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Aug 18th, 2018
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  1. --//=================================\\
  2. --|| ATTACK FUNCTIONS AND STUFF
  3. --\\=================================//
  4.  
  5. function Conjour()
  6. local SHOOT = OhnoItsAShotgun()
  7. local CFRAME = CF(RootPart.Position) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0))*CF(0,MRANDOM(15,25)/3,MRANDOM(15,25)/3)
  8. local ORI = 90
  9. SHOOT.CFrame = CF(CFRAME.p,Mouse.Hit.p) * ANGLES(RAD(0), RAD(ORI), RAD(0))
  10. local GOODRIDDANCE = false
  11. CreateSound(233856115, SHOOT, 2, (MRANDOM(8,12)/10)+0.3, false)
  12. coroutine.resume(coroutine.create(function()
  13. repeat
  14. SHOOT.CFrame = Clerp(SHOOT.CFrame,CF(CFRAME.p,Mouse.Hit.p) * ANGLES(RAD(ORI), RAD(0), RAD(0)),0.25)
  15. Swait()
  16. until GOODRIDDANCE == true
  17. SHOOT.CFrame = SHOOT.CFrame * ANGLES(RAD(45), RAD(0), RAD(0))
  18. SHOOT.CanCollide = true
  19. SHOOT.Anchored = false
  20. SHOOT.Parent = workspace
  21. local bv = Instance.new("BodyVelocity",SHOOT)
  22. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  23. bv.velocity = CF(SHOOT.Position,SHOOT.CFrame*CF(0,2.5,2).p).lookVector*45
  24. Debris:AddItem(bv,0.1)
  25. wait(5)
  26. for i = 1, 45 do
  27. Swait()
  28. SHOOT.Transparency = SHOOT.Transparency + 1/45
  29. end
  30. SHOOT:remove()
  31. end))
  32. for i = 1, 15 do
  33. Swait()
  34. SHOOT.Transparency = SHOOT.Transparency - 1/15
  35. ORI = ORI - 3
  36. end
  37. for i = 1, 15 do
  38. Swait()
  39. ORI = ORI - 3
  40. end
  41. wait(MRANDOM(2,8)/10)
  42. PAW_HAHA(SHOOT.CFrame*CF(0,0,-SHOOT.Size.Z/2).p,Mouse.Hit.p,14)
  43. CamShake(4,4)
  44. GOODRIDDANCE = true
  45. end
  46. function Aerial_Bombardament()
  47. local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  48. if HITFLOOR then
  49. ATTACK = true
  50. Rooted = true
  51. local bv = Instance.new("BodyVelocity")
  52. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  53. bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,1.5,-2).p).lookVector*175
  54. bv.Parent = RootPart
  55. local GYRO = IT("BodyGyro",RootPart)
  56. GYRO.D = 2
  57. GYRO.P = 20000
  58. GYRO.MaxTorque = VT(0,4000000,0)
  59. GYRO.CFrame = CF(RootPart.Position,RootPart.CFrame*CF(0,0,-5).p)
  60. CreateSound(145486992,Torso,10,0.85,false)
  61. for i=0, 0.05, 0.1 / Animation_Speed do
  62. Swait()
  63. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(65), RAD(0), RAD(-10)), 1 / Animation_Speed)
  64. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(10)), 1 / Animation_Speed)
  65. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  66. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(20), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  67. if ANIM == "Fall" or ANIM == "Jump" then
  68. RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
  69. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
  70. else
  71. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
  72. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
  73. end
  74. end
  75. bv:Remove()
  76. local E = 360/15
  77. for i = 1, 15 do
  78. Swait()
  79. WACKYEFFECT({Time = 10, EffectType = "Wave", Size = VT(8,1,8), Size2 = VT(2,15,2), Transparency = 0.9, Transparency2 = 1, CFrame = CF(RootPart.Position,HITPOS) * ANGLES(RAD(-90), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = false, Boomerang = 0, SizeBoomerang = 0})
  80. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(i*E), RAD(0), RAD(0)), 2 / Animation_Speed)
  81. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
  82. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(5), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  83. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(-5), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  84. RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
  85. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
  86. end
  87. WACKYEFFECT({EffectType = "Sphere", Size = VT(5,5,5), Size2 = VT(20,20,20), Transparency = 0.5, Transparency2 = 1, CFrame = CF(Torso.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(17/255,17/255,17/255), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = false, Boomerang = 0, SizeBoomerang = 0})
  88. for i = 1, 15 do
  89. coroutine.resume(coroutine.create(function()
  90. Conjour()
  91. end))
  92. end
  93. local LANDED = nil
  94. local POS = nil
  95. coroutine.resume(coroutine.create(function()
  96. repeat
  97. Swait()
  98. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed)
  99. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
  100. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  101. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
  102. RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
  103. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
  104. until LANDED ~= nil
  105. end))
  106. repeat
  107. Swait()
  108. local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4.2, Character)
  109. if HITFLOOR then
  110. LANDED = HITFLOOR
  111. POS = HITPOS
  112. end
  113. until LANDED ~= nil
  114. GYRO:remove()
  115. CamShake(6,3)
  116. CreateSound(765590102, Torso, 2, (MRANDOM(8,12)/10)+0.3, false)
  117. ATTACK = false
  118. Rooted = false
  119. end
  120. end
  121. function Point_Blank()
  122. ATTACK = true
  123. Rooted = true
  124. local HIT = nil
  125. local HUMAN = nil
  126. local ROOT = nil
  127. CreateSound(145486992,Torso,10,0.85,false)
  128. for i=0, 0.5, 0.1 / Animation_Speed do
  129. Swait()
  130. if HIT ~= nil then
  131. break
  132. end
  133. for index, CHILD in pairs(workspace:GetDescendants()) do
  134. if CHILD.ClassName == "Model" and CHILD ~= Character then
  135. local HUM = CHILD:FindFirstChildOfClass("Humanoid")
  136. if HUM then
  137. local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
  138. if TORSO and HUM.Health > 0 then
  139. if (TORSO.Position - RootPart.CFrame*CF(0,0,-2).p).Magnitude <= 2 then
  140. ROOT = TORSO
  141. HUMAN = HUM
  142. HIT = CHILD
  143. end
  144. end
  145. end
  146. end
  147. end
  148. RootPart.CFrame = Clerp(RootPart.CFrame, RootPart.CFrame, 0.07) * CF(0,0,-1)
  149. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.75) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
  150. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 / Animation_Speed)
  151. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  152. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(135), RAD(0), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  153. RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(-10), RAD(80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
  154. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(-5), RAD(-80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
  155. end
  156. if HIT then
  157. local bv = Instance.new("BodyVelocity")
  158. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  159. bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,1.5,2).p).lookVector*75
  160. bv.Parent = RootPart
  161. Debris:AddItem(bv,0.1)
  162. coroutine.resume(coroutine.create(function()
  163. local GUNS = {}
  164. for i = 1, 4 do
  165. local SHOOT = OhnoItsAShotgun()
  166. local CFRAME = CF(ROOT.Position) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0))*CF(0,MRANDOM(15,25)/3,MRANDOM(15,25)/3)
  167. SHOOT.CFrame = CF(CFRAME.p,ROOT.Position)
  168. CreateSound(233856115, SHOOT, 2, (MRANDOM(8,12)/10)+0.3, false)
  169. table.insert(GUNS,SHOOT)
  170. end
  171. for i = 1, 25 do
  172. Swait()
  173. for E = 1, #GUNS do
  174. GUNS[E].Transparency = GUNS[E].Transparency - 1/25
  175. end
  176. end
  177. wait(0.1)
  178. CamShake(8,15)
  179. for E = 1, #GUNS do
  180. local SHOOT = GUNS[E]
  181. coroutine.resume(coroutine.create(function()
  182. PAW_HAHA(SHOOT.CFrame*CF(0,0,-SHOOT.Size.Z/2).p,SHOOT.CFrame*CF(0,0,-15).p,17)
  183. SHOOT.CFrame = SHOOT.CFrame * ANGLES(RAD(45), RAD(0), RAD(0))
  184. SHOOT.CanCollide = true
  185. SHOOT.Anchored = false
  186. SHOOT.Parent = workspace
  187. local bv = Instance.new("BodyVelocity",SHOOT)
  188. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  189. bv.velocity = CF(SHOOT.Position,SHOOT.CFrame*CF(0,2.5,2).p).lookVector*45
  190. Debris:AddItem(bv,0.1)
  191. wait(5)
  192. for i = 1, 45 do
  193. Swait()
  194. SHOOT.Transparency = SHOOT.Transparency + 1/45
  195. end
  196. end))
  197. wait()
  198. end
  199. end))
  200. CreateSound(GRUNTS[MRANDOM(1,#GRUNTS)], Torso, 6, 1.1, false)
  201. for i=0, 1, 0.1 / Animation_Speed do
  202. Swait()
  203. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed)
  204. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
  205. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  206. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  207. RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(-10), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  208. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  209. end
  210. end
  211. ATTACK = false
  212. Rooted = false
  213. end
  214. function Tripwire()
  215. ATTACK = true
  216. Rooted = true
  217. TRIPWIRE = true
  218. coroutine.resume(coroutine.create(function()
  219. repeat
  220. Swait()
  221. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1 / Animation_Speed)
  222. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
  223. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-100)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  224. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-15), RAD(5), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  225. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-10), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  226. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  227. until ATTACK == false
  228. end))
  229. local SHOOT = OhnoItsAShotgun()
  230. local CFRAME = CF(-1.5,0,1.5) * ANGLES(RAD(0), RAD(45), RAD(0))
  231. SHOOT.CFrame = Torso.CFrame*CFRAME
  232. coroutine.resume(coroutine.create(function()
  233. repeat
  234. SHOOT.CFrame = Clerp(SHOOT.CFrame,Torso.CFrame*CFRAME,0.1)
  235. Swait()
  236. until HOLD == true
  237. TRIPWIRE = false
  238. local LOC = SHOOT.CFrame*CF(0,3,0).p
  239. for i = 1, 15 do
  240. Swait()
  241. SHOOT.Transparency = SHOOT.Transparency - 1/15
  242. SHOOT.CFrame = Clerp(SHOOT.CFrame,CF(LOC,Mouse.Hit.p),0.3)
  243. end
  244. SHOOT.Transparency = 0
  245. for i = 1, 2 do
  246. Swait()
  247. SHOOT.CFrame = Clerp(SHOOT.CFrame,CF(LOC,Mouse.Hit.p),0.5)
  248. end
  249. PAW_HAHA(SHOOT.CFrame*CF(0,0,-SHOOT.Size.Z/2).p,Mouse.Hit.p,10)
  250. CamShake(8,9)
  251. SHOOT.CFrame = SHOOT.CFrame * ANGLES(RAD(45), RAD(0), RAD(0))
  252. SHOOT.CanCollide = true
  253. SHOOT.Anchored = false
  254. SHOOT.Parent = workspace
  255. local bv = Instance.new("BodyVelocity",SHOOT)
  256. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  257. bv.velocity = CF(SHOOT.Position,SHOOT.CFrame*CF(0,2.5,2).p).lookVector*45
  258. Debris:AddItem(bv,0.1)
  259. wait(5)
  260. for i = 1, 45 do
  261. Swait()
  262. SHOOT.Transparency = SHOOT.Transparency + 1/45
  263. end
  264. end))
  265. CreateSound(233856115, SHOOT, 1.2, (MRANDOM(8,12)/10)-0.3, false)
  266. for i = 1, 15 do
  267. Swait()
  268. SHOOT.Transparency = SHOOT.Transparency - 1/150
  269. end
  270. ATTACK = false
  271. Rooted = false
  272. end
  273. function Mend()
  274. if Humanoid.Health < Humanoid.MaxHealth - 150 then
  275. ATTACK = true
  276. Rooted = true
  277. for i=0, 0.25, 0.1 / Animation_Speed do
  278. Swait()
  279. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
  280. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
  281. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  282. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  283. RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.2, -1) * ANGLES(RAD(-25), RAD(90), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
  284. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, -0.5) * ANGLES(RAD(-90), RAD(-90), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
  285. end
  286. local LOOP = 0
  287. repeat
  288. LOOP = LOOP + 1
  289. Swait()
  290. Humanoid.Health = Humanoid.Health + 1
  291. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
  292. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
  293. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -0.4) * ANGLES(RAD(55), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  294. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -0.7 - 0.4 * SIN(LOOP / 4)) * ANGLES(RAD(50 + 25 * COS(LOOP / 4)), RAD(0), RAD(65)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  295. RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
  296. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, -0.5) * ANGLES(RAD(-90), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
  297. until KEYHOLD == false or Humanoid.Health == Humanoid.MaxHealth
  298. for i=0, 0.15, 0.1 / Animation_Speed do
  299. Swait()
  300. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
  301. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
  302. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  303. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  304. RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.2, -1) * ANGLES(RAD(-25), RAD(90), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
  305. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, -0.5) * ANGLES(RAD(-90), RAD(-90), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
  306. end
  307. ATTACK = false
  308. Rooted = false
  309. end
  310. end
  311. function Taunt()
  312. ATTACK = true
  313. Rooted = true
  314. local L = CreateSound(1278007556,Head,8,1.1,false)
  315. L.EmitterSize = 25
  316. for i = 1, 20 do
  317. Swait()
  318. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1 / Animation_Speed)
  319. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
  320. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-110)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  321. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.3, -0.35) * ANGLES(RAD(0), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  322. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-10), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  323. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  324. end
  325. for i = 1, 40 do
  326. Swait()
  327. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.17, -0.075 + 0.1 * SIN(i / 3)) * ANGLES(RAD(5), RAD(0), RAD(0)), 1 / Animation_Speed)
  328. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-3), RAD(15 * SIN(i / 1.5)), RAD(0)), 1 / Animation_Speed)
  329. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45, 0.6 - 0.1 * SIN(i / 3), 0) * ANGLES(RAD(15), RAD(-5), RAD(120)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
  330. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.6 - 0.1 * SIN(i / 3), 0) * ANGLES(RAD(15), RAD(5), RAD(-120)) * ANGLES(RAD(0), RAD(180), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
  331. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.1 * SIN(i / 3), 0) * ANGLES(RAD(5), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  332. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.1 * SIN(i / 3), 0) * ANGLES(RAD(5), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
  333. end
  334. ATTACK = false
  335. Rooted = false
  336. end
  337. function DoubleJump()
  338. ATTACK = true
  339. Rooted = false
  340. Torso.Velocity = Vector3.new(Torso.Velocity.X,125,Torso.Velocity.Z)
  341. CreateSound(159882477, Head, 4, 1, false)
  342. CreateSound(1112042117, Torso, 2, 1, false)
  343. local E = 360/12
  344. for i=1, 12 do
  345. Swait()
  346. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(i*E), RAD(0), RAD(0)), 2.5 / Animation_Speed)
  347. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  348. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(-90)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  349. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(90)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  350. RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  351. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, 0, -0.5) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  352. end
  353. ATTACK = false
  354. Rooted = false
  355. end
  356.  
  357. --//=================================\\
  358. --|| ASSIGN THINGS TO KEYS
  359. --\\=================================//
  360.  
  361. function MouseDown(Mouse)
  362. HOLD = true
  363. if ATTACK == false then
  364. end
  365. end
  366.  
  367. function MouseUp(Mouse)
  368. HOLD = false
  369. end
  370.  
  371. local READYTODOUBLE = false
  372. local DOUBLED = false
  373.  
  374. function KeyDown(Key)
  375. KEYHOLD = true
  376. if Key == "c" and ATTACK == false then
  377. Conjour()
  378. end
  379.  
  380. if Key == "v" and ATTACK == false then
  381. Aerial_Bombardament()
  382. end
  383.  
  384. if Key == "b" and ATTACK == false then
  385. Point_Blank()
  386. end
  387.  
  388. if Key == "f" and ATTACK == false and TRIPWIRE == false and ANIM == "Idle" then
  389. Tripwire()
  390. end
  391.  
  392. if Key == "m" and ATTACK == false then
  393. Mend()
  394. end
  395.  
  396. if Key == "t" and ATTACK == false then
  397. Taunt()
  398. end
  399.  
  400. if string.byte(Key) == 32 and READYTODOUBLE == true and ATTACK == false and Humanoid.Jump == true and DOUBLED == false then
  401. READYTODOUBLE = false
  402. DOUBLED = true
  403. DoubleJump()
  404. end
  405. end
  406.  
  407. function KeyUp(Key)
  408. KEYHOLD = false
  409. end
  410.  
  411. Mouse.Button1Down:connect(function(NEWKEY)
  412. MouseDown(NEWKEY)
  413. end)
  414. Mouse.Button1Up:connect(function(NEWKEY)
  415. MouseUp(NEWKEY)
  416. end)
  417. Mouse.KeyDown:connect(function(NEWKEY)
  418. KeyDown(NEWKEY)
  419. end)
  420. Mouse.KeyUp:connect(function(NEWKEY)
  421. KeyUp(NEWKEY)
  422. end)
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