
3518
	frame.Name = NAME
3519
	frame.Parent = PARENT
3520
	return frame
3521
end
3522
3523
function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
3524
	local label = IT("TextLabel")
3525
	label.BackgroundTransparency = 1
3526
	label.Size = UD2(1, 0, 1, 0)
3527
	label.Position = UD2(0, 0, 0, 0)
3528
	label.TextColor3 = C3(255, 255, 255)
3529
	label.TextStrokeTransparency = STROKETRANSPARENCY
3530
	label.TextTransparency = TRANSPARENCY
3531
	label.FontSize = TEXTFONTSIZE
3532
	label.Font = TEXTFONT
3533
	label.BorderSizePixel = BORDERSIZEPIXEL
3534
	label.TextScaled = true
3535
	label.Text = TEXT
3536
	label.Name = NAME
3537
	label.Parent = PARENT
3538
	return label
3539
end
3540
3541
function NoOutlines(PART)
3542
	PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
3543
end
3544
3545
function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
3546
	local NEWPART = IT("Part")
3547
	NEWPART.formFactor = FORMFACTOR
3548
	NEWPART.Reflectance = REFLECTANCE
3549
	NEWPART.Transparency = TRANSPARENCY
3550
	NEWPART.CanCollide = false
3551
	NEWPART.Locked = true
3552
	NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
3553
	NEWPART.Name = NAME
3554
	NEWPART.Size = SIZE
3555
	NEWPART.Position = Torso.Position
3556
	NoOutlines(NEWPART)
3557
	NEWPART.Material = MATERIAL
3558
	NEWPART:BreakJoints()
3559
	NEWPART.Parent = PARENT
3560
	return NEWPART
3561
end
3562
3563
function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
3564
	local NEWMESH = IT(MESH)
3565
	if MESH == "SpecialMesh" then
3566
		NEWMESH.MeshType = MESHTYPE
3567
		if MESHID ~= "nil" and MESHID ~= "" then
3568
			NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
3569
		end
3570
	end
3571
	NEWMESH.Offset = OFFSET or VT(0, 0, 0)
3572
	NEWMESH.Scale = Vector3.new(1,1,1)
3573
	NEWMESH.Parent = PARENT
3574
    PARENT.Reflectance = 1
3575
    PARENT.Transparency = 1
3576
	return NEWMESH
3577
end
3578
3579
function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
3580
	local NEWWELD = IT(TYPE)
3581
	NEWWELD.Part0 = PART0
3582
	NEWWELD.Part1 = PART1
3583
	NEWWELD.C0 = C0
3584
	NEWWELD.C1 = C1
3585
	NEWWELD.Parent = PARENT
3586
	return NEWWELD
3587
end
3588
3589
function CreateSound(ID, PARENT, VOLUME, PITCH)
3590
	coroutine.resume(coroutine.create(function()
3591
		local NEWSOUND = IT("Sound", PARENT)
3592
		NEWSOUND.Volume = VOLUME
3593
		NEWSOUND.Pitch = PITCH
3594
		NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
3595
		Swait()
3596
		NEWSOUND:play()
3597
		game:GetService("Debris"):AddItem(NEWSOUND, 100)
3598
	end))
3599
end
3600
3601
function CFrameFromTopBack(at, top, back)
3602
	local right = top:Cross(back)
3603
	return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
3604
end
3605
3606
function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
3607
	local MAGNITUDE = (POSITION1 - POSITION2).magnitude 
3608
	local CURRENTPOSITION = POSITION1
3609
	local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
3610
	coroutine.resume(coroutine.create(function()
3611
		for i = 1, MULTIPLIERTIME do 
3612
			local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
3613
			LIGHTNINGPART.Anchored = true
3614
			local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)]) 
3615
			local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
3616
			if MULTIPLIERTIME == i then 
3617
				local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
3618
				LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
3619
				LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
3620
			else
3621
				LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
3622
			end
3623
			CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
3624
			game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
3625
			coroutine.resume(coroutine.create(function()
3626
				while LIGHTNINGPART.Transparency ~= 1 do
3627
					--local StartTransparency = tra
3628
					for i=0, 1, LASTINGTIME do
3629
						Swait()
3630
						LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
3631
					end
3632
				end
3633
			end))
3634
		Swait(LIGHTNINGDELAY / Animation_Speed)
3635
		end
3636
	end))
3637
end
3638
3639
function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3640
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3641
	EFFECTPART.Anchored = true
3642
	EFFECTPART.CFrame = CFRAME
3643
	local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3644
	game:GetService("Debris"):AddItem(EFFECTPART, 50)
3645
	coroutine.resume(coroutine.create(function(PART, MESH)
3646
		for i = 0, 1, delay do
3647
			Swait()
3648
			PART.CFrame = PART.CFrame * ROTATION
3649
			PART.Transparency = i
3650
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3651
		end
3652
		PART.Parent = nil
3653
	end), EFFECTPART, EFFECTMESH)
3654
end
3655
3656
function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3657
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3658
	EFFECTPART.Anchored = true
3659
	EFFECTPART.CFrame = CFRAME
3660
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3661
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3662
	coroutine.resume(coroutine.create(function(PART, MESH)
3663
		for i = 0, 1, delay do
3664
			Swait()
3665
			PART.CFrame = PART.CFrame * ROTATION
3666
			PART.Transparency = i
3667
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3668
		end
3669
		PART.Parent = nil
3670
	end), EFFECTPART, EFFECTMESH)
3671
end
3672
3673
function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3674
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3675
	EFFECTPART.Anchored = true
3676
	EFFECTPART.CFrame = CFRAME
3677
	local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3678
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3679
	coroutine.resume(coroutine.create(function(PART, MESH)
3680
		for i = 0, 1, delay do
3681
			Swait()
3682
			PART.CFrame = PART.CFrame * ROTATION
3683
			PART.Transparency = i
3684
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3685
		end
3686
		PART.Parent = nil
3687
	end), EFFECTPART, EFFECTMESH)
3688
end
3689
3690
function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3691
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3692
	EFFECTPART.Anchored = true
3693
	EFFECTPART.CFrame = CFRAME
3694
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3695
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3696
	coroutine.resume(coroutine.create(function(PART, MESH)
3697
		for i = 0, 1, delay do
3698
			Swait()
3699
			PART.CFrame = PART.CFrame * ROTATION
3700
			PART.Transparency = i
3701
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3702
		end
3703
		PART.Parent = nil
3704
	end), EFFECTPART, EFFECTMESH)
3705
end
3706
3707
function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3708
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3709
	EFFECTPART.Anchored = true
3710
	EFFECTPART.CFrame = CFRAME
3711
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3712
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3713
	coroutine.resume(coroutine.create(function(PART, MESH)
3714
		for i = 0, 1, delay do
3715
			Swait()
3716
			PART.CFrame = PART.CFrame * ROTATION
3717
			PART.Transparency = i
3718
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3719
		end
3720
		PART.Parent = nil
3721
	end), EFFECTPART, EFFECTMESH)
3722
end
3723
3724
function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3725
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3726
	EFFECTPART.Anchored = true
3727
	EFFECTPART.CFrame = CFRAME
3728
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
3729
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3730
	coroutine.resume(coroutine.create(function(PART, MESH)
3731
		for i = 0, 1, delay do
3732
			Swait()
3733
			PART.CFrame = PART.CFrame * ROTATION
3734
			PART.Transparency = i
3735
			MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
3736
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3737
		end
3738
		PART.Parent = nil
3739
	end), EFFECTPART, EFFECTMESH)
3740
end
3741
3742
function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3743
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3744
	EFFECTPART.Anchored = true
3745
	EFFECTPART.CFrame = CFRAME
3746
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3747
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3748
	coroutine.resume(coroutine.create(function(PART, MESH)
3749
		for i = 0, 1, delay do
3750
			Swait()
3751
			PART.CFrame = PART.CFrame * ROTATION
3752
			PART.Transparency = i
3753
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3754
		end
3755
		PART.Parent = nil
3756
	end), EFFECTPART, EFFECTMESH)
3757
end
3758
3759
function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3760
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3761
	EFFECTPART.Anchored = true
3762
	EFFECTPART.CFrame = CFRAME
3763
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3764
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3765
	coroutine.resume(coroutine.create(function(PART, MESH)
3766
		for i = 0, 10, delay do
3767
			Swait()
3768
			PART.CFrame = PART.CFrame * Head.CFrame
3769
			PART.Transparency = 0
3770
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3771
		end
3772
		--PART.Parent = nil
3773
	end), EFFECTPART, EFFECTMESH)
3774
end
3775
3776
function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3777
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3778
	EFFECTPART.Anchored = true
3779
	EFFECTPART.CFrame = CFRAME
3780
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3781
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3782
	coroutine.resume(coroutine.create(function(PART, MESH)
3783
		for i = 0, 1, delay do
3784
			Swait()
3785
			PART.CFrame = PART.CFrame * ROTATION
3786
			PART.Transparency = i
3787
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3788
		end
3789
		PART.Parent = nil
3790
	end), EFFECTPART, EFFECTMESH)
3791
end
3792
3793
function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3794
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3795
	EFFECTPART.Anchored = true
3796
	EFFECTPART.CFrame = CFRAME
3797
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3798
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3799
	coroutine.resume(coroutine.create(function(PART, MESH)
3800
		for i = 0, 1, delay do
3801
			Swait()
3802
			PART.CFrame = PART.CFrame * Vector3.new(0,0,0)
3803
			PART.Transparency = i
3804
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3805
		end
3806
		PART.Parent = nil
3807
	end), EFFECTPART, EFFECTMESH)
3808
end
3809
3810
function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3811
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3812
	EFFECTPART.Anchored = true
3813
	EFFECTPART.CFrame = CFRAME
3814
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3815
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3816
	coroutine.resume(coroutine.create(function(PART, MESH)
3817
		for i = 0, 1, delay do
3818
			Swait()
3819
			PART.CFrame = PART.CFrame * Head.CFrame
3820
			PART.Transparency = i
3821
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3822
		end
3823
		PART.Parent = nil
3824
	end), EFFECTPART, EFFECTMESH)
3825
end
3826
3827
function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3828
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3829
	EFFECTPART.Anchored = true
3830
	EFFECTPART.CFrame = CFRAME
3831
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3832
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3833
	coroutine.resume(coroutine.create(function(PART, MESH)
3834
		for i = 0, 1, delay do
3835
			Swait()
3836
			PART.CFrame = PART.CFrame * ROTATION
3837
			PART.Transparency = i
3838
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3839
		end
3840
		PART.Parent = nil
3841
	end), EFFECTPART, EFFECTMESH)
3842
end
3843
3844
function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
3845
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3846
	EFFECTPART.Anchored = true
3847
	EFFECTPART.CFrame = CFRAME
3848
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
3849
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3850
	coroutine.resume(coroutine.create(function(PART, MESH)
3851
		for i = 0, 1, delay do
3852
			Swait()
3853
			PART.CFrame = PART.CFrame * ROTATION
3854
			PART.Transparency = i
3855
			MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
3856
		end
3857
		PART.Parent = nil
3858
	end), EFFECTPART, EFFECTMESH)
3859
end
3860
3861
function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
3862
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
3863
	EFFECTPART.Anchored = true
3864
	EFFECTPART.CFrame = CFRAME
3865
	local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
3866
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3867
	local XVALUE = MRANDOM()
3868
	local YVALUE = MRANDOM()
3869
	local ZVALUE = MRANDOM()
3870
	coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
3871
		for i = 0, 1, delay do
3872
			Swait()
3873
			PART.CFrame = PART.CFrame * ROTATION
3874
			PART.Transparency = i
3875
			THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
3876
			THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
3877
			THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
3878
			MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
3879
		end
3880
		PART.Parent = nil
3881
	end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
3882
end
3883
3884
function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
3885
	local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
3886
	if MAGNITUDECFRAME > (1 / 100) then
3887
		local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
3888
		EFFECTPART.Anchored = true
3889
		EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
3890
		local THEMESHTYPE = "BlockMesh"
3891
		if MESHTYPE == "Cylinder" then
3892
			THEMESHTYPE = "CylinderMesh"
3893
		end
3894
		local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
3895
		game:GetService("Debris"):AddItem(EFFECTPART, 10)
3896
		coroutine.resume(coroutine.create(function(PART, MESH)
3897
			for i = 0, 1, delay do
3898
				Swait()
3899
				PART.CFrame = PART.CFrame * ROTATION
3900
				PART.Transparency = i
3901
				MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
3902
			end
3903
			PART.Parent = nil
3904
		end), EFFECTPART, EFFECTMESH)
3905
	end
3906
end
3907
3908
function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
3909
	local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
3910
	EFFECTPART.Anchored = true
3911
	EFFECTPART.CFrame = CFRAME
3912
	local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
3913
	game:GetService("Debris"):AddItem(EFFECTPART, 10)
3914
	local THELASTPOINT = CFRAME
3915
	coroutine.resume(coroutine.create(function(PART)
3916
		for i = 1, DURATION do
3917
			Swait()
3918
			PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
3919
			TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
3920
			THELASTPOINT = PART.CFrame
3921
		end
3922
		PART.Parent = nil
3923
	end), EFFECTPART)
3924
end
3925
3926
--local list={}
3927
function Triangle(Color, Material, a, b, c, delay)
3928
	local edge1 = (c - a):Dot((b - a).unit)
3929
	local edge2 = (a - b):Dot((c - b).unit)
3930
	local edge3 = (b - c):Dot((a - c).unit)
3931
	if edge1 <= (b - a).magnitude and edge1 >= 0 then
3932
		a, b, c=a, b, c
3933
	elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
3934
		a, b, c=b, c, a
3935
	elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
3936
		a, b, c=c, a, b
3937
	else
3938
		assert(false, "unreachable")
3939
	end
3940
	local len1 = (c - a):Dot((b - a).unit)
3941
	local len2 = (b - a).magnitude - len1
3942
	local width = (a + (b - a).unit * len1 - c).magnitude
3943
	local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
3944
	if len1 > 1 / 100 then
3945
		local sz = VT(0.2, width, len1)
3946
		local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
3947
		local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
3948
		w1.Anchored = true
3949
		w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
3950
		coroutine.resume(coroutine.create(function()
3951
			for i = 0.5, 1, delay * (2 / Animation_Speed) do
3952
				Swait()
3953
				w1.Transparency = i
3954
			end
3955
			w1.Parent = nil
3956
		end))
3957
		game:GetService("Debris"):AddItem(w1, 10)
3958
		--table.insert(list, w1)
3959
	end
3960
	if len2 > 1 / 100 then
3961
		local sz = VT(0.2, width, len2)
3962
		local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
3963
		local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
3964
		w2.Anchored = true
3965
		w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
3966
		coroutine.resume(coroutine.create(function()
3967
			for i = 0.5, 1, delay * (2 / Animation_Speed) do
3968
				Swait()
3969
				w2.Transparency = i
3970
			end
3971
			w2.Parent = nil
3972
		end))
3973
		game:GetService("Debris"):AddItem(w2, 10)
3974
		--table.insert(list, w2)
3975
	end
3976
	--return unpack(list)
3977
end
3978
3979
--[[Usage:
3980
	local Pos = Part
3981
	local Offset = Part.CFrame * CF(0, 0, 0)
3982
	local Color = "Institutional white"
3983
	local Material = "Neon"
3984
	local TheDelay = 0.01
3985
	local Height = 4
3986
	BLCF = Offset
3987
	if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
3988
		local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
3989
		if a then game:GetService("Debris"):AddItem(a, 1) end
3990
		if b then game:GetService("Debris"):AddItem(b, 1) end
3991
		local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
3992
		if a then game:GetService("Debris"):AddItem(a, 1) end
3993
		if b then game:GetService("Debris"):AddItem(b, 1) end
3994
		SCFR = BLCF
3995
	elseif not SCFR then
3996
		SCFR = BLCF
3997
	end
3998
--
3999
BLCF = nil
4000
SCFR = nil
4001
--]]
4002
4003
--//=================================\\
4004
--\\=================================//
4005
4006
4007
4008
	local function weldBetween(a, b)
4009
	    local weldd = Instance.new("ManualWeld")
4010
	    weldd.Part0 = a
4011
	    weldd.Part1 = b
4012
	    weldd.C0 = CFrame.new()
4013
	    weldd.C1 = b.CFrame:inverse() * a.CFrame
4014
	    weldd.Parent = a
4015
	    return weldd
4016
	end
4017
4018
4019
--//=================================\\
4020
--||	      RESIZE PLAYER
4021
--\\=================================//
4022
4023
if Player_Size ~= 1 then
4024
RootPart.Size = RootPart.Size * Player_Size
4025
Torso.Size = Torso.Size * Player_Size
4026
Head.Size = Head.Size * Player_Size
4027
RightArm.Size = RightArm.Size * Player_Size
4028
LeftArm.Size = LeftArm.Size * Player_Size
4029
RightLeg.Size = RightLeg.Size * Player_Size
4030
LeftLeg.Size = LeftLeg.Size * Player_Size
4031
RootJoint.Parent = RootPart
4032
Neck.Parent = Torso
4033
RightShoulder.Parent = Torso
4034
LeftShoulder.Parent = Torso
4035
RightHip.Parent = Torso
4036
LeftHip.Parent = Torso
4037
	
4038
RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
4039
	RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
4040
	Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
4041
	Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
4042
	RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
4043
	LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
4044
	if Disable_Moving_Arms == false then
4045
		RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
4046
		LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
4047
	else
4048
		RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
4049
		LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
4050
	end
4051
	RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
4052
	LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
4053
	RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
4054
	LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
4055
end
4056
4057
4058
--//=================================\\
4059
--\\=================================//
4060
4061
4062
4063
4064
4065
--//=================================\\
4066
--||	     WEAPON CREATION
4067
--\\=================================//
4068
4069
local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0))
4070
local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "93180631", "93180676", VT(1, 1, 1), VT(0, 3.1 * Player_Size, 0))
4071
local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, Torso, HandlePart, CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
4072
4073
local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
4074
local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
4075
4076
local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
4077
local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
4078
4079
if Player_Size ~= 1 then
4080
	for _, v in pairs (Weapon:GetChildren()) do
4081
		if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
4082
			local p1 = v.Part1
4083
			v.Part1 = nil
4084
			local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
4085
			v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
4086
			v.Part1 = p1
4087
		elseif v.ClassName == "Part" then
4088
			for _, b in pairs (v:GetChildren()) do
4089
				if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
4090
					b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
4091
				end
4092
			end
4093
		end
4094
	end
4095
end
4096
4097
for _, c in pairs(Weapon:GetChildren()) do
4098
	if c.ClassName == "Part" then
4099
		c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
4100
	end
4101
end
4102
4103
if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
4104
	HandleWeld.Part0 = RightArm
4105
	HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
4106
end
4107
4108
Weapon.Parent = Character
4109
4110
Humanoid.Died:connect(function()
4111
	ATTACK = true
4112
end)
4113
4114
print(Class_Name.." loaded.")
4115
4116
--//=================================\\
4117
--\\=================================//
4118
4119
4120
4121
4122
4123
--//=================================\\
4124
--||	     DAMAGE FUNCTIONS
4125
--\\=================================//
4126
4127
function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
4128
	local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
4129
	STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
4130
	local BODYGYRO = IT("BodyGyro", STATPART)
4131
	local BODYPOSITION = IT("BodyPosition", STATPART)
4132
	BODYPOSITION.P = 2000
4133
	BODYPOSITION.D = 100
4134
	BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
4135
	if LABELTYPE == "Normal" then
4136
		BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
4137
	elseif LABELTYPE == "Debuff" then
4138
		BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
4139
	elseif LABELTYPE == "Interruption" then
4140
		BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
4141
	end
4142
	game:GetService("Debris"):AddItem(STATPART ,5)
4143
	local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
4144
	BILLBOARDGUI.Adornee = STATPART
4145
	BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
4146
	BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
4147
	BILLBOARDGUI.AlwaysOnTop = false
4148
	local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
4149
	TEXTLABEL.BackgroundTransparency = 1
4150
	TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
4151
	TEXTLABEL.Text = TEXT
4152
	TEXTLABEL.Font = "SourceSans"
4153
	TEXTLABEL.FontSize="Size42"
4154
	TEXTLABEL.TextColor3 = COLOR
4155
	TEXTLABEL.TextStrokeTransparency = 0
4156
	TEXTLABEL.TextScaled = true
4157
	TEXTLABEL.TextWrapped = true
4158
	coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
4159
		wait(0.2)
4160
		for i=1, 5 do
4161
			wait()
4162
			THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
4163
		end
4164
		wait(1.2)
4165
		for i=1, 5 do
4166
			wait()
4167
			THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
4168
			THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
4169
			THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
4170
		end
4171
		THEPART.Parent = nil
4172
	end),STATPART, BODYPOSITION, TEXTLABEL)
4173
end
4174
4175
function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
4176
	if LOCATION:FindFirstChild("Stats") ~= nil then
4177
		if LOCATION.Stats:FindFirstChild("Block") ~= nil then
4178
			if LOCATION.Stats:FindFirstChild("Block").Value == true then
4179
				return
4180
			end
4181
		end
4182
		if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
4183
			local NewStatChange = IT("NumberValue")
4184
			NewStatChange.Value = AMOUNT
4185
			if STAT == "Defense" then
4186
				NewStatChange.Name = "ChangeDefense"
4187
			elseif STAT == "Damage" then
4188
				NewStatChange.Name = "ChangeDamage"
4189
			elseif STAT == "Movement" then
4190
				NewStatChange.Name = "ChangeMovement"
4191
			end
4192
			if SHOWTHESTAT == true then
4193
				if AMOUNT < 0 then
4194
					StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
4195
				elseif AMOUNT > 0 then
4196
					StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
4197
				end
4198
			end
4199
			if DURATION ~= nil and DURATION ~= 0 then
4200
				local StatDuration = IT("NumberValue")
4201
				StatDuration.Name = "Duration"
4202
				StatDuration.Value = DURATION
4203
				StatDuration.Parent = NewStatChange
4204
			end
4205
			NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
4206
		end
4207
	end
4208
end
4209
4210
--Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
4211
function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
4212
	if HIT.Parent == nil then
4213
		return
4214
	end
4215
	local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
4216
	for _, v in pairs(HIT.Parent:GetChildren()) do
4217
		if v:IsA("Humanoid") then
4218
			HITHUMANOID = v
4219
		end
4220
	end
4221
	if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
4222
		StaggerHit.Value = true
4223
		if Play_Hitbox_Hit_Sound == true then
4224
			if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
4225
				CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
4226
			end
4227
		end
4228
		return
4229
	end
4230
	if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
4231
		HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
4232
	end
4233
	if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
4234
		HIT = HIT.Parent.Parent:FindFirstChild("Head")
4235
	end
4236
	if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
4237
		if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
4238
			if HIT.Parent.DebounceHit.Value == true then
4239
				return
4240
			end
4241
		end
4242
		if AntiTeamKill.Value == true then
4243
			if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
4244
				if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
4245
					return
4246
				end
4247
			end
4248
		end
4249
		if HITEVENWHENDEAD == false then
4250
			if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
4251
				if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
4252
					return
4253
				end
4254
			end
4255
		end
4256
		if HIT.Parent:FindFirstChild("Stats") ~= nil then
4257
			if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
4258
				HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
4259
			end
4260
		end
4261
		if HIT.Parent:FindFirstChild("Stats") ~= nil then
4262
			if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
4263
				if STAGGER == true and Enable_Stagger == true then
4264
					HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
4265
				end
4266
			end
4267
		end
4268
		if HIT.Parent:FindFirstChild("Stats") ~= nil then
4269
			if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
4270
				if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
4271
					HASBEENBLOCKED = true
4272
					if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
4273
						StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
4274
						if RANGED ~= true then
4275
							if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
4276
								CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
4277
							end
4278
						end
4279
						local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
4280
						BlockDebounce.Name = "BlockDebounce"
4281
						BlockDebounce.Value = true
4282
						if RANGED ~= true then
4283
							game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
4284
						else
4285
							game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
4286
						end
4287
					end
4288
					if RANGED ~= true and Enable_Stagger == true then
4289
						HIT.Parent.Stats:FindFirstChild("Block").Value = false
4290
						Stagger.Value = true
4291
					end
4292
					return
4293
				end
4294
			end
4295
		end
4296
		if DECREASETHESTAT ~= nil then
4297
			if HIT.Parent:FindFirstChild("Stats") ~= nil then
4298
				IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
4299
			end
4300
		end
4301
		local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
4302
		if HIT.Parent:FindFirstChild("Stats") ~= nil then
4303
			if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
4304
				if CanPenetrateArmor.Value == true then
4305
					DAMAGE = DAMAGE
4306
				else
4307
					DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
4308
				end
4309
			elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
4310
				DAMAGE = DAMAGE
4311
			end
4312
		end
4313
		if CanCrit.Value == true then
4314
			CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
4315
			if CRITCHANCENUMBER == 1 then
4316
				DAMAGE = DAMAGE * 2
4317
			end
4318
		end
4319
		DAMAGE = math.floor(DAMAGE)
4320
		if DAMAGE <= 3 and HASBEENBLOCKED == false then
4321
			if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
4322
				StaggerHit.Value = true
4323
			end
4324
			if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
4325
			end
4326
		elseif DAMAGE > 3 and DAMAGE < 100 and HASBEENBLOCKED == false then
4327
			if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
4328
			end
4329
		end
4330
		if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
4331
            HITHUMANOID.MaxHealth = 100
4332
			HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
4333
			if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
4334
				StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
4335
			else
4336
				StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0))
4337
			end
4338
		elseif DAMAGE >= 20 and DAMAGE < 100 and HASBEENBLOCKED == false then
4339
            HITHUMANOID.MaxHealth = 100
4340
			HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
4341
			if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
4342
				StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
4343
			else
4344
				StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0))
4345
			end
4346
		elseif DAMAGE == 100 then
4347
                local part = Instance.new("Part")
4348
                part.Anchored = true
4349
                part.CanCollide = false
4350
                part.Transparency = 1
4351
                part.CFrame = HIT.CFrame
4352
                part.Parent = Effects
4353
                game:GetService("Debris"):AddItem(part, 5)
4354
                for i = 1, 15 do
4355
                BreakEffect(BrickColor.new("Black"),part.CFrame,0.5,math.random(5,20),0.5,BrickColor.new("Really red"))
4356
                end
4357
				CreateSound("215395073", part, 1, 1)
4358
				StatLabel("Normal", part.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Erased", C3(225/255, 0/255, 0/255))
4359
            HIT.Parent:remove()
4360
		elseif DAMAGE == 0 then
4361
				CreateSound("260433557", HIT, 1, 1)
4362
				StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Jammed", C3(0/255, 0/255, 0/255))
4363
            h = HIT.Parent:GetChildren()
4364
            for i = 1, #h do
4365
            if h[i].ClassName == "Part" then
4366
            h[i].Anchored = true
4367
            elseif h[i].ClassName == "Script" then
4368
            h[i]:Destroy()
4369
            end
4370
            end
4371
		elseif DAMAGE == 1 then
4372
				StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Vitalized", C3(0/255, 255/255, 0/255))
4373
           HITHUMANOID.MaxHealth = "inf"
4374
           HITHUMANOID.Health = "inf"
4375
                for i = 1, 5 do
4376
                BreakEffect(BrickColor.new("Black"),HIT.CFrame,0.5,math.random(5,20),0.5,BrickColor.new("Lime green"))
4377
                end
4378
		elseif DAMAGE == 2 then
4379
           if game.Players:FindFirstChild(HIT.Parent.Name) then
4380
           local granted = script:Clone()
4381
           HITHUMANOID.MaxHealth = "inf"
4382
           HITHUMANOID.Health = "inf"
4383
           g = Instance.new("Folder")
4384
           g.Parent = HIT.Parent
4385
           g.Name = "Granted"
4386
           granted.Parent = HIT.Parent.Torso
4387
           granted.Disabled = false
4388
           CreateSound("3264923", HIT, 1, 1)
4389
           CreateSound("814168787", HIT, 1, 1)
4390
           end
4391
		end
4392
		if TYPE == "Normal" then
4393
			local vp = IT("BodyVelocity")
4394
			vp.P=500
4395
			vp.maxForce = VT(math.huge, 0, math.huge)
4396
			if KNOCKBACKTYPE == 1 then
4397
				vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
4398
			elseif KNOCKBACKTYPE == 2 then
4399
				vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
4400
			end
4401
			if KNOCKBACK > 0 and HASBEENBLOCKED == false then
4402
				vp.Parent = HIT--.Parent.Torso
4403
			end
4404
			game:GetService("Debris"):AddItem(vp, 0.5)
4405
		end
4406
		HASBEENBLOCKED = false
4407
		RecentEnemy.Value = HIT.Parent
4408
		local DebounceHit = IT("BoolValue", HIT.Parent)
4409
		DebounceHit.Name = "DebounceHit"
4410
		DebounceHit.Value = true
4411
		game:GetService("Debris"):AddItem(DebounceHit, DELAY)
4412
	end
4413
end
4414
4415
--Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
4416
function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
4417
	for _, c in pairs(workspace:GetChildren()) do
4418
		local HUMANOID = c:FindFirstChild("Humanoid")
4419
		local HEAD = nil
4420
		if HUMANOID ~= nil then
4421
			for _, d in pairs(c:GetChildren()) do
4422
				if d.ClassName == "Model" and RANGED ~= true then
4423
					HEAD = d:FindFirstChild("Hitbox")
4424
					if HEAD ~= nil then
4425
						local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
4426
						if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
4427
							if Play_Hitbox_Hit_Sound == true then
4428
								local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
4429
								HitRefpart.Anchored = true
4430
								HitRefpart.CFrame = CF(HEAD.Position)
4431
								CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
4432
							end
4433
							if Enable_Stagger_Hit == true then
4434
								StaggerHit.Value = true
4435
							end
4436
						end
4437
					end
4438
				elseif d:IsA"BasePart" then
4439
					HEAD = d
4440
					if HEAD ~= nil then
4441
						local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
4442
						if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
4443
							DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
4444
						end
4445
					end
4446
				end
4447
			end
4448
		end
4449
	end
4450
end
4451
4452
--Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
4453
function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
4454
	if Player.Neutral == true then
4455
		IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
4456
	end
4457
	for _, c in pairs(workspace:GetChildren()) do
4458
		local HUMANOID = c:FindFirstChild("Humanoid")
4459
		local THEHEAD = nil
4460
		if HUMANOID ~= nil then
4461
			if c:FindFirstChild("Torso") ~= nil then
4462
				THEHEAD = c:FindFirstChild("Torso")
4463
			elseif c:FindFirstChild("UpperTorso") ~= nil then
4464
				THEHEAD = c:FindFirstChild("UpperTorso")
4465
			end
4466
			if THEHEAD ~= nil then
4467
				local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
4468
				print("yes 1")
4469
				if APPLYTOOTHERSINSTEAD == true then
4470
					if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
4471
						if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
4472
							if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
4473
								IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
4474
							end
4475
						end
4476
					end
4477
				elseif APPLYTOOTHERSINSTEAD == false then
4478
					if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
4479
						if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
4480
							if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
4481
								IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
4482
							end
4483
						end
4484
					end
4485
				end
4486
			end
4487
		end
4488
	end
4489
end
4490
4491
--//=================================\\
4492
--\\=================================//
4493
4494
4495
4496
4497
4498
--//=================================\\
4499
--||			WEAPON GUI
4500
--\\=================================//
4501
4502
local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar") 
4503
local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover")
4504
local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
4505
4506
local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar")
4507
local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover")
4508
local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
4509
4510
local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame")
4511
local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar")
4512
local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
4513
4514
local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar") 
4515
local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover")
4516
local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
4517
4518
local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame")
4519
local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
4520
4521
local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame")
4522
local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
4523
4524
local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame")
4525
local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
4526
4527
local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame")
4528
local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame")
4529
local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame")
4530
local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame")
4531
4532
local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar")
4533
local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar")
4534
local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar")
4535
local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar")
4536
4537
local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
4538
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
4539
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
4540
local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
4541
4542
if Enable_Gui == true then
4543
	WEAPONGUI.Parent = PlayerGui
4544
end
4545
4546
if Enable_Stats == true and Show_Stats == true then
4547
	DEFENSEFRAME.Parent = WEAPONGUI
4548
	DAMAGEFRAME.Parent = WEAPONGUI
4549
	MOVEMENTFRAME.Parent = WEAPONGUI
4550
end
4551
4552
if Enable_Secondary_Bar == true then
4553
	SECONDARYMANABAR.Parent = WEAPONGUI
4554
end
4555
4556
if Enable_Abilities == true then
4557
	SKILL1FRAME.Parent = WEAPONGUI
4558
	SKILL2FRAME.Parent = WEAPONGUI
4559
	SKILL3FRAME.Parent = WEAPONGUI
4560
	SKILL4FRAME.Parent = WEAPONGUI
4561
end
4562
4563
if Enable_Stun == true then
4564
	STUNFRAME.Parent = WEAPONGUI
4565
end
4566
4567
function UpdateGUI()
4568
	MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4569
	MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4570
	MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
4571
	HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4572
	HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4573
	HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
4574
	if Enable_Abilities == true then
4575
		SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4576
		SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4577
		SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4578
		SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4579
		SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4580
		SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4581
		SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4582
		SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4583
	end
4584
	if Enable_Stats == true and Show_Stats == true then
4585
		DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4586
		DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
4587
		DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4588
		DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
4589
		MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4590
		MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
4591
	end
4592
	if Enable_Stun == true then
4593
		STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4594
		STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4595
		STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
4596
	end
4597
	if Enable_Secondary_Bar == true then
4598
		SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4599
		SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
4600
		SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
4601
	end
4602
end
4603
4604
if Enable_Gui == true then
4605
	UpdateGUI()
4606
	for _, v in pairs (WEAPONGUI:GetChildren()) do
4607
		if v.ClassName == "Frame" then
4608
			for _, b in pairs (v:GetChildren()) do
4609
				if b.ClassName == "TextLabel" then
4610
					coroutine.resume(coroutine.create(function(THETEXTLABEL)
4611
						wait(Menu_Update_Speed)
4612
						for i = 1, 0, -0.1 do
4613
							Swait()
4614
							THETEXTLABEL.TextTransparency = i
4615
							THETEXTLABEL.TextStrokeTransparency = i
4616
							end
4617
						THETEXTLABEL.TextTransparency = 0
4618
						THETEXTLABEL.TextStrokeTransparency = 0
4619
					end), b)
4620
				end
4621
			end
4622
		end
4623
	end
4624
end
4625
4626
--//=================================\\
4627
--\\=================================//
4628
4629
4630
4631
4632
4633
--//=================================\\
4634
--||	     SKILL FUNCTIONS
4635
--\\=================================//
4636
4637
function UpdateSkillsAndStuff()
4638
	if Mana_Regen_Mode == "1" then
4639
		if Mana.Value >= Max_Mana then
4640
			Mana.Value = Max_Mana
4641
		elseif Mana.Value < 0 then
4642
			Mana.Value = 0
4643
		else
4644
			if MANADELAYNUMBER <= Mana_Wait then
4645
				MANADELAYNUMBER = MANADELAYNUMBER + 1
4646
			else
4647
				MANADELAYNUMBER = 0
4648
				Mana.Value = Mana.Value + Recover_Mana
4649
			end
4650
		end
4651
	elseif Mana_Regen_Mode == "2" then
4652
		if Mana.Value <= Max_Mana then
4653
			Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
4654
		elseif Mana.Value >= Max_Mana then
4655
			Mana.Value = Max_Mana
4656
		elseif Mana.Value < 0 then
4657
			Mana.Value = 0
4658
		end
4659
	end
4660
	if Enable_Secondary_Bar == true then
4661
		if Secondary_Mana_Regen_Mode == "1" then
4662
			if SecondaryMana.Value >= Max_Secondary_Mana then
4663
				SecondaryMana.Value = Max_Secondary_Mana
4664
			elseif SecondaryMana.Value < 0 then
4665
				SecondaryMana.Value = 0
4666
			else
4667
				if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
4668
					SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
4669
				else
4670
					SECONDARYMANADELAYNUMBER = 0
4671
					SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
4672
				end
4673
			end
4674
		elseif Secondary_Mana_Regen_Mode == "2" then
4675
			if SecondaryMana.Value <= Max_Secondary_Mana then
4676
				SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
4677
			elseif SecondaryMana.Value >= Max_Secondary_Mana then
4678
				SecondaryMana.Value = Max_Secondary_Mana
4679
			elseif SecondaryMana.Value < 0 then
4680
				SecondaryMana.Value = 0
4681
			end
4682
		end
4683
	else
4684
		SecondaryMana.Value = 0
4685
	end
4686
	if Enable_Stun == true then
4687
		if Stun_Lose_Mode == "1" then
4688
			if StunValue.Value > Max_Stun then
4689
				StunValue.Value = Max_Stun
4690
			elseif StunValue.Value <= 0 then
4691
				StunValue.Value = 0
4692
			else
4693
				if STUNDELAYNUMBER <= Stun_Wait then
4694
					STUNDELAYNUMBER = STUNDELAYNUMBER + 1
4695
				else
4696
					STUNDELAYNUMBER = 0
4697
					StunValue.Value = StunValue.Value - Lose_Stun
4698
				end
4699
			end
4700
		elseif Stun_Lose_Mode == "2" then
4701
			if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
4702
				StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
4703
			elseif StunValue.Value > Max_Stun then
4704
				StunValue.Value = Max_Stun
4705
			elseif StunValue.Value <= 0 then
4706
				StunValue.Value = 0
4707
			end
4708
		end
4709
	else
4710
		StunValue.Value = 0
4711
	end
4712
	if Enable_Abilities == true then
4713
		if CO1 <= Cooldown_1 then
4714
			CO1 = CO1 + (1 / 30) / Animation_Speed
4715
		elseif CO1 >= Cooldown_1 then
4716
			CO1 = Cooldown_1
4717
		end
4718
		if CO2 <= Cooldown_2 then
4719
			CO2 = CO2 + (1 / 30) / Animation_Speed
4720
		elseif CO2 >= Cooldown_2 then
4721
			CO2 = Cooldown_2
4722
		end
4723
		if CO3 <= Cooldown_3 then
4724
			CO3 = CO3 + (1 / 30) / Animation_Speed
4725
		elseif CO3 >= Cooldown_3 then
4726
			CO3 = Cooldown_3
4727
		end
4728
		if CO4 <= Cooldown_4 then
4729
			CO4 = CO4 + (1 / 30) / Animation_Speed
4730
		elseif CO4 >= Cooldown_4 then
4731
			CO4 = Cooldown_4
4732
		end
4733
	end
4734
end
4735
4736
--//=================================\\
4737
--\\=================================//
4738
4739
4740
function NewEffect(cframe,name,colour,meshid,texture,scale)
4741
local part = Instance.new("Part")
4742
part.Size = Vector3.new(1,1,1)
4743
part.CFrame = cframe
4744
part.Name = "Part"
4745
part.BrickColor = colour
4746
part.Parent = Effects
4747
part.Anchored = true
4748
part.CanCollide = false
4749
local emesh = Instance.new("SpecialMesh")
4750
emesh.MeshId = meshid
4751
emesh.TextureId = texture
4752
emesh.Parent = part
4753
emesh.Scale = scale
4754
end
4755
4756
4757
--//=================================\\
4758
--||	ATTACK FUNCTIONS AND STUFF
4759
--\\=================================//
4760
4761
function StaggerHitAnimation()
4762
	ATTACK = true
4763
	if Weapon:FindFirstChild("Hitbox") ~= nil then
4764
		for i = 1, MRANDOM(2, 4) do
4765
			ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
4766
		end
4767
	end
4768
	for i = 0, 1, 0.1 / Animation_Speed do
4769
		Swait()
4770
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
4771
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed)
4772
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
4773
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
4774
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
4775
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed)
4776
		if Stagger.Value == true or Stun.Value == true then
4777
			break
4778
		end
4779
	end
4780
	ATTACK = false
4781
end
4782
4783
function StaggerAnimation()
4784
	ATTACK = true
4785
	if Weapon:FindFirstChild("Hitbox") ~= nil then
4786
		for i = 1, MRANDOM(2, 4) do
4787
			ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
4788
		end
4789
	end
4790
	DISABLEJUMPING = true
4791
	COMBO = 1
4792
	StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
4793
	local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
4794
	STAGGERVELOCITY.P = 500
4795
	STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
4796
	if Rooted.Value == false then
4797
		STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
4798
	end
4799
	for i = 0, 1, 0.35 / Animation_Speed do
4800
		Swait()
4801
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
4802
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed)
4803
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
4804
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
4805
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
4806
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed)
4807
	end
4808
	for i = 0, 1, 0.2 / Animation_Speed do
4809
		Swait()
4810
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
4811
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed)
4812
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
4813
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
4814
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed)
4815
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed)
4816
	end
4817
	STAGGERVELOCITY.Parent = nil
4818
	for i = 1, 50 * Animation_Speed do
4819
		Swait()
4820
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed)
4821
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed)
4822
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
4823
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
4824
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed)
4825
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed)
4826
	end
4827
	DISABLEJUMPING = false
4828
	ATTACK = false
4829
end
4830
4831
function StunAnimation()
4832
	ATTACK = true
4833
	DISABLEJUMPING = true
4834
	COMBO = 1
4835
	StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
4836
	for i = 0, 1, 0.3 / Animation_Speed do
4837
		Swait()
4838
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed)
4839
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
4840
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
4841
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
4842
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed)
4843
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed)
4844
	end
4845
	for i = 0, 1, 0.3 / Animation_Speed do
4846
		Swait()
4847
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
4848
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
4849
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
4850
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
4851
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed)
4852
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed)
4853
	end
4854
	for i = 0, 1, 0.3 / Animation_Speed do
4855
		Swait()
4856
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
4857
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
4858
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
4859
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
4860
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed)
4861
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed)
4862
	end
4863
	for i = 1, 70 * Animation_Speed do
4864
		Swait()
4865
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed)
4866
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed)
4867
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
4868
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
4869
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
4870
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
4871
	end
4872
	for i = 0, 1, 0.2 / Animation_Speed do
4873
		Swait()
4874
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed)
4875
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
4876
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
4877
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
4878
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed)
4879
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
4880
	end
4881
	DISABLEJUMPING = false
4882
	ATTACK = false
4883
end
4884
4885
function EAbility()
4886
	ATTACK = true
4887
	ATTACK = false
4888
end
4889
4890
function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
4891
	local POS1 = POSITION1
4892
	local POS2 = POSITION2
4893
	local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
4894
	local FIREBALLSPEED = SPEED * Player_Size
4895
	local FIREBALLDURATION = DURATION
4896
	local FIREBALLCOLORS = {"White", "Really black"}
4897
	local FIREBALLHITSOUNDS = {"438666542"}
4898
	coroutine.resume(coroutine.create(function()
4899
		repeat
4900
			Swait()
4901
			local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
4902
			POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
4903
			MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 10, SIZE / 10, SIZE / 10, 0.1)
4904
			if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
4905
				FIREBALLDURATION = 0
4906
				local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
4907
				FireballHitRefpart.Anchored = true
4908
				FireballHitRefpart.CFrame = CF(FIREBALLPOS)
4909
				game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
4910
				CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 15, MRANDOM(14, 16) / 10)
4911
				for i = 1, MRANDOM(4, 8) do
4912
					MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
4913
				end
4914
				MagicBlock("Really red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
4915
				MagicBlock("Really black", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
4916
				MagicBlock("White", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
4917
				MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, 45, 70, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
4918
			else
4919
				FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
4920
			end
4921
		until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
4922
	end))
4923
end
4924
4925
function project()
4926
	ATTACK = true
4927
	for i=0, 1, 0.1 / Animation_Speed do
4928
		Swait()
4929
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4930
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4931
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
4932
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
4933
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4934
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4935
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4936
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
4937
			break
4938
		end
4939
	end
4940
	CreateSound("971125740",Head, 1.2, MRANDOM(7, 9) / 10)
4941
	ShootFireball((CFrame.new(Head.Position.X + math.random(-12,12),Head.Position.Y + 12,Head.Position.Z + math.random(-12,12)) * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 3, 70, 2.1, 5, 10)
4942
	for i=0, 1, 0.1 / Animation_Speed*5 do
4943
		Swait()
4944
		local Pos = HitboxPart
4945
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
4946
		local Color = "Cyan"
4947
		local Material = "Neon"
4948
		local TheDelay = 0.01
4949
		local Height = 6.2 * Player_Size
4950
		BLCF = Offset
4951
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4952
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4953
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
4954
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
4955
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4956
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4957
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
4958
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
4959
			break
4960
		end
4961
	    local FIREEFFECTCOLORS = {"White", "Really red"}
4962
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
4963
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
4964
		--MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 1500, 1500, 1500, 30, 30, 30, 0.1)
4965
	end
4966
	BLCF = nil
4967
	SCFR = nil
4968
	ATTACK = false
4969
end
4970
4971
function serverbless()
4972
    Humanoid.WalkSpeed = 0
4973
	ATTACK = true
4974
    kkk:Pause()
4975
	for i=0, 1, 0.1 / Animation_Speed do
4976
		Swait()
4977
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 60 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
4978
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
4979
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
4980
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
4981
			RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
4982
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
4983
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
4984
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
4985
			break
4986
		end
4987
	end
4988
	CreateSound("146224091", Character, 10, 1)
4989
    wait(72)
4990
    SIZE = 25
4991
	MagicBlock("Sea green", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
4992
	MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.75, SIZE * 0.75, SIZE * 0.75, 50, 50, 50, 0.05)
4993
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 3000000000000000, false, 1, 1, 0, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
4994
	CreateSound("971126018",workspace, 1.2, MRANDOM(7, 9) / 10)
4995
	for i=0, 1, 0.1 / Animation_Speed*5 do
4996
		Swait()
4997
		local Pos = HitboxPart
4998
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
4999
		local Color = "Cyan"
5000
		local Material = "Neon"
5001
		local TheDelay = 0.01
5002
		local Height = 6.2 * Player_Size
5003
		BLCF = Offset
5004
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5005
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5006
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
5007
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5008
			RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
5009
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
5010
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
5011
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5012
			break
5013
		end
5014
	end
5015
	BLCF = nil
5016
	SCFR = nil
5017
	ATTACK = false
5018
    kkk:Play()
5019
    Humanoid.WalkSpeed = 20
5020
end
5021
5022
function annihalation()
5023
    Humanoid.WalkSpeed = 0
5024
	ATTACK = true
5025
	for i=0, 1, 0.1 / Animation_Speed do
5026
		Swait()
5027
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 60 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5028
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5029
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
5030
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5031
			RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
5032
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
5033
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
5034
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5035
			break
5036
		end
5037
	end
5038
	CreateSound("907328384", Character, 10, 1)
5039
    wait(1.4)
5040
	CreateSound("201858168",workspace, 5, MRANDOM(15, 16) / 10)
5041
    SIZE = 25
5042
	MagicBlock("Really red", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
5043
	MagicBlock("Really black", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.75, SIZE * 0.75, SIZE * 0.75, 30, 30, 30, 0.05)
5044
    wait(0.6)
5045
    SIZE = 800
5046
	MagicBlock("Really red", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
5047
	MagicBlock("Really black", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.75, SIZE * 0.75, SIZE * 0.75, 500, 500, 500, 0.05)
5048
    SIZE = SIZE - 200
5049
	MagicBlock("Really red", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
5050
	MagicBlock("Really black", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.75, SIZE * 0.75, SIZE * 0.75, 400, 400, 400, 0.05)
5051
    SIZE = SIZE - 200
5052
	MagicBlock("Really red", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
5053
	MagicBlock("Really black", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.75, SIZE * 0.75, SIZE * 0.75, 300, 300, 300, 0.05)
5054
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 3000000000000000, false, 100, 100, 0, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
5055
	for i=0, 1, 0.1 / Animation_Speed*5 do
5056
		Swait()
5057
		local Pos = HitboxPart
5058
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
5059
		local Color = "Cyan"
5060
		local Material = "Neon"
5061
		local TheDelay = 0.01
5062
		local Height = 6.2 * Player_Size
5063
		BLCF = Offset
5064
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5065
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5066
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
5067
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5068
			RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
5069
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
5070
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
5071
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5072
			break
5073
		end
5074
	end
5075
	BLCF = nil
5076
	SCFR = nil
5077
	ATTACK = false
5078
    Humanoid.WalkSpeed = 20
5079
end
5080
5081
function Attack1()
5082
	ATTACK = true
5083
	for i=0, 1, 0.1 / Animation_Speed do
5084
		Swait()
5085
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5086
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5087
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5088
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5089
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5090
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5091
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5092
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5093
			break
5094
		end
5095
	end
5096
	CreateSound("971125740",Head, 1.2, MRANDOM(7, 9) / 10)
5097
	for i=0, 1, 0.1 / Animation_Speed*5 do
5098
		Swait()
5099
		local Pos = HitboxPart
5100
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
5101
		local Color = "Cyan"
5102
		local Material = "Neon"
5103
		local TheDelay = 0.01
5104
		local Height = 6.2 * Player_Size
5105
		BLCF = Offset
5106
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5107
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5108
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5109
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5110
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5111
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5112
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5113
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5114
			break
5115
		end
5116
	    local FIREEFFECTCOLORS = {"White", "Really black"}
5117
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 30, false, 50, 70, 500, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
5118
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5119
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5120
		--MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 1500, 1500, 1500, 30, 30, 30, 0.1)
5121
	end
5122
	BLCF = nil
5123
	SCFR = nil
5124
	ATTACK = false
5125
end
5126
5127
function Attack2()
5128
	ATTACK = true
5129
	for i=0, 1, 0.1 / Animation_Speed do
5130
		Swait()
5131
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5132
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5133
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5134
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5135
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5136
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5137
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5138
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5139
			break
5140
		end
5141
	end
5142
	CreateSound("971126018",Head, 1.2, MRANDOM(7, 9) / 10)
5143
	for i=0, 1, 0.1 / Animation_Speed*5 do
5144
		Swait()
5145
		local Pos = HitboxPart
5146
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
5147
		local Color = "Cyan"
5148
		local Material = "Neon"
5149
		local TheDelay = 0.01
5150
		local Height = 6.2 * Player_Size
5151
		BLCF = Offset
5152
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5153
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5154
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5155
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5156
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5157
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5158
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5159
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5160
			break
5161
		end
5162
	    local FIREEFFECTCOLORS = {"Really red", "Really black"}
5163
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 30, false, 100, 100,-5, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
5164
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5165
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5166
		--MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 1500, 1500, 1500, 30, 30, 30, 0.1)
5167
	end
5168
	BLCF = nil
5169
	SCFR = nil
5170
	ATTACK = false
5171
end
5172
5173
function Attack3()
5174
	ATTACK = true
5175
	for i=0, 1, 0.1 / Animation_Speed do
5176
		Swait()
5177
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5178
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5179
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5180
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5181
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5182
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5183
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5184
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5185
			break
5186
		end
5187
	end
5188
	CreateSound("260433487",Head, 1.2, MRANDOM(7, 9) / 10)
5189
	for i=0, 1, 0.1 / Animation_Speed*5 do
5190
		Swait()
5191
		local Pos = HitboxPart
5192
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
5193
		local Color = "Cyan"
5194
		local Material = "Neon"
5195
		local TheDelay = 0.01
5196
		local Height = 6.2 * Player_Size
5197
		BLCF = Offset
5198
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5199
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5200
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5201
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5202
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5203
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5204
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5205
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5206
			break
5207
		end
5208
	    local FIREEFFECTCOLORS = {"Steel blue", "Really black"}
5209
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 30, false, 0, 0,-5, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
5210
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5211
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5212
		--MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 1500, 1500, 1500, 30, 30, 30, 0.1)
5213
	end
5214
	BLCF = nil
5215
	SCFR = nil
5216
	ATTACK = false
5217
end
5218
5219
function Attack4()
5220
	ATTACK = true
5221
	for i=0, 1, 0.1 / Animation_Speed do
5222
		Swait()
5223
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5224
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5225
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5226
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5227
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5228
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5229
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5230
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5231
			break
5232
		end
5233
	end
5234
	CreateSound("319467359",Head, 1.2, MRANDOM(7, 9) / 10)
5235
	for i=0, 1, 0.1 / Animation_Speed*5 do
5236
		Swait()
5237
		local Pos = HitboxPart
5238
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
5239
		local Color = "Cyan"
5240
		local Material = "Neon"
5241
		local TheDelay = 0.01
5242
		local Height = 6.2 * Player_Size
5243
		BLCF = Offset
5244
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5245
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5246
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5247
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5248
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5249
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5250
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5251
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5252
			break
5253
		end
5254
	    local FIREEFFECTCOLORS = {"Sea green", "Really black"}
5255
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 30, false, 1, 1, 0, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
5256
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5257
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5258
		--MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 1500, 1500, 1500, 30, 30, 30, 0.1)
5259
	end
5260
	BLCF = nil
5261
	SCFR = nil
5262
	ATTACK = false
5263
end
5264
5265
function grant()
5266
	ATTACK = true
5267
	for i=0, 1, 0.1 / Animation_Speed do
5268
		Swait()
5269
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5270
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5271
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5272
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5273
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5274
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5275
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5276
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5277
			break
5278
		end
5279
	end
5280
	CreateSound("2800815",Head, 1.2, MRANDOM(7, 9) / 10)
5281
	for i=0, 1, 0.1 / Animation_Speed*5 do
5282
		Swait()
5283
		local Pos = HitboxPart
5284
		local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
5285
		local Color = "Cyan"
5286
		local Material = "Neon"
5287
		local TheDelay = 0.01
5288
		local Height = 6.2 * Player_Size
5289
		BLCF = Offset
5290
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5291
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5292
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(-100)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5293
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5294
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5295
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5296
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5297
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5298
			break
5299
		end
5300
	    local FIREEFFECTCOLORS = {"White", "White"}
5301
MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Head, 10, false, 2, 2, 0, "Normal", RootPart, 0.5, 1, MRANDOM(50, 70), nil, true, false, nil, 0, 0, false)
5302
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5303
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.065)
5304
		--MagicBlock("White", "Neon", Head.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 1500, 1500, 1500, 30, 30, 30, 0.1)
5305
	end
5306
	BLCF = nil
5307
	SCFR = nil
5308
	ATTACK = false
5309
end
5310
5311
function ray()
5312
	ATTACK = true
5313
	local FIREEFFECTCOLORS = {"Really black", "White", "Maroon"}
5314
	for i=0, 1, 0.1 / Animation_Speed do
5315
		Swait()
5316
		MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
5317
		--MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 1, 1, 1, -0.05, -0.05, -0.05, 0.05)
5318
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
5319
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
5320
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5321
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
5322
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
5323
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
5324
		HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
5325
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5326
			break
5327
		end
5328
	end
5329
    local framed = CFrame.new(Mouse.hit.p.X,Mouse.hit.p.Y+250,Mouse.hit.p.Z)
5330
    local cloud = NewEffect(framed,"Cloud",BrickColor.new("Dark stone grey"),"http://www.roblox.com/asset/?id=111820358","",Vector3.new(1000,150,1000))
5331
	CreateSound("199978087", workspace, 10, MRANDOM(9, 11) / 10)
5332
	MagicBlock("Really black", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
5333
	MagicBlock("White", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
5334
	MagicBlock("Maroon", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
5335
	for i=0, 1, 0.1 / Animation_Speed do
5336
		Swait()
5337
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
5338
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
5339
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5340
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
5341
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
5342
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
5343
		HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
5344
		--[[RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
5345
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
5346
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5347
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
5348
		RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
5349
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
5350
		HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)]]--
5351
		if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
5352
			break
5353
		end
5354
	end
5355
    wait(1)
5356
	CreateSound("438666077", workspace, 10, MRANDOM(8, 12) / 10)
5357
    wait(0.3)
5358
	--CreateSound("444667859", workspace, 10, MRANDOM(4, 6) / 10)
5359
    local cm = Instance.new("CylinderMesh")
5360
    local cm2 = cm:Clone()
5361
    local death = Instance.new("Part")
5362
    death.CFrame = CFrame.new(framed.X,framed.Y-250,framed.Z)
5363
    death.Material = "Neon"
5364
    death.BrickColor = BrickColor.new("Really black")
5365
    death.Size = Vector3.new(25,600,25)
5366
    death.Transparency = 0.25
5367
    death.Parent = Effects
5368
    death.CanCollide = false
5369
    death.Anchored = true
5370
    cm.Parent = death
5371
    local death2 = Instance.new("Part")
5372
    death2.CFrame = CFrame.new(framed.X,framed.Y-250,framed.Z)
5373
    death2.Material = "Neon"
5374
    death2.BrickColor = BrickColor.new("White")
5375
    death2.Size = Vector3.new(27,600,27)
5376
    death2.Parent = Effects
5377
    death2.CanCollide = false
5378
    death2.Anchored = true
5379
    cm2.Parent = death2
5380
    local exp = Instance.new("Part")
5381
    exp.Parent = Effects
5382
    exp.Size = Vector3.new(1,1,1)
5383
    exp.Anchored = true
5384
    exp.Transparency = 0
5385
    exp.CanCollide = false
5386
    exp.CFrame = death.CFrame
5387
    exp.BrickColor = BrickColor.new("Really black")
5388
    exp.Material = "Neon"
5389
    local meshe = Instance.new("SpecialMesh")
5390
    meshe.MeshType = "Sphere"
5391
    meshe.Parent = exp
5392
    meshe.Scale = Vector3.new(0.8,0.8,0.8)
5393
    local exp2 = Instance.new("Part")
5394
    exp2.Parent = Effects
5395
    exp2.Size = Vector3.new(1,1,1)
5396
    exp2.Anchored = true
5397
    exp2.Transparency = 0.25
5398
    exp2.CanCollide = false
5399
    exp2.CFrame = death.CFrame
5400
    exp2.BrickColor = BrickColor.new("White")
5401
    exp2.Material = "Neon"
5402
    local meshe2 = Instance.new("SpecialMesh")
5403
    meshe2.MeshType = "Sphere"
5404
    meshe2.Parent = exp2
5405
    meshe2.Scale = Vector3.new(1,1,1)
5406
    local shockwave = Instance.new("Part")
5407
    shockwave.CanCollide = false
5408
    shockwave.Anchored = true
5409
    shockwave.Parent = Effects
5410
    shockwave.BrickColor = BrickColor.new("Really black")
5411
    local meshg = Instance.new("SpecialMesh")
5412
    meshg.MeshId = "http://www.roblox.com/asset/?id=20329976"
5413
    meshg.Parent = shockwave
5414
    meshg.Scale = Vector3.new(3, 12, 3)
5415
    meshg.Offset = Vector3.new(0,0,-3)
5416
    shockwave.CFrame = death.CFrame
5417
    SIZE = 25
5418
    for size = 1, 45 do
5419
    MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, exp, 120, false, 100, 100, MRANDOM(35, 50), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
5420
				MagicBlock("White", "Neon", death.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
5421
				MagicBlock("Really black", "Neon", death.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.75, SIZE * 0.75, SIZE * 0.75, 50, 50, 50, 0.05)
5422
        meshe.Scale = meshe.Scale + Vector3.new(6,6,6)
5423
        exp.Transparency = exp.Transparency + (1/45)
5424
        meshe2.Scale = meshe2.Scale + Vector3.new(6,6,6)
5425
        exp2.Transparency = exp2.Transparency + (1/45)
5426
        cm.Scale = cm.Scale - Vector3.new(1/45,0,1/45)
5427
        cm2.Scale = cm2.Scale - Vector3.new(1/45,0,1/45)
5428
        shockwave.Transparency = shockwave.Transparency + 1/45
5429
        meshg.Scale = meshg.Scale + Vector3.new(8,3,8)
5430
        wait(0.025)
5431
    end
5432
    exp:Destroy()
5433
    exp2:Destroy()
5434
    death:Destroy()
5435
    death2:Destroy()
5436
    wait(1.2)
5437
    Effects:ClearAllChildren()
5438
	ATTACK = false
5439
end
5440
5441
function Move1()
5442
	ATTACK = true
5443
	ATTACK = false
5444
end
5445
5446
function Move2()
5447
	ATTACK = true
5448
	ATTACK = false
5449
end
5450
5451
function Move3()
5452
	ATTACK = true
5453
	ATTACK = false
5454
end
5455
5456
function Move4()
5457
	ATTACK = true
5458
	ATTACK = false
5459
end
5460
5461
--//=================================\\
5462
--\\=================================//
5463
5464
5465
5466
5467
5468
--//=================================\\
5469
--||	      SET THINGS UP
5470
--\\=================================//
5471
5472
if Start_Equipped == true then
5473
	ATTACK = true
5474
	EQUIPPED = true
5475
	if Disable_Animate == true then
5476
		ANIMATE.Parent = nil
5477
		local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
5478
		IDLEANIMATION:Play()
5479
	end
5480
	if Disable_Animator == true then
5481
		ANIMATOR.Parent = nil
5482
	end
5483
	if Disable_Moving_Arms == true then
5484
		RSH = Torso["Right Shoulder"]
5485
		LSH = Torso["Left Shoulder"]
5486
		RSH.Parent = nil
5487
		LSH.Parent = nil
5488
		if Use_Motors_Instead_Of_Welds == true then
5489
			RightShoulder = IT("Motor")
5490
			LeftShoulder = IT("Motor")
5491
		else
5492
			RightShoulder = IT("Weld")
5493
			LeftShoulder = IT("Weld")
5494
		end
5495
		RightShoulder.Name = "Right Shoulder"
5496
		RightShoulder.Part0 = Torso
5497
		RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
5498
		RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) 
5499
		RightShoulder.Part1 = Character["Right Arm"]
5500
		RightShoulder.Parent = Torso
5501
		LeftShoulder.Name = "Left Shoulder"
5502
		LeftShoulder.Part0 = Torso
5503
		LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
5504
		LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
5505
		LeftShoulder.Part1 = Character["Left Arm"]
5506
		LeftShoulder.Parent = Torso
5507
		RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
5508
		LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
5509
	end
5510
	if Start_Equipped_With_Equipped_Animation == true then
5511
		Swait()
5512
	end
5513
	ATTACK = false
5514
end
5515
5516
--//=================================\\
5517
--\\=================================//
5518
5519
5520
5521
5522
5523
--//=================================\\
5524
--||	  ASSIGN THINGS TO KEYS
5525
--\\=================================//
5526
5527
Humanoid.Changed:connect(function(Jump)
5528
	if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
5529
		Humanoid.Jump = false
5530
	end
5531
end)
5532
5533
function MouseDown(Mouse)
5534
	if ATTACK == true or EQUIPPED == false then
5535
		return
5536
	end
5537
	HOLD = true
5538
		Attack1()
5539
	end
5540
	coroutine.resume(coroutine.create(function()
5541
		for i=1, 50 do
5542
			if ATTACK == false then
5543
				Swait()
5544
			end
5545
		end
5546
		if ATTACK == false then
5547
			COMBO = 1
5548
		end
5549
	end))
5550
5551
function unanchor()
5552
g = Character:GetChildren()
5553
for i = 1, #g do
5554
if g[i].ClassName == "Part" then
5555
g[i].Anchored = false
5556
end
5557
end
5558
end
5559
5560
function MouseUp(Mouse)
5561
HOLD = false
5562
end
5563
5564
function KeyDown(Key)
5565
	if Key == "f" and Can_Equip_Or_Unequip == true and ATTACK == false then
5566
		ATTACK = true
5567
		COMBO = 1
5568
		if EQUIPPED == false then
5569
			EQUIPPED = true
5570
			if Disable_Animate == true then
5571
				ANIMATE.Parent = nil
5572
				local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
5573
				IDLEANIMATION:Play()
5574
			end
5575
			if Disable_Animator == true then
5576
				ANIMATOR.Parent = nil
5577
			end
5578
			Swait()
5579
		elseif EQUIPPED == true then
5580
		end
5581
		ATTACK = false
5582
	end
5583
	if Key == "e" and EQUIPPED == true and ATTACK == false then
5584
    Attack2()
5585
	end
5586
	if Key == "z" and EQUIPPED == true and ATTACK == false and CO1 >= Cooldown_1 and Mana.Value >= Skill_1_Mana_Cost and Character:FindFirstChild("Granted") == nil then
5587
       ray()
5588
	end
5589
	if Key == "x" and EQUIPPED == true and ATTACK == false and CO2 >= Cooldown_2 and Mana.Value >= Skill_2_Mana_Cost then
5590
	Attack3()
5591
	end
5592
	if Key == "c" and EQUIPPED == true and ATTACK == false and CO3 >= Cooldown_3 and Mana.Value >= Skill_3_Mana_Cost then
5593
    project()
5594
	end
5595
	if Key == "v" and EQUIPPED == true and ATTACK == false and CO4 >= Cooldown_4 and Mana.Value >= Skill_4_Mana_Cost then
5596
    Attack4()
5597
	end
5598
		if Key == "q" and Character:FindFirstChild("Granted") == nil then
5599
        --grant()
5600
		end
5601
		if Key == "p" then
5602
		annihalation()
5603
		end
5604
		if Key == "[" then
5605
			CreateSound("907330011", Head, 5, 0.9)
5606
		end
5607
		if Key == "]" then
5608
		serverbless()
5609
		end
5610
		if Key == "-" then
5611
			CreateSound("907333406", Head, 5, 0.9)
5612
		end
5613
		if Key == ";" then
5614
			CreateSound("907332525", Head, 5, 0.9)
5615
		end
5616
		if Key == "=" then
5617
			CreateSound("498286754", Head, 5, 0.9)
5618
		end
5619
		if Key == "y" then
5620
			CreateSound("907329044", Head, 5, 0.9)
5621
		end
5622
		if Key == "u" then
5623
			CreateSound("907329293", Head, 5, 0.9)
5624
		end
5625
		if Key == "m" then
5626
			Humanoid.MaxHealth = "inf"
5627
            Humanoid.Health = "inf"
5628
	        CreateSound("2800815",Head, 1.2, MRANDOM(7, 9) / 10)
5629
            unanchor()
5630
            MagicBlock(BrickColor.new("Lime green"), "Neon", Torso.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.075)
5631
            MagicBlock(BrickColor.new("Lime green"), "Neon", Torso.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.075)
5632
            MagicBlock(BrickColor.new("Lime green"), "Neon", Torso.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 50000, 50000, 50000, -1, -1, -1, 0.075)
5633
		end
5634
	end
5635
5636
5637
function KeyUp(Key)
5638
end
5639
5640
if Use_HopperBin == false then
5641
5642
	Mouse.Button1Down:connect(function(NEWKEY)
5643
		MouseDown(NEWKEY)
5644
	end)
5645
	Mouse.Button1Up:connect(function(NEWKEY)
5646
		MouseUp(NEWKEY)
5647
	end)
5648
	Mouse.KeyDown:connect(function(NEWKEY)
5649
		KeyDown(NEWKEY)
5650
	end)
5651
	Mouse.KeyUp:connect(function(NEWKEY)
5652
		KeyUp(NEWKEY)
5653
	end)
5654
5655
elseif Use_HopperBin == true then
5656
	WEAPONTOOL.Parent = Backpack
5657
	script.Parent = WEAPONTOOL
5658
	function SelectTool(Mouse)
5659
		Mouse.Button1Down:connect(function()
5660
			MouseDown(Mouse)
5661
		end)
5662
		Mouse.Button1Up:connect(function()
5663
			MouseUp(Mouse)
5664
		end)
5665
		Mouse.KeyDown:connect(KeyDown)
5666
		Mouse.KeyUp:connect(KeyUp)
5667
	end
5668
	function DeselectTool(Mouse)
5669
	end
5670
	WEAPONTOOL.Selected:connect(SelectTool)
5671
	WEAPONTOOL.Deselected:connect(DeselectTool)
5672
end
5673
5674
--//=================================\\
5675
--\\=================================//
5676
5677
5678
5679
local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
5680
local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
5681
5682
while true do
5683
	Swait()
5684
	if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
5685
		HitboxPart.Name = "NilHitbox"
5686
	else
5687
		HitboxPart.Name = "Hitbox"
5688
	end
5689
	if Enable_Gui == true then
5690
		UpdateGUI()
5691
	end
5692
	UpdateSkillsAndStuff()
5693
	if Walkspeed_Depends_On_Movement_Value == true then
5694
		if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
5695
			Humanoid.WalkSpeed = 0
5696
		else
5697
			Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
5698
		end
5699
	end
5700
	if Enable_Stun == true and StunValue.Value >= Max_Stun then
5701
		StunValue.Value = 0
5702
		Stun.Value = true
5703
	end
5704
	if Enable_Stagger_Hit == true then
5705
		if StaggerHit.Value == true and STAGGERHITANIM == false then
5706
			coroutine.resume(coroutine.create(function()
5707
				STAGGERHITANIM = true
5708
				while ATTACK == true do
5709
					Swait()
5710
				end
5711
				StaggerHitAnimation()
5712
				StaggerHit.Value = false
5713
				STAGGERHITANIM = false
5714
			end))
5715
		end
5716
	else
5717
		StaggerHit.Value = false
5718
	end
5719
	if Enable_Stagger == true then
5720
		if Stagger.Value == true and STAGGERANIM == false then
5721
			coroutine.resume(coroutine.create(function()
5722
				STAGGERANIM = true
5723
				while ATTACK == true do
5724
					Swait()
5725
				end
5726
				StaggerAnimation()
5727
				Stagger.Value = false
5728
				STAGGERANIM = false
5729
			end))
5730
		end
5731
	else
5732
		Stagger.Value = false
5733
	end
5734
	if Enable_Stun == true then
5735
		if Stun.Value == true and STUNANIM == false then
5736
			coroutine.resume(coroutine.create(function()
5737
				StunValue.Value = 0
5738
				STUNANIM = true
5739
				while ATTACK == true do
5740
					Swait()
5741
				end
5742
				StunAnimation()
5743
				Stun.Value = false
5744
				STUNANIM = false
5745
			end))
5746
		end
5747
	else
5748
		StunValue.Value = 0
5749
		Stun.Value = false
5750
	end
5751
	if DONUMBER >= .5 then
5752
		HANDIDLE = true
5753
	elseif DONUMBER <= 0 then
5754
		HANDIDLE = false
5755
	end
5756
	if HANDIDLE == false then
5757
		DONUMBER = DONUMBER + 0.003 / Animation_Speed
5758
	else
5759
		DONUMBER = DONUMBER - 0.003 / Animation_Speed
5760
	end
5761
	if ATTACK == false then
5762
		IDLENUMBER = IDLENUMBER + 1
5763
	else
5764
		IDLENUMBER = 0
5765
	end
5766
	if Enable_Stats == true then
5767
		for _, v in pairs (ChangeStat:GetChildren()) do
5768
			if v:FindFirstChild("Duration") ~= nil then
5769
				v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
5770
				if v:FindFirstChild("Duration").Value <= 0 then
5771
					v.Parent = nil
5772
				end
5773
			end
5774
			if v.Name == "ChangeDefense" then
5775
				CHANGEDEFENSE = CHANGEDEFENSE + v.Value
5776
			elseif v.Name == "ChangeDamage" then
5777
				CHANGEDAMAGE = CHANGEDAMAGE + v.Value
5778
			elseif v.Name == "ChangeMovement" then
5779
				CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
5780
			end
5781
		end
5782
		Defense.Value = 1 + (CHANGEDEFENSE)
5783
		if Defense.Value <= 0.01 then
5784
			Defense.Value = 0.01
5785
		end
5786
		Damage.Value = 1 + (CHANGEDAMAGE)
5787
		if Damage.Value <= 0 then
5788
			Damage.Value = 0
5789
		end
5790
		Movement.Value = 1 + (CHANGEMOVEMENT)
5791
		if Movement.Value <= 0 then
5792
			Movement.Value = 0
5793
		end
5794
	CHANGEDEFENSE = 0
5795
	CHANGEDAMAGE = 0
5796
	CHANGEMOVEMENT = 0
5797
	end
5798
	SINE = SINE + CHANGE
5799
	local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
5800
	local TORSOVERTICALVELOCITY = RootPart.Velocity.y
5801
	local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
5802
	local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
5803
	local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
5804
	if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then
5805
		RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5806
		Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5807
		RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5808
		LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5809
	elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then
5810
		RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5811
		Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5812
		RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5813
		LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5814
	end
5815
	if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
5816
		ANIM = "Jump"
5817
		if EQUIPPED == true and ATTACK == false then
5818
            Humanoid.WalkSpeed = 150
5819
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5820
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5821
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
5822
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5823
			RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
5824
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
5825
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
5826
		end
5827
	elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
5828
		ANIM = "Fall"
5829
		if EQUIPPED == true and ATTACK == false then
5830
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5831
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5832
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
5833
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
5834
			RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
5835
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
5836
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
5837
		end
5838
	elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
5839
		ANIM = "Idle"
5840
		if EQUIPPED == true and ATTACK == false then
5841
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -0.1 + 0.02 * math.cos(SINE / 8)) * angles(math.rad(0), math.rad(1), math.rad(15)), 0.1)
5842
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
5843
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(25)), 0.15 / Animation_Speed)
5844
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CFrame.new(.9, 0.7, -0.7) * angles(math.rad(90 - 1 * math.cos(SINE / 8)), math.rad(0), math.rad(-50)), 0.1)
5845
            LeftShoulder.C0 = Clerp(LeftShoulder.C0, CFrame.new(-.9, 0.7, -0.5) * angles(math.rad(70 - 1 * math.cos(SINE / 8)), math.rad(-7), math.rad(70)), 0.1)
5846
			RightHip.C0  = Clerp(RightHip.C0, CF(1, -1 - 0.02 * math.cos(SINE / 8), 0) * RHCF * angles(math.rad(-4), math.rad(0), math.rad(0 + 0.05 * math.cos(SINE / 25))), 0.1)
5847
            LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.02 * math.cos(SINE / 8), 0) * LHCF * angles(math.rad(-4), math.rad(0), math.rad(0 + 0.05 * math.cos(SINE / 25))), 0.1)
5848
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
5849
		end
5850
	elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
5851
		ANIM = "Walk"
5852
		WALK = WALK + 1 / Animation_Speed
5853
		if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
5854
			WALK = 0
5855
			if WALKINGANIM == true then
5856
				WALKINGANIM = false
5857
			elseif WALKINGANIM == false then
5858
				WALKINGANIM = true
5859
			end
5860
		end
5861
		if EQUIPPED == true and ATTACK == false then
5862
            Humanoid.WalkSpeed = 20
5863
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5864
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5865
		    RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
5866
		    LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.2 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(25), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
5867
			RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5868
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5869
			HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
5870
		end
5871
	end
5872
5873
end
5874
5875
--//=================================\\
5876
--\\=================================//
5877
5878
5879
5880
--//====================================================\\--
5881
--||			  		 END OF SCRIPT
5882
--\\====================================================//