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- --//=================================\\
- --|| ATTACK FUNCTIONS AND STUFF
- --\\=================================//
- function Conjour()
- local SHOOT = OhnoItsAShotgun()
- local CFRAME = CF(RootPart.Position) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0))*CF(0,MRANDOM(15,25)/3,MRANDOM(15,25)/3)
- local ORI = 90
- SHOOT.CFrame = CF(CFRAME.p,Mouse.Hit.p) * ANGLES(RAD(0), RAD(ORI), RAD(0))
- local GOODRIDDANCE = false
- CreateSound(233856115, SHOOT, 2, (MRANDOM(8,12)/10)+0.3, false)
- coroutine.resume(coroutine.create(function()
- repeat
- SHOOT.CFrame = Clerp(SHOOT.CFrame,CF(CFRAME.p,Mouse.Hit.p) * ANGLES(RAD(ORI), RAD(0), RAD(0)),0.25)
- Swait()
- until GOODRIDDANCE == true
- SHOOT.CFrame = SHOOT.CFrame * ANGLES(RAD(45), RAD(0), RAD(0))
- SHOOT.CanCollide = true
- SHOOT.Anchored = false
- SHOOT.Parent = workspace
- local bv = Instance.new("BodyVelocity",SHOOT)
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(SHOOT.Position,SHOOT.CFrame*CF(0,2.5,2).p).lookVector*45
- Debris:AddItem(bv,0.1)
- wait(5)
- for i = 1, 45 do
- Swait()
- SHOOT.Transparency = SHOOT.Transparency + 1/45
- end
- SHOOT:remove()
- end))
- for i = 1, 15 do
- Swait()
- SHOOT.Transparency = SHOOT.Transparency - 1/15
- ORI = ORI - 3
- end
- for i = 1, 15 do
- Swait()
- ORI = ORI - 3
- end
- wait(MRANDOM(2,8)/10)
- PAW_HAHA(SHOOT.CFrame*CF(0,0,-SHOOT.Size.Z/2).p,Mouse.Hit.p,14)
- CamShake(4,4)
- GOODRIDDANCE = true
- end
- function Aerial_Bombardament()
- local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
- if HITFLOOR then
- ATTACK = true
- Rooted = true
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,1.5,-2).p).lookVector*175
- bv.Parent = RootPart
- local GYRO = IT("BodyGyro",RootPart)
- GYRO.D = 2
- GYRO.P = 20000
- GYRO.MaxTorque = VT(0,4000000,0)
- GYRO.CFrame = CF(RootPart.Position,RootPart.CFrame*CF(0,0,-5).p)
- CreateSound(145486992,Torso,10,0.85,false)
- for i=0, 0.05, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(65), RAD(0), RAD(-10)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(10)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(20), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- if ANIM == "Fall" or ANIM == "Jump" then
- 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)
- 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)
- else
- 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)
- 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)
- end
- end
- bv:Remove()
- local E = 360/15
- for i = 1, 15 do
- Swait()
- 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})
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(i*E), RAD(0), RAD(0)), 2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(5), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(-5), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- end
- 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})
- for i = 1, 15 do
- coroutine.resume(coroutine.create(function()
- Conjour()
- end))
- end
- local LANDED = nil
- local POS = nil
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
- 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)
- 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)
- 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)
- 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)
- until LANDED ~= nil
- end))
- repeat
- Swait()
- local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4.2, Character)
- if HITFLOOR then
- LANDED = HITFLOOR
- POS = HITPOS
- end
- until LANDED ~= nil
- GYRO:remove()
- CamShake(6,3)
- CreateSound(765590102, Torso, 2, (MRANDOM(8,12)/10)+0.3, false)
- ATTACK = false
- Rooted = false
- end
- end
- function Point_Blank()
- ATTACK = true
- Rooted = true
- local HIT = nil
- local HUMAN = nil
- local ROOT = nil
- CreateSound(145486992,Torso,10,0.85,false)
- for i=0, 0.5, 0.1 / Animation_Speed do
- Swait()
- if HIT ~= nil then
- break
- end
- for index, CHILD in pairs(workspace:GetDescendants()) do
- if CHILD.ClassName == "Model" and CHILD ~= Character then
- local HUM = CHILD:FindFirstChildOfClass("Humanoid")
- if HUM then
- local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
- if TORSO and HUM.Health > 0 then
- if (TORSO.Position - RootPart.CFrame*CF(0,0,-2).p).Magnitude <= 2 then
- ROOT = TORSO
- HUMAN = HUM
- HIT = CHILD
- end
- end
- end
- end
- end
- RootPart.CFrame = Clerp(RootPart.CFrame, RootPart.CFrame, 0.07) * CF(0,0,-1)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.75) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(135), RAD(0), RAD(12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- end
- if HIT then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,1.5,2).p).lookVector*75
- bv.Parent = RootPart
- Debris:AddItem(bv,0.1)
- coroutine.resume(coroutine.create(function()
- local GUNS = {}
- for i = 1, 4 do
- local SHOOT = OhnoItsAShotgun()
- local CFRAME = CF(ROOT.Position) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0))*CF(0,MRANDOM(15,25)/3,MRANDOM(15,25)/3)
- SHOOT.CFrame = CF(CFRAME.p,ROOT.Position)
- CreateSound(233856115, SHOOT, 2, (MRANDOM(8,12)/10)+0.3, false)
- table.insert(GUNS,SHOOT)
- end
- for i = 1, 25 do
- Swait()
- for E = 1, #GUNS do
- GUNS[E].Transparency = GUNS[E].Transparency - 1/25
- end
- end
- wait(0.1)
- CamShake(8,15)
- for E = 1, #GUNS do
- local SHOOT = GUNS[E]
- coroutine.resume(coroutine.create(function()
- PAW_HAHA(SHOOT.CFrame*CF(0,0,-SHOOT.Size.Z/2).p,SHOOT.CFrame*CF(0,0,-15).p,17)
- SHOOT.CFrame = SHOOT.CFrame * ANGLES(RAD(45), RAD(0), RAD(0))
- SHOOT.CanCollide = true
- SHOOT.Anchored = false
- SHOOT.Parent = workspace
- local bv = Instance.new("BodyVelocity",SHOOT)
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(SHOOT.Position,SHOOT.CFrame*CF(0,2.5,2).p).lookVector*45
- Debris:AddItem(bv,0.1)
- wait(5)
- for i = 1, 45 do
- Swait()
- SHOOT.Transparency = SHOOT.Transparency + 1/45
- end
- end))
- wait()
- end
- end))
- CreateSound(GRUNTS[MRANDOM(1,#GRUNTS)], Torso, 6, 1.1, false)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- end
- end
- ATTACK = false
- Rooted = false
- end
- function Tripwire()
- ATTACK = true
- Rooted = true
- TRIPWIRE = true
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
- 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)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-15), RAD(5), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- until ATTACK == false
- end))
- local SHOOT = OhnoItsAShotgun()
- local CFRAME = CF(-1.5,0,1.5) * ANGLES(RAD(0), RAD(45), RAD(0))
- SHOOT.CFrame = Torso.CFrame*CFRAME
- coroutine.resume(coroutine.create(function()
- repeat
- SHOOT.CFrame = Clerp(SHOOT.CFrame,Torso.CFrame*CFRAME,0.1)
- Swait()
- until HOLD == true
- TRIPWIRE = false
- local LOC = SHOOT.CFrame*CF(0,3,0).p
- for i = 1, 15 do
- Swait()
- SHOOT.Transparency = SHOOT.Transparency - 1/15
- SHOOT.CFrame = Clerp(SHOOT.CFrame,CF(LOC,Mouse.Hit.p),0.3)
- end
- SHOOT.Transparency = 0
- for i = 1, 2 do
- Swait()
- SHOOT.CFrame = Clerp(SHOOT.CFrame,CF(LOC,Mouse.Hit.p),0.5)
- end
- PAW_HAHA(SHOOT.CFrame*CF(0,0,-SHOOT.Size.Z/2).p,Mouse.Hit.p,10)
- CamShake(8,9)
- SHOOT.CFrame = SHOOT.CFrame * ANGLES(RAD(45), RAD(0), RAD(0))
- SHOOT.CanCollide = true
- SHOOT.Anchored = false
- SHOOT.Parent = workspace
- local bv = Instance.new("BodyVelocity",SHOOT)
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(SHOOT.Position,SHOOT.CFrame*CF(0,2.5,2).p).lookVector*45
- Debris:AddItem(bv,0.1)
- wait(5)
- for i = 1, 45 do
- Swait()
- SHOOT.Transparency = SHOOT.Transparency + 1/45
- end
- end))
- CreateSound(233856115, SHOOT, 1.2, (MRANDOM(8,12)/10)-0.3, false)
- for i = 1, 15 do
- Swait()
- SHOOT.Transparency = SHOOT.Transparency - 1/150
- end
- ATTACK = false
- Rooted = false
- end
- function Mend()
- if Humanoid.Health < Humanoid.MaxHealth - 150 then
- ATTACK = true
- Rooted = true
- for i=0, 0.25, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- end
- local LOOP = 0
- repeat
- LOOP = LOOP + 1
- Swait()
- Humanoid.Health = Humanoid.Health + 1
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -0.4) * ANGLES(RAD(55), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- 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)
- until KEYHOLD == false or Humanoid.Health == Humanoid.MaxHealth
- for i=0, 0.15, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- 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)
- 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)
- end
- ATTACK = false
- Rooted = false
- end
- end
- function Taunt()
- ATTACK = true
- Rooted = true
- local L = CreateSound(1278007556,Head,8,1.1,false)
- L.EmitterSize = 25
- for i = 1, 20 do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
- 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)
- 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)
- 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)
- 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)
- end
- for i = 1, 40 do
- Swait()
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- end
- ATTACK = false
- Rooted = false
- end
- function DoubleJump()
- ATTACK = true
- Rooted = false
- Torso.Velocity = Vector3.new(Torso.Velocity.X,125,Torso.Velocity.Z)
- CreateSound(159882477, Head, 4, 1, false)
- CreateSound(1112042117, Torso, 2, 1, false)
- local E = 360/12
- for i=1, 12 do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(i*E), RAD(0), RAD(0)), 2.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(-90)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(90)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- 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)
- 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)
- end
- ATTACK = false
- Rooted = false
- end
- --//=================================\\
- --|| ASSIGN THINGS TO KEYS
- --\\=================================//
- function MouseDown(Mouse)
- HOLD = true
- if ATTACK == false then
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- local READYTODOUBLE = false
- local DOUBLED = false
- function KeyDown(Key)
- KEYHOLD = true
- if Key == "c" and ATTACK == false then
- Conjour()
- end
- if Key == "v" and ATTACK == false then
- Aerial_Bombardament()
- end
- if Key == "b" and ATTACK == false then
- Point_Blank()
- end
- if Key == "f" and ATTACK == false and TRIPWIRE == false and ANIM == "Idle" then
- Tripwire()
- end
- if Key == "m" and ATTACK == false then
- Mend()
- end
- if Key == "t" and ATTACK == false then
- Taunt()
- end
- if string.byte(Key) == 32 and READYTODOUBLE == true and ATTACK == false and Humanoid.Jump == true and DOUBLED == false then
- READYTODOUBLE = false
- DOUBLED = true
- DoubleJump()
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
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