--alright so lets clear some shit up --this is a really old version of hakumen --i didnt realise it until hierofag told ppatta who told me. --me and couple peeps are still planning to get the updated one --gl fixing. --[[my notes line 1039 line 1082 line 1121 line 1185 --]] wait(2) local Player = game.Players.LocalPlayer repeat wait() until Player local Character = Player.Character repeat wait() until Character local CFolder = Instance.new("Folder", Player) CFolder.Name = "Chaos\' Folder" local CFBP = Instance.new("BodyPosition", CFolder) script.Parent = CFBP print(script.Parent, CFBP.Parent, CFolder.Parent) local Mouse = Player:GetMouse() local LeftArm = Character:WaitForChild("Left Arm") local RightArm = Character:WaitForChild("Right Arm") local LeftLeg = Character:WaitForChild("Left Leg") local RightLeg = Character:WaitForChild("Right Leg") local Head = Character:WaitForChild("Head") local Torso = Character:WaitForChild("Torso") local RootPart = Character:WaitForChild("HumanoidRootPart") local Humanoid = Character:WaitForChild("Humanoid") local LeftShoulder = Torso:WaitForChild("Left Shoulder") local RightShoulder = Torso:WaitForChild("Right Shoulder") local LeftHip = Torso:WaitForChild("Left Hip") local RightHip = Torso:WaitForChild("Right Hip") local Neck = Torso:WaitForChild("Neck") local RootJoint = RootPart:WaitForChild("RootJoint") local Camera = workspace.CurrentCamera local FLeftShoulder, FRightShoulder = Instance.new("Weld", Torso), Instance.new("Weld", Torso) FLeftShoulder.Name = "Left Shoulder" FRightShoulder.Name = "Right Shoulder" local FLeftHip, FRightHip = Instance.new("Weld", Torso), Instance.new("Weld", Torso) FLeftHip.Name = "Left Hip" FRightHip.Name = "Right Hip" local FRootJoint = Instance.new("Weld", RootPart) FRootJoint.Name = "Root Joint" local CamPart, RootGyro, CamGyro = Instance.new("Part", Character), Instance.new("BodyGyro", RootPart), Instance.new("BodyGyro") CamPart.Transparency = 1 CamPart.CanCollide = false CamPart.Locked = true CamPart.Anchored = true RootGyro.MaxTorque = Vector3.new(0, 0, 0) RootGyro.Name = "MadeBy" .. Player.Name .. "" CamGyro.Parent = CamPart CamGyro.MaxTorque = Vector3.new(0, 0, 0) CamGyro.Name = "MadeBy" .. Player.Name .. "" local Drag_To_Part = Instance.new("Part", Character) Drag_To_Part.Transparency = 1 Drag_To_Part.Name = "Drag-to-part" Drag_To_Part.Size = Vector3.new(0.2, 0.2, 0.2) Drag_To_Part.Anchored = false Drag_To_Part.CanCollide = false Drag_To_Part.Locked = true local DTPWeld = Instance.new("Weld", Drag_To_Part) DTPWeld.Part0 = RootPart DTPWeld.Part1 = Drag_To_Part local WepWeld = nil local NLSC0 = LeftShoulder.C0 local NLSC1 = LeftShoulder.C1 local NRSC0 = RightShoulder.C0 local NRSC1 = RightShoulder.C1 local NLHC0 = LeftHip.C0 local NLHC1 = LeftHip.C1 local NRHC0 = RightHip.C0 local NRHC1 = RightHip.C1 local NNC0 = Neck.C0 local NNC1 = Neck.C1 local NRJC0 = RootJoint.C0 local NRJC1 = RootJoint.C1 local Handle, Hitbox = nil, nil local chatServ = game:GetService("Chat") local runServ = game:GetService("RunService").RenderStepped local debServ = game:GetService("Debris") local CurrentSpeed = 16 local Current_Anim = "Idle" local Attack_Num = 1 local Damage_Buff = 1 local Last_Health = 800 local Max_Health = 800 local idle = 1 local idlenum = 1 local idlenum2 = 1 local walk = 1 local walknum = 1 local walknum2 = 1 local Text_Table = {} local Effects = {} local DragTable = {} local KeyStroke = {} local Target = nil local ViewDirection = "Right" local ViewMode = "3D" local CamGyro = Instance.new("BodyGyro", RootPart) CamGyro.MaxTorque = Vector3.new(0, 0, 0) local LLCF = CFrame.new() local SWP = Instance.new("BoolValue") local ControlScript = Player.PlayerScripts:WaitForChild("ControlScript") local Debounces = {Equipped = false, Equipping = false, HasWep = false, Attacking = false, Locked_On = false, Can_Double_Jump = false, AnimOverride = false, Guarding = false, Crouching = false, JumpAnim = false, DoubleJumpAnim = false, KeyStrokeEnabled = false, UIAction = false, ZeroGravity = false, DoubleJumping = false} local rad = math.rad local huge = math.huge local rand = math.random local Vec = Vector3.new local Cf = CFrame.new local Euler = CFrame.fromEulerAnglesXYZ local BC = BrickColor.new local Col3 = Color3.new local Inst = Instance.new local Ud2 = UDim2.new local FONT = "SourceSansLight" local DecName = "MadeBy" .. Player.Name .. "" local GodMode = true local OP_HEALTH = runServ:connect(function() if GodMode then Humanoid.MaxHealth = huge Humanoid.Health = huge end end ) local Colour1 = BC("Bright red") local Colour2 = BC("Really black") local Colour3 = BC("Smoky grey") local Chaos_UI = Inst("ScreenGui", Player.PlayerGui) Chaos_UI.Name = "Chaos UI" local ColMain, KP, Moves, OM = Inst("Frame", Chaos_UI), Inst("Frame", Chaos_UI), Inst("ScrollingFrame", Chaos_UI), Inst("TextButton", Chaos_UI) ColMain.Name = "ColorUI" ColMain.Position = Ud2(0.85, 0, 0.5, 0) ColMain.Size = Ud2(0.15, 0, 0.5, 0) ColMain.Style = "DropShadow" local col1, Done = Inst("Frame", ColMain), Inst("TextButton", ColMain) local ccol1, cc1 = Inst("TextBox", col1), Inst("TextLabel", col1) col1.BackgroundTransparency = 1 col1.Name = "Col1" col1.Size = Ud2(1, 0, 0.2, 0) ccol1.BackgroundTransparency = 1 ccol1.Name = "Colour" ccol1.Position = Ud2(0.3, 0, 0, 0) ccol1.Size = Ud2(0.7, 0, 1, 0) ccol1.Font = FONT ccol1.Text = "Really red" if Player.UserId == 43981323 then ccol1.Text = "Dark indigo" end ccol1.TextColor3 = Col3(1, 1, 1) ccol1.TextScaled = true cc1.BackgroundTransparency = 1 cc1.Name = "Col" cc1.Size = Ud2(0.3, 0, 1, 0) cc1.Font = FONT cc1.Text = "Colour 1:" cc1.TextColor3 = Col3(1, 1, 1) cc1.TextScaled = true local col2 = col1:Clone() col2.Parent = ColMain col2.Name = "Col2" col2.Position = Ud2(0, 0, 0.3, 0) col2:WaitForChild("Colour").Text = "Really black" col2:WaitForChild("Col").Text = "Colour 2:" if Player.UserId == 43981323 then col2:WaitForChild("Colour").Text = "Really black" end local col3 = col1:Clone() col3.Parent = ColMain col3.Name = "Col3" col3.Position = Ud2(0, 0, 0.6, 0) col3:WaitForChild("Colour").Text = "Smoky grey" col3:WaitForChild("Col").Text = "Colour 3:" if Player.UserId == 43981323 then col3:WaitForChild("Colour").Text = "Really black" end Done.BackgroundColor3 = Col3(0, 1, 0) Done.BorderSizePixel = 0 Done.Name = "Done" Done.Position = Ud2(0.08, 0, 0.8, 0) Done.Size = Ud2(0.85, 0, 0.15, 0) Done.Font = FONT Done.Text = "Done!" Done.TextColor3 = Col3(1, 1, 1) Done.TextScaled = true KP.Name = "KeysPressed" KP.Position = Ud2(0, 0, 0.9, 0) KP.Size = Ud2(0.25, 0, 0.1, 0) KP.Style = "DropShadow" local KPTemplate = Inst("TextLabel", KP) KPTemplate.BackgroundTransparency = 1 KPTemplate.Name = "Template" KPTemplate.Size = Ud2(0.15, 0, 1, 0) KPTemplate.Font = FONT KPTemplate.Text = ">" KPTemplate.TextColor3 = Col3(1, 1, 1) KPTemplate.TextScaled = true Moves.BackgroundColor3 = Col3(0.28235294117647, 0.28235294117647, 0.28235294117647) Moves.BackgroundTransparency = 0.8 Moves.BorderSizePixel = 0 Moves.Name = "Moves" Moves.Position = Ud2(0.8, 0, 0.5, 0) Moves.Size = Ud2(0.2, 0, 0.5, 0) Moves.Visible = false Moves.ScrollBarThickness = 8 OM.Name = "View Moves List" OM.Position = Ud2(0.92, 0, 0.42, 0) OM.Size = Ud2(0.08, 0, 0.08, 0) OM.Visible = false OM.Style = "RobloxRoundButton" OM.Font = FONT OM.Text = "View Moves List" OM.TextColor3 = Col3(1, 1, 1) OM.TextScaled = true local Title = Inst("TextLabel", Moves) Title.BackgroundTransparency = 1 Title.Name = "Title" Title.Size = Ud2(1, 0, 0.02, 0) Title.Font = FONT Title.Text = "Move List" Title.TextColor3 = Col3(1, 1, 1) Title.TextScaled = true Title.TextStrokeTransparency = 0 CreateWeaponPart = function(className, parent, Brickcolor, Material, Transparency, Reflectance, Name, Position, Rotation, Size, MeshClass, MeshScale, MeshId, MeshType) local Part = Instance.new(className, parent) Part.BrickColor = BrickColor.new(Brickcolor) Part.Transparency = Transparency Part.Reflectance = Reflectance Part.Material = Material Part.Name = Name Part.Anchored = true Part.CanCollide = false Part.Locked = true Part.Size = Size Part.Position = Position Part.Rotation = Rotation local Mesh = Instance.new(MeshClass, Part) Mesh.Scale = MeshScale if MeshClass == "SpecialMesh" then Mesh.MeshId = MeshId Mesh.MeshType = MeshType end return Part end local Denial = Inst("Model", Character) Denial.Name = "Denial" CreateWeapon = function() CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeCorner", Vec(0, 7.2, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "SpecialMesh", Vec(0.625, 0.625, 1.25), "", "Sphere") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeCorner", Vec(1.4, 8.4, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "SpecialMesh", Vec(0.625, 0.625, 1.25), "", "Sphere") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeEdge", Vec(1.4, 5.3, -272.2), Vec(0, 0, 0), Vec(0.4, 6.2, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeEdge", Vec(0, 4.7, -272.2), Vec(0, 0, 0), Vec(0.4, 5, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.3, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 1, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.4, 5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.1, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.1, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.1, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 1, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.8, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.2, 5.5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.6, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.9, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 5, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.4, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.8, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.9, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1, 6, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.4, 6, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 7.8, -272.2), Vec(0, 90, 0), Vec(0.2, 1.2, 1.4), "SpecialMesh", Vec(1.25, 1, 1), "", "Wedge") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 3.6, -272.2), Vec(0, 0, 0), Vec(1.4, 2.8, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 6.6, -272.2), Vec(0, 0, 0), Vec(1.4, 1.2, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1, 5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.2, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.2, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 6, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.4, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.2, 5.5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.6, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour1, "SmoothPlastic", 0, 0, "BladeRing", Vec(0.7, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 0.2, 0.2), "SpecialMesh", Vec(0.9, 0.9, 2), "http://www.roblox.com/asset/?id=3270017", "FileMesh") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeTop", Vec(0.683, 7.786, -272.2), Vec(180, 0, 49.399), Vec(0.4, 1.8, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(1.4, 2.1, -272.2), Vec(0, 0, 0), Vec(0.4, 0.2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0, 2.1, -272.2), Vec(0, 0, 0), Vec(0.4, 0.2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(1.1, 1.28, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.5, -272.2), Vec(0, 0, 0), Vec(0.6, 0.6, 0.2), "BlockMesh", Vec(1.1, 1, 1.28), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.1, -272.2), Vec(0, 0, 0), Vec(1.4, 0.2, 0.2), "BlockMesh", Vec(1, 1, 1.3), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.5, -272.2), Vec(0, 0, 0), Vec(0.6, 0.6, 0.2), "BlockMesh", Vec(1, 1, 1.3), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.2, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.15, 1.28), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(1, 1.3, 1), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.6, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.4, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "") Handle = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Handle", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.9, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.1, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.7, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.5, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.3, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.1, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.9, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.7, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.5, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.3, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "") CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "HandleNeon", Vec(0.7, 1, -272.2), Vec(0, 0, 0), Vec(1, 2, 0.2), "CylinderMesh", Vec(0.85, 0.9, 0.85), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(0.7, 0, -272.2), Vec(0, 0, 0), Vec(1, 0.4, 0.2), "CylinderMesh", Vec(1.15, 0.3, 1.15), "", "") CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(0.7, 2, -272.2), Vec(0, 0, 0), Vec(1, 0.4, 0.2), "CylinderMesh", Vec(1.15, 0.3, 1.15), "", "") Hitbox = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Hitbox", Vec(0.7, 5.4, -272.2), Vec(0, 0, 0), Vec(2.2, 6.8, 0.6), "BlockMesh", Vec(1, 1, 1), "", "") for _,Part in pairs(Denial:GetChildren()) do if Part:IsA("Part") then if Part.Name ~= "Handle" then local x = Handle local y = Part local W = Instance.new("Weld") W.Part0 = x W.Part1 = y local CJ = CFrame.new(x.Position) local C0 = x.CFrame:inverse() * CJ local C1 = y.CFrame:inverse() * CJ W.C0 = C0 W.C1 = C1 W.Parent = x x.Anchored = false y.Anchored = false end do do Part.Anchored = false Part.TopSurface = "SmoothNoOutlines" Part.BottomSurface = "SmoothNoOutlines" Part.LeftSurface = "SmoothNoOutlines" Part.RightSurface = "SmoothNoOutlines" Part.FrontSurface = "SmoothNoOutlines" Part.BackSurface = "SmoothNoOutlines" -- DECOMPILER ERROR at PC1744: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC1744: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC1744: LeaveBlock: unexpected jumping out IF_STMT end end end end Handle.Anchored = true end local d = false Done.MouseButton1Click:connect(function() if not d then d = true Colour1 = col1:WaitForChild("Colour").Text Colour2 = col2:WaitForChild("Colour").Text Colour3 = col3:WaitForChild("Colour").Text debServ:AddItem(ColMain, 0) OM.Visible = true CreateWeapon() GodMode = false Handle.Anchored = false WepWeld = Inst("Motor6D", Handle) WepWeld.Name = "Handle Joint" WepWeld.Part0 = Torso WepWeld.Part1 = Handle WepWeld.C0 = Cf(1.5, -1, 0.6) * Euler(rad(-90), rad(0), rad(90)) Humanoid.MaxHealth = Max_Health wait(0.1) Humanoid.Health = Max_Health end end ) Create_Moves_In_List = function() local move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "Q - Enable/Disable Keystrokes" move.Position = Ud2(0, 0, 0.02, 0) move.TextXAlignment = "Left" move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "E - Disrupt" move.Position = Ud2(0, 0, 0.04, 0) move.TextXAlignment = "Left" move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "F - Equip/Unequip" move.Position = Ud2(0, 0, 0.06, 0) move.TextXAlignment = "Left" move = Title:Clone() move.Parent = Moves move.Name = "3D Title" move.Text = "--3D Moves--" move.Position = Ud2(0, 0, 0.08, 0) move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "Z - Fatal Blow" move.Position = Ud2(0, 0, 0.1, 0) move.TextXAlignment = "Left" move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "X - Axel" move.Position = Ud2(0, 0, 0.12, 0) move.TextXAlignment = "Left" move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "Ctrl - Change ViewMode" move.Position = Ud2(0, 0, 0.14, 0) move.TextXAlignment = "Left" end Create_Moves_In_List() OM.MouseButton1Click:connect(function() if not Debounces.UIAction and not Moves.Visible then Debounces.UIAction = true OM.Text = "Hide Move List" Moves.Visible = true wait(0.3) Debounces.UIAction = false else if not Debounces.UIAction and Moves.Visible then Debounces.UIAction = true OM.Text = "View Move List" Moves.Visible = false wait(0.3) Debounces.UIAction = false end end end ) local Holder = CreateWeaponPart("Part", Character, "White", "SmoothPlastic", 1, 0, "Holder", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "") Holder.Anchored = false local HWeld = Inst("Motor6D", RightArm) HWeld.Name = "Holder Joint" HWeld.Part0 = RightArm HWeld.Part1 = Holder HWeld.C0 = Cf(0, -1, 0) Humanoid.Changed:connect(function() if Humanoid.Health < 0.001 then debServ:AddItem(CFolder, 5) end end ) repeat repeat wait() until Handle until Hitbox print("Handle and Hitbox created") local F1, F2 = Inst("Folder", Character), Inst("Folder") F1.Name = "Effects Folder" F2.Parent = F1 F2.Name = "Effects" Protector = function(object) if object:IsA("BasePart") or object:IsA("BodyMover") or object:IsA("JointInstance") or object:IsA("Light") then game:GetService("RunService").Stepped:wait() if object.Name ~= DecName then debServ:AddItem(object, 0) if object:IsA("BodyMover") then RootPart.Velocity = Vec(0, 0, 0) end end end end for _,child in pairs(Character:GetChildren()) do if child:IsA("BasePart") then child.ChildAdded:connect(Protector) child.DescendantAdded:connect(Protector) end end for _,child in pairs(Denial:GetChildren()) do if child:IsA("BasePart") then child.ChildAdded:connect(Protector) child.DescendantAdded:connect(Protector) end end Momentum_Cancel = function() if Humanoid.WalkSpeed + 50 < (RootPart.Velocity).Magnitude and not Debounces.Attacking and not Debounces.DoubleJumping then RootPart.Velocity = Vec(0, 0, 0) end end RootPart.Changed:connect(Momentum_Cancel) Torso.Changed:connect(Momentum_Cancel) Head.Changed:connect(Momentum_Cancel) RightArm.Changed:connect(Momentum_Cancel) RightLeg.Changed:connect(Momentum_Cancel) LeftArm.Changed:connect(Momentum_Cancel) LeftLeg.Changed:connect(Momentum_Cancel) Humanoid.Changed:connect(function() if Humanoid.Health < 0.01 then Denial.Parent = workspace Hitbox.CanCollide = true debServ:AddItem(Denial, 30) end end ) AdvanceText = function() for i,v in pairs(Text_Table) do if v ~= nil then if v.StudsOffset.Y >= 5 then v.Time.Counter.Value = v.Time.Counter.Value + 0.1 if v.Time.Value <= v.Time.Counter.Value then v.WHYYYYYYYY.TextTransparency = v.WHYYYYYYYY.TextTransparency + 0.15 v.WHYYYYYYYY.TextStrokeTransparency = v.WHYYYYYYYY.TextStrokeTransparency + 0.15 if v.WHYYYYYYYY.TextTransparency >= 1 then debServ:AddItem(v.Parent, 1) table.remove(Text_Table, i) end end else v.StudsOffset = Vector3.new(0, v.StudsOffset.Y + 0.15, 0) end end end end MakeText = function(text, font, duration, tcr, tcg, tcb, scr, scg, scb, cFrame) local tpart = Instance.new("Part") tpart.Parent = F2 tpart.Transparency = 1 tpart.Name = "hoi hoi" tpart.Anchored = true tpart.CanCollide = false tpart.Locked = true tpart.Size = Vector3.new(0.2, 0.2, 0.2) tpart.CFrame = cFrame * CFrame.new(math.random(-2, 2), 0, math.random(-2, 2)) local bill = Instance.new("BillboardGui") bill.Parent = tpart bill.AlwaysOnTop = true bill.Name = "HUHHHHHNAAAA" bill.Size = UDim2.new(4, 0, 4, 0) bill.StudsOffset = Vector3.new(0, 1, 0) local tem = Instance.new("NumberValue", bill) tem.Value = duration tem.Name = "Time" local counter = Instance.new("NumberValue", tem) counter.Value = 0 counter.Name = "Counter" local textl = Instance.new("TextLabel") textl.Parent = bill textl.Name = "WHYYYYYYYY" textl.BackgroundTransparency = 1 textl.Size = UDim2.new(1, 0, 1, 0) textl.Font = font textl.Text = text textl.TextColor3 = Color3.new(tcr / 255, tcg / 255, tcb / 255) textl.TextScaled = true textl.TextStrokeColor3 = Color3.new(scr / 255, scg / 255, scb / 255) textl.TextStrokeTransparency = 0 table.insert(Text_Table, bill) end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs 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)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end 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 end FindHum = function(parent) local hm = nil for _,HM in pairs(parent:GetChildren()) do if HM:IsA("Humanoid") then hm = HM end end return hm end Sound = function(parent, ID, Volume, Pitch, Looped) local sound = Inst("Sound", parent) sound.SoundId = ID sound.Volume = Volume sound.Pitch = Pitch sound.Looped = Looped sound:Play() return sound end local DamageFunction = function(Hit, IsRan, MinDam, MaxDam, HKB, Knockback, DamType, Property, Duration, HDrag, DragDuration) local humanoid = FindHum(Hit.Parent) if humanoid and humanoid ~= Humanoid then local IsSafe = true local Deb = humanoid:FindFirstChild("ChaosDebounce") do if Deb then local Cre = Deb:FindFirstChild("Creator") if Cre and Cre.Value == Player.UserId then IsSafe = false end end if IsSafe then local s = Sound(Hit, "http://roblox.com/asset/?id=401057895", 1, 1, false) debServ:AddItem(s, 2) local deb = Inst("BoolValue", humanoid) deb.Name = "ChaosDebounce" local cre = Inst("NumberValue", deb) cre.Name = "Creator" cre.Value = Player.UserId debServ:AddItem(deb, Duration) debServ:AddItem(cre, Duration) local Damage = 1 if IsRan then Damage = rand(MinDam, MaxDam) else Damage = MaxDam end if humanoid.MaxHealth > 10000000000 then humanoid.MaxHealth = 100 end Damage = Damage * Damage_Buff humanoid.Health = humanoid.Health - Damage MakeText("-" .. Damage .. "", FONT, 0.5, 255, 255, 255, 255, 0, 0, Hit.CFrame) if HKB then Hit.Velocity = Property.CFrame.lookVector * Knockback end if DamType ~= "Normal" or DamType == "Stun" then humanoid:ChangeState(Enum.HumanoidStateType.FallingDown) local pos = Inst("BodyPosition", Hit) pos.MaxForce = Vec(huge, huge, huge) pos.Position = Hit.Position debServ:AddItem(pos, Duration * 10) else do if DamType == "LifeSteal" then Humanoid.Health = Humanoid.Health + Damage / 2 MakeText("+" .. Damage / 2 .. "", FONT, 0.5, 0, 170, 0, 0, 255, 0, RootPart.CFrame) else if DamType == "MomentumStopper" then local vel = Inst("BodyVelocity", Hit) vel.Name = "MomentumStopper" vel.MaxForce = Vec(huge, huge, huge) vel.Velocity = Vec(0, 0, 0) debServ:AddItem(vel, 3) else do if DamType == "Knockdown" then humanoid:ChangeState(Enum.HumanoidStateType.FallingDown) else if DamType == "SkyRocket" then Hit.Velocity = Vec(0, Knockback, 0) end end if HDrag then humanoid:ChangeState(Enum.HumanoidStateType.FallingDown) local pos = Inst("BodyPosition", Hit) pos.MaxForce = Vec(huge, huge, huge) pos.Position = Drag_To_Part.Position local d = Inst("NumberValue", pos) d.Name = "Duration" d.Value = DragDuration table.insert(DragTable, pos) end end end end end end end end end end MagniDamage = function(Part, range, isRan, mindam, maxdam, hkb, knock, DType, dur, hd, dd) for _,c in pairs(workspace:GetChildren()) do local hum = FindHum(c) if hum and hum ~= Humanoid then local head = c:FindFirstChild("Head") local tor = c:FindFirstChild("Torso") local larm = c:FindFirstChild("Left Arm") local rarm = c:FindFirstChild("Right Arm") local lleg = c:FindFirstChild("Left Leg") local rleg = c:FindFirstChild("Right Leg") local Dis = range local Par = nil do if head then local Mag = (head.Position - Part.Position).magnitude if Mag <= Dis then Dis = Mag Par = head end end do if tor then local Mag = (tor.Position - Part.Position).magnitude if Mag <= Dis then Dis = Mag Par = tor end end do if rarm then local Mag = (rarm.Position - Part.Position).magnitude if Mag <= Dis then Dis = Mag Par = rarm end end do if larm then local Mag = (larm.Position - Part.Position).magnitude if Mag <= Dis then Dis = Mag Par = larm end end do if rleg then local Mag = (rleg.Position - Part.Position).magnitude if Mag <= Dis then Dis = Mag Par = rleg end end do do if lleg then local Mag = (lleg.Position - Part.Position).magnitude if Mag <= Dis then Dis = Mag Par = lleg end end if Par then DamageFunction(Par, isRan, mindam, maxdam, hkb, knock, DType, Part, dur, hd, dd) end -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out IF_STMT end end end end end end end end end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point = Torso.CFrame * Cf(0, Torso.Size.Y, 0) LastPoint = Point effect = function(Color, Ref, LP, P1, returnn) local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.5, 1, 0.5) effectsg.Parent = F2 effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new(Color) effectsg.Reflectance = Ref local point1 = P1 local mg = (LP.p - point1.p).magnitude effectsg.Size = Vector3.new(0.5, mg, 0.5) effectsg.CFrame = Cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0) effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) game:GetService("Debris"):AddItem(effectsg, 2) if returnn then return effectsg end coroutine.resume(coroutine.create(function(Part, Mesh) if not returnn then for i = 0, 1, 0.05 do wait() Part.Transparency = 1 * i Mesh.Scale = Vector3.new(0.5 - 0.5 * i, 1, 0.5 - 0.5 * i) end Part.Parent = nil end end ), effectsg, effectsmsh) end local CFrameFromTopBack = function(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end NoOutline = function(Part) Part.TopSurface = 10 end part = function(parent, reflectance, transparency, brickcolor, name, size, material) local fp = Inst("Part") fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = Torso.Position NoOutline(fp) fp.Material = material fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = Inst(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype mesh.MeshId = meshid end mesh.Offset = offset mesh.Scale = scale return mesh end MagicBlock = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Block1", Delay, x3, y3, z3}) end MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3}) end MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3}) end MagicWave2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Wave", Delay, x3, y3, z3}) end MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(0.2, 0.2, 0.2), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", "", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) Effects[#Effects + 1] = {prt, "Cylinder", Delay, x3, y3, z3} end MagicCylinder2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(0.2, 0.2, 0.2), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("CylinderMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) Effects[#Effects + 1] = {prt, "Cylinder", Delay, x3, y3, z3} end MagicBlood = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay) local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "", Vec(0, 0, 0), Vec(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Blood", Delay, x3, y3, z3}) end Bringer = function() for i,d in pairs(DragTable) do if d and d:IsA("BodyPosition") then local tem = d:FindFirstChild("Time") if not tem then tem = Inst("NumberValue", d) tem.Name = "Time" tem.Value = 0 end local Dur = d:FindFirstChild("Duration") if not Dur then Dur = Inst("NumberValue", d) Dur.Name = "Duration" Dur.Value = 1.5 end if tem.Value < Dur.Value then tem.Value = tem.Value + 0.1 d.P = 20000 d.Position = Drag_To_Part.Position else debServ:AddItem(tem, 0) debServ:AddItem(Dur, 0) debServ:AddItem(d, 0) table.remove(DragTable, i) end end end end AssumeNormalJoints = function() for i = 0, 1, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(90), 0), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(90), 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, rad(-90), 0), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-90), 0, 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(rad(-90), 0, 0), 0.3) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3) end LeftShoulder.Part0 = Torso LeftShoulder.Part1 = LeftArm RightShoulder.Part0 = Torso RightShoulder.Part1 = RightArm FLeftShoulder.Part0 = nil FLeftShoulder.Part1 = nil FRightShoulder.Part0 = nil FRightShoulder.Part1 = nil LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg RightHip.Part0 = Torso RightHip.Part1 = RightLeg FLeftHip.Part0 = nil FLeftHip.Part1 = nil FRightHip.Part0 = nil FRightHip.Part1 = nil RootJoint.Part0 = RootPart RootJoint.Part1 = Torso FRootJoint.Part0 = nil FRootJoint.Part1 = nil end ClickCombo = function() Debounces.Attacking = true if Attack_Num == 1 then local hit = RightArm.Touched:connect(function(part) DamageFunction(part, true, 5, 20, true, 5, "Normal", RootPart, 0.2, false, 1) end ) for i = 0, 0.4, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.3) * Euler(rad(90), 0, rad(-80)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(80), 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3) end for i = 0, 0.7, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(80)), 0.5) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.5) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.5, 0.3, -0.8) * Euler(rad(90), 0, rad(80)), 0.5) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.5) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(0), rad(-80), 0), 0.5) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.5) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(80), 0), 0.5) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.5) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.5) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.5) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.5) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.5) end hit:disconnect() elseif Attack_Num == 2 then local hit = LeftArm.Touched:connect(function(part) DamageFunction(part, true, 5, 20, true, 5, "Normal", RootPart, 0.2, false, 1) end ) for i = 0, 0.4, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(80)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.5, 0.3, -0.8) * Euler(rad(90), 0, rad(80)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(0), rad(-80), 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(80), 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3) end for i = 0, 0.7, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.5) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.5) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.3) * Euler(rad(90), 0, rad(-80)), 0.5) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.5) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(80), 0), 0.5) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.5) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.5) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.5) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.5) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.5) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.5) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.5) end hit:disconnect() elseif Attack_Num == 3 then local hit = LeftLeg.Touched:connect(function(part) DamageFunction(part, true, 15, 30, false, 70, "SkyRocket", RootPart, 0.2, false, 1) end ) LeftHip.Part0 = nil LeftHip.Part1 = nil RightHip.Part0 = nil RightHip.Part1 = nil FLeftHip.Part0 = Torso FLeftHip.Part1 = LeftLeg FLeftHip.C0 = LeftHip.C0 FLeftHip.C1 = LeftHip.C1 FRightHip.Part0 = Torso FRightHip.Part1 = RightLeg FRightHip.C0 = RightHip.C0 FRightHip.C1 = RightHip.C1 for i = 0, 0.8, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(8)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-8)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-30), 0, 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(30), rad(90), 0), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-40), rad(-90), 0), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3) end RootPart.Velocity = RootPart.CFrame.lookVector * 60 for i = 0, 1.4, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(0), 0, rad(14)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), 0.4) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(20), 0, 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-20), rad(90), 0), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(80), rad(-90), 0), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3) end LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg RightHip.Part0 = Torso RightHip.Part1 = RightLeg FLeftHip.Part0 = nil FLeftHip.Part1 = nil LeftHip.C0 = FLeftHip.C0 LeftHip.C1 = FLeftHip.C1 FRightHip.Part0 = nil FRightHip.Part1 = nil RightHip.C0 = FRightHip.C0 RightHip.C1 = FRightHip.C1 hit:disconnect() elseif Attack_Num == 4 then local hit = RightLeg.Touched:connect(function(part) DamageFunction(part, true, 20, 40, false, 0, "Stun", RootPart, 0.2, false, 1) end ) LeftHip.Part0 = nil LeftHip.Part1 = nil RightHip.Part0 = nil RightHip.Part1 = nil FLeftHip.Part0 = Torso FLeftHip.Part1 = LeftLeg FLeftHip.C0 = LeftHip.C0 FLeftHip.C1 = LeftHip.C1 FRightHip.Part0 = Torso FRightHip.Part1 = RightLeg FRightHip.C0 = RightHip.C0 FRightHip.C1 = RightHip.C1 for i = 0, 0.5, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.2) * Euler(rad(120), 0, rad(-80)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(60), 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, -0.6) * Euler(0, rad(120), 0), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(rad(10), rad(90), 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0.4) * Euler(0, rad(-50), 0), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(rad(10), rad(-90), 0), 0.3) end Humanoid.WalkSpeed = 0 RootPart.Velocity = RootPart.CFrame.lookVector * 100 for i = 0, 1.6, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(60), 0, rad(16)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(30), 0, rad(-60)), 0.4) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(30), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-60), 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.6, 0) * Euler(rad(60), rad(-250), 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.4, -0.6, 0) * Euler(rad(10), rad(0), rad(30)), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(0), 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -0.4, 0) * Euler(rad(30), 0, rad(-60)), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(20), 0), 0.3) end Humanoid.WalkSpeed = CurrentSpeed LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg RightHip.Part0 = Torso RightHip.Part1 = RightLeg FLeftHip.Part0 = nil FLeftHip.Part1 = nil LeftHip.C0 = FLeftHip.C0 LeftHip.C1 = FLeftHip.C1 FRightHip.Part0 = nil FRightHip.Part1 = nil RightHip.C0 = FRightHip.C0 RightHip.C1 = FRightHip.C1 hit:disconnect() end Debounces.Attacking = false end Disrupt = function() Debounces.Attacking = true LeftHip.Part0 = nil LeftHip.Part1 = nil RightHip.Part0 = nil RightHip.Part1 = nil FLeftHip.Part0 = Torso FLeftHip.Part1 = LeftLeg FLeftHip.C0 = LeftHip.C0 FLeftHip.C1 = LeftHip.C1 FRightHip.Part0 = Torso FRightHip.Part1 = RightLeg FRightHip.C0 = RightHip.C0 FRightHip.C1 = RightHip.C1 local BV = Inst("BodyVelocity", RootPart) BV.Name = DecName BV.MaxForce = Vec(huge, huge, huge) BV.Velocity = RootPart.CFrame.lookVector * 150 local hbox = Inst("Part", F2) hbox.Transparency = 1 hbox.CanCollide = false hbox.Anchored = false hbox.Locked = true hbox.CFrame = RootPart.CFrame hbox.Size = Vec(8, 8, 16) hbox.Name = "DashHitBox" local hweld = Inst("Weld", hbox) hweld.Part0 = RootPart hweld.Part1 = hbox hweld.C0 = Cf(0, 0, 4) hweld.Name = DecName DTPWeld.C0 = Cf(0, 0, -2) * Euler(rad(90), 0, 0) Humanoid.WalkSpeed = 0 local hit = hbox.Touched:connect(function(part) DamageFunction(part, true, 15, 30, false, 0, "LifeSteal", RootPart, 0.1, true, 2) end ) for i = 0, 1, 0.1 do wait() MagicBlock(BrickColor.new(Colour2), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 8, 8, 8, 16, 16, 16, 0.1) MagicCircle(BrickColor.new(Colour1), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 5, 0.1, 5, 15, 0.2, 15, 0.1) MagicWave2(BrickColor.new(Colour1), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 1, 3, 1, 3, 6, 3, 0.1) FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-40), 0, rad(10)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-40), 0, rad(-10)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0.2) * Euler(rad(50), 0, 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-60), 0, 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-12), rad(90), 0), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3) end Humanoid.WalkSpeed = CurrentSpeed debServ:AddItem(hbox, 0) debServ:AddItem(hweld, 0) debServ:AddItem(BV, 0) LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg RightHip.Part0 = Torso RightHip.Part1 = RightLeg FLeftHip.Part0 = nil FLeftHip.Part1 = nil LeftHip.C0 = FLeftHip.C0 LeftHip.C1 = FLeftHip.C1 FRightHip.Part0 = nil FRightHip.Part1 = nil RightHip.C0 = FRightHip.C0 RightHip.C1 = FRightHip.C1 Debounces.Attacking = false DTPWeld.C0 = Cf(0, 0, 0) hit:disconnect() end Fatal_Blow = function() Debounces.Attacking = true for i = 0, 0.4, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), 0.4) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), 0.4) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), 0.4) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.4) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-60), 0), 0.4) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.4) RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0) * Euler(0, rad(90), 0), 0.4) RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0) * Euler(0, rad(90), 0), 0.4) LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-90), 0), 0.4) LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(0, rad(-90), 0), 0.4) end local FB = coroutine.create(function() local s = Sound(LeftArm, "http://roblox.com/asset/?id=200633327", 1, 1.4, false) debServ:AddItem(s, 2) local Orb = Inst("Part", F2) Orb.Material = "Neon" Orb.BrickColor = BC(Colour1) Orb.Transparency = 0.5 Orb.Name = "Orb" Orb.Anchored = false Orb.CanCollide = false Orb.Locked = true Orb.Size = Vec(1.4, 1.4, 1.4) local OrbM = Inst("SpecialMesh", Orb) OrbM.MeshType = "Sphere" local Ring1 = Inst("Part", F2) Ring1.Transparency = 0.5 Ring1.BrickColor = BC(Colour1) Ring1.Name = "Ring" Ring1.Anchored = false Ring1.CanCollide = false Ring1.Locked = true Ring1.Size = Vec(0.2, 0.2, 0.2) local Ring1M = Inst("SpecialMesh", Ring1) Ring1M.MeshId = "http://www.roblox.com/asset/?id=3270017" Ring1M.Scale = Vec(2, 2, 2) local Ring2 = Inst("Part", F2) Ring2.Transparency = 0.5 Ring2.BrickColor = BC(Colour1) Ring2.Name = "Ring" Ring2.Anchored = false Ring2.CanCollide = false Ring2.Locked = true Ring2.Size = Vec(0.2, 0.2, 0.2) local Ring2M = Inst("SpecialMesh", Ring2) Ring2M.MeshId = "http://www.roblox.com/asset/?id=3270017" Ring2M.Scale = Vec(2, 2, 2) local Rm1 = Inst("Motor", Ring1) Rm1.Part0 = Orb Rm1.Part1 = Ring1 Rm1.DesiredAngle = 1e+028 Rm1.MaxVelocity = rad(6) Rm1.C0 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))) Rm1.C1 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))) local Rm2 = Inst("Motor", Ring2) Rm2.Part0 = Orb Rm2.Part1 = Ring2 Rm2.DesiredAngle = 1e+028 Rm2.MaxVelocity = rad(6) Rm2.C0 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))) Rm2.C1 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))) Orb.CFrame = LeftArm.CFrame * Cf() local Vel = Inst("BodyVelocity", Orb) Vel.MaxForce = Vec(huge, huge, huge) Vel.Velocity = RootPart.CFrame.lookVector * 70 debServ:AddItem(Orb, 40) debServ:AddItem(Ring1, 40) debServ:AddItem(Ring2, 40) local hit = Orb.Touched:connect(function(part) local hum = FindHum(part.Parent) if (hum and hum ~= Humanoid and Orb.Anchored == false) or part.Anchored == true and Orb.Anchored == false and part.Name ~= "OrbBlast" and part.Name ~= "hoi hoi" then Orb.Anchored = true Orb.Transparency = 1 local s = Sound(Orb, "http://roblox.com/asset/?id=233856079", 1, 1, false) debServ:AddItem(s, 2) debServ:AddItem(Ring1, 0) debServ:AddItem(Vel, 0) debServ:AddItem(Ring2, 0) DamageFunction(part, true, 10, 25, false, 0, "Stun", RootPart, 0.2, true, 2) local Blast = Inst("Part", F2) Blast.BrickColor = BC(Colour1) Blast.Material = "Neon" Blast.Transparency = 1 Blast.Name = "OrbBlast" Blast.Anchored = true Blast.CanCollide = false Blast.Locked = true Blast.Size = Vec(20, 20, 20) Blast.CFrame = Orb.CFrame local ED = 1 if hum and hum.MaxHealth > 10000 then ED = hum.MaxHealth / 100 end local Bm = Inst("SpecialMesh", Blast) Bm.MeshType = "Sphere" Bm.Scale = Vec(0, 0, 0) local Range = 0 for t = 0, 1, 0.2 do wait() Range = t * 10 Blast.Transparency = (-2 + t) * -1 / 2 Bm.Scale = Vec(t, t, t) MagniDamage(Blast, Range, true, 1 * (ED), 5 * (ED), false, 0, "Normal", 0.2, false, 0) end for t = 0, 2, 0.1 do wait() MagniDamage(Blast, Range, true, 4 * (ED), 12 * (ED), false, 0, "LifeSteal", 0.2, false, 0) end for t = 1, 0, -0.2 do wait() Range = t * 10 Blast.Transparency = (-2 + t) * -1 / 2 Bm.Scale = Vec(t, t, t) MagniDamage(Blast, Range, true, 1 * (ED), 5 * (ED), false, 0, "Stun", 0.1, false, 0) end debServ:AddItem(Blast, 0) debServ:AddItem(Orb, 0) end end ) repeat wait() until Orb.Parent == nil debServ:AddItem(Orb, 0) hit:disconnect() end ) for i = 0, 0.4, 0.1 do wait() FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), 0.4) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(90), 0, rad(-70)), 0.4) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), 0.4) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.4) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-70), 0), 0.4) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.4) RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0) * Euler(0, rad(90), 0), 0.4) RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0) * Euler(0, rad(90), 0), 0.4) LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-90), 0), 0.4) LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(0, rad(-90), 0), 0.4) end coroutine.resume(FB) wait(0.05) Debounces.Attacking = false end Axel = function(Upward) Debounces.Attacking = true if not Debounces.HasWep then if Current_Anim == "Idle" or Current_Anim == "Walking" then LeftHip.Part0 = nil LeftHip.Part1 = nil RightHip.Part0 = nil RightHip.Part1 = nil FLeftHip.Part0 = Torso FLeftHip.Part1 = LeftLeg FLeftHip.C0 = LeftHip.C0 FLeftHip.C1 = LeftHip.C1 FRightHip.Part0 = Torso FRightHip.Part1 = RightLeg FRightHip.C0 = RightHip.C0 FRightHip.C1 = RightHip.C1 local t = 0.6 local VelPart = RootPart local tim = 1 local Speed = 100 local HBSize = Vec(3, 5, 3) local Vel = Inst("BodyVelocity", RootPart) Vel.Name = DecName Vel.MaxForce = Vec(huge, huge, huge) Vel.Velocity = VelPart.CFrame.lookVector * 0 if Upward then tim = 1.4 HBSize = Vec(5, 7, 5) Speed = 250 local LVec = Inst("Part", F2) LVec.Transparency = 1 LVec.Anchored = false LVec.CanCollide = false LVec.Locked = true LVec.Size = Vec(1, 1, 1) LVec.FrontSurface = "Hinge" local LVW = Inst("Weld", LVec) LVW.Part0 = LeftLeg LVW.Part1 = LVec LVW.Name = DecName LVW.C0 = Cf(0, -0.5, 0) * Euler(rad(-90), 0, 0) LVW.C1 = Cf(0, 0, 0) * Euler(0, 0, rad(-20)) VelPart = LVec Vel.Velocity = RootPart.CFrame.lookVector * -15 + Vec(0, 25, 0) local noscope = 0 local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false) debServ:AddItem(j, 2) for i = 0, 1.8, 0.1 do wait() if noscope ~= 360 then noscope = noscope + 20 end local JumpSpeed = 0.4 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed) end end local HBox = Inst("Part", F2) HBox.Transparency = 1 HBox.Anchored = false HBox.CanCollide = false HBox.Locked = false HBox.Size = HBSize local HBWeld = Inst("Weld", HBox) HBWeld.Part0 = LeftLeg HBWeld.Part1 = HBox HBWeld.Name = DecName HBWeld.C0 = Cf(0, -(HBSize.Y / 4), 0) local T = 0 local hit = HBox.Touched:connect(function(part) local hum = FindHum(part.Parent) local Axeld = part.Parent:FindFirstChild("Axeld") if hum and hum ~= Humanoid and not Axeld then tim = tim + 1.2 local ax = Inst("BoolValue", part.Parent) ax.Name = "Axeld" local QuickDelay = Inst("BodyPosition", RootPart) QuickDelay.Name = DecName QuickDelay.MaxForce = Vec(huge, huge, huge) QuickDelay.Position = RootPart.Position debServ:AddItem(QuickDelay, 0.3) debServ:AddItem(ax, 0.4) end DamageFunction(part, true, 15, 30, false, 150, "SkyRocket", RootPart, 0.1, false, 0) end ) repeat Vel.Velocity = VelPart.CFrame.lookVector * Speed MagicBlock(BrickColor.new(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -5, -1), 3, 3, 3, 7, 7, 7, 0.1) MagicBlock(BrickColor.new(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -4, -1), 2, 2, 2, 6, 6, 6, 0.1) FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(15), rad(70)), t) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), t) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.9) * Euler(rad(90), 0, 0), t) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-70)), t) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.3) * Euler(rad(-35), rad(60), 0), t) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), t) if not Upward then FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(40), rad(-80), 0), t) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t) else FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(100), rad(-80), 0), t) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t) end FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -0.5, -0.7) * Euler(rad(-30), 0, 0), t) FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, rad(25)), t) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.8, -1, -0.15) * Euler(rad(-20), rad(60), 0), t) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(-40), 0, 0), t) T = T + 0.1 wait() until tim <= T debServ:AddItem(HBox, 0) hit:disconnect() debServ:AddItem(Vel, 0) if Upward then debServ:AddItem(VelPart, 0) end if not Upward then for i = 0, 1.4, 0.1 do wait() Humanoid.WalkSpeed = 0 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(70)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(70), 0, rad(60)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.35, -0.5) * Euler(rad(-45), 0, 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.4, 0) * Euler(rad(-20), rad(-60), 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1.8, -0.7) * Euler(0, rad(20), 0), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -1.4, -0.6) * Euler(0, rad(60), 0), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3) end end Humanoid.WalkSpeed = CurrentSpeed LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg RightHip.Part0 = Torso RightHip.Part1 = RightLeg FLeftHip.Part0 = nil FLeftHip.Part1 = nil LeftHip.C0 = FLeftHip.C0 LeftHip.C1 = FLeftHip.C1 FRightHip.Part0 = nil FRightHip.Part1 = nil RightHip.C0 = FRightHip.C0 RightHip.C1 = FRightHip.C1 end if Current_Anim == "Falling" or Current_Anim == "Jumping" then LeftHip.Part0 = nil LeftHip.Part1 = nil RightHip.Part0 = nil RightHip.Part1 = nil FLeftHip.Part0 = Torso FLeftHip.Part1 = LeftLeg FLeftHip.C0 = LeftHip.C0 FLeftHip.C1 = LeftHip.C1 FRightHip.Part0 = Torso FRightHip.Part1 = RightLeg FRightHip.C0 = RightHip.C0 FRightHip.C1 = RightHip.C1 local t = 0.6 local HBox = Inst("Part", F2) HBox.Transparency = 1 HBox.Anchored = false HBox.CanCollide = false HBox.Locked = false HBox.Size = Vec(3, 5, 3) local HBWeld = Inst("Weld", HBox) HBWeld.Part0 = LeftLeg HBWeld.Part1 = HBox HBWeld.Name = DecName HBWeld.C0 = Cf(0, -1.25, 0) local LVec = Inst("Part", F2) LVec.Transparency = 1 LVec.Anchored = false LVec.CanCollide = false LVec.Locked = true LVec.Size = Vec(1, 1, 1) LVec.FrontSurface = "Hinge" local LVW = Inst("Weld", LVec) LVW.Part0 = LeftLeg LVW.Part1 = LVec LVW.Name = DecName LVW.C0 = Cf(0, -0.5, 0) * Euler(rad(-90), 0, 0) LVW.C1 = Cf(0, 0, 0) * Euler(0, 0, rad(-20)) local Vel = Inst("BodyVelocity", RootPart) Vel.Name = DecName Vel.MaxForce = Vec(huge, huge, huge) Vel.Velocity = LVec.CFrame.lookVector * 0 local FallDamage = 0 local CanDiveKick = true local TouchedGround = false local ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 5, Character) local hit = HBox.Touched:connect(function(part) local hum = FindHum(part.Parent) if hum and hum ~= Humanoid and CanDiveKick then CanDiveKick = false FallDamage = FallDamage + 4 Vel.Velocity = RootPart.CFrame.lookVector * -6 + Vec(0, 25, 0) local noscope = 0 local s = Sound(part, "http://roblox.com/asset/?id=401057895", 1, 1, false) debServ:AddItem(s, 2) local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false) debServ:AddItem(j, 2) DamageFunction(part, false, 0, 50, false, 0, "LifeSteal", RootPart, 0.1, false, 0) for i = 0, 1.8, 0.1 do wait() Vel.Velocity = RootPart.CFrame.lookVector * -6 + Vec(0, 25, 0) if noscope ~= 360 then noscope = noscope + 20 end local JumpSpeed = 0.4 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed) FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed) FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed) end CanDiveKick = true end end ) repeat wait() if CanDiveKick then FallDamage = FallDamage + 1 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(15), rad(70)), t) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), t) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.9) * Euler(rad(90), 0, 0), t) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-70)), t) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.3) * Euler(rad(-35), rad(60), 0), t) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), t) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-5), rad(-80), 0), t) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t) FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -0.5, -0.7) * Euler(rad(-30), 0, 0), t) FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, rad(25)), t) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.8, -1, -0.15) * Euler(rad(-20), rad(60), 0), t) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(-40), 0, 0), t) Vel.Velocity = LVec.CFrame.lookVector * 150 MagicBlock(BrickColor.new(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -5, -1), 3, 3, 3, 7, 7, 7, 0.1) MagicBlock(BrickColor.new(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -4, -1), 2, 2, 2, 6, 6, 6, 0.1) ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 15, Character) if ground and ground.Anchored == true then TouchedGround = true end end until TouchedGround MagicWave(ground.BrickColor, ground.Material, Cf(pos), 1, 1, 1, 3, 1, 3, 0.1) local WaveP = Inst("Part", F2) WaveP.Transparency = 1 WaveP.Anchored = true WaveP.CanCollide = false WaveP.Locked = true WaveP.CFrame = Cf(pos) MagniDamage(WaveP, 25, true, 1 + (FallDamage), 5 + (FallDamage), false, 0, "Stun", 0.06 + (FallDamage) / 100, false, 0) debServ:AddItem(WaveP, 3) local boo = Sound(WaveP, "http://roblox.com/asset/?id=157878578", 1, 1, false) debServ:AddItem(boo, 0.4) debServ:AddItem(HBox, 0) debServ:AddItem(LVec, 0) hit:disconnect() debServ:AddItem(Vel, 0) for i = 0, 1.8, 0.1 do wait() Humanoid.WalkSpeed = 0 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(70)), 0.3) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(70), 0, rad(60)), 0.3) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), 0.3) Neck.C0 = clerp(Neck.C0, Cf(0, 1.35, -0.5) * Euler(rad(-45), 0, 0), 0.3) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), 0.3) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.4, 0) * Euler(rad(-20), rad(-60), 0), 0.3) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3) FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1.8, -0.7) * Euler(0, rad(20), 0), 0.3) FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3) FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -1.4, -0.6) * Euler(0, rad(60), 0), 0.3) FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3) end Humanoid.WalkSpeed = CurrentSpeed LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg RightHip.Part0 = Torso RightHip.Part1 = RightLeg FLeftHip.Part0 = nil FLeftHip.Part1 = nil LeftHip.C0 = FLeftHip.C0 LeftHip.C1 = FLeftHip.C1 FRightHip.Part0 = nil FRightHip.Part1 = nil RightHip.C0 = FRightHip.C0 RightHip.C1 = FRightHip.C1 end Debounces.Attacking = false end end Mouse.KeyDown:connect(function(key) if key == "f" and not Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then Debounces.Equipping = true LeftShoulder.Part0 = nil LeftShoulder.Part1 = nil RightShoulder.Part0 = nil RightShoulder.Part1 = nil FLeftShoulder.Part0 = Torso FLeftShoulder.Part1 = LeftArm FLeftShoulder.C0 = NLSC0 FLeftShoulder.C1 = NLSC1 FRightShoulder.Part0 = Torso FRightShoulder.Part1 = RightArm FRightShoulder.C0 = NRSC0 FRightShoulder.C1 = NRSC1 RootJoint.Part0 = nil RootJoint.Part1 = nil FRootJoint.Part0 = RootPart FRootJoint.Part1 = Torso FRootJoint.C0 = NRJC0 FRootJoint.C1 = NRJC1 wait() CurrentSpeed = 8 Humanoid.JumpPower = 90 Humanoid.WalkSpeed = CurrentSpeed Debounces.Equipped = true Debounces.Equipping = false else if key == "f" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep then Debounces.Equipping = true AssumeNormalJoints() wait() CurrentSpeed = 16 Humanoid.JumpPower = 50 Humanoid.WalkSpeed = CurrentSpeed Debounces.Equipped = false Debounces.Equipping = false end end if key == " " and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.Can_Double_Jump then Debounces.Can_Double_Jump = false Debounces.DoubleJumping = true RootPart.Velocity = Vec(0, 180, 0) local noscope = 0 if not Debounces.DoubleJumpAnim then Debounces.AnimOverride = true Debounces.DoubleJumpAnim = true for i = 0, 2, 0.1 do wait() if noscope ~= 360 then noscope = noscope + 20 end if not Debounces.Attacking then local JumpSpeed = 0.4 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-30), 0, rad(10)), JumpSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-30), 0, rad(-10)), JumpSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), JumpSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), JumpSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, rad(noscope), 0), JumpSpeed) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed) end end Debounces.DoubleJumpAnim = false Debounces.AnimOverride = false end Debounces.DoubleJumping = false end do if key == "e" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then Disrupt() end if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then Fatal_Blow() end if key == "x" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then game:GetService("RunService").Stepped:wait() Axel(SWP.Value) end if key == "s" and not SWP.Value then SWP.Value = true wait(0.08) SWP.Value = false end if key == "]" then if not Debounces.ZeroGravity then Debounces.ZeroGravity = true workspace.Gravity = 1 chatServ:Chat(Head, "Zero gravity!", 2) else Debounces.ZeroGravity = false workspace.Gravity = 196.2 chatServ:Chat(Head, "Revert gravity.", 0) end end end end ) Mouse.Button1Down:connect(function() if Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep then if Attack_Num == 1 then ClickCombo() Attack_Num = 2 else if Attack_Num == 2 then ClickCombo() Attack_Num = 3 else if Attack_Num == 3 then ClickCombo() Attack_Num = 4 else if Attack_Num == 4 then ClickCombo() Attack_Num = 1 end end end end end end ) Humanoid.Running:connect(function(speed) if speed > 0.01 then Current_Anim = "Walking" Debounces.Can_Double_Jump = false else if speed < 0.01 or speed == 0 then Current_Anim = "Idle" Debounces.Can_Double_Jump = false end end end ) Humanoid.FreeFalling:connect(function() Current_Anim = "Falling" end ) Humanoid.Jumping:connect(function() Current_Anim = "Jumping" if Debounces.Equipped and not Debounces.Equipping and not Debounces.JumpAnim then Debounces.Can_Double_Jump = true Debounces.AnimOverride = true Debounces.JumpAnim = true for i = 0, 0.8, 0.1 do wait() if not Debounces.Attacking then local JumpSpeed = 0.4 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-30), 0, rad(10)), JumpSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-30), 0, rad(-10)), JumpSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), JumpSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-20), 0, 0), JumpSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed) end end Debounces.JumpAnim = false Debounces.AnimOverride = false end end ) Humanoid.Swimming:connect(function() Current_Anim = "Walking" Debounces.Can_Double_Jump = true end ) runServ:connect(function() CamPart.Position = RootPart.Position CamPart.Anchored = false Bringer() AdvanceText() Humanoid.MaxHealth = Max_Health Humanoid:SetStateEnabled(Enum.HumanoidStateType.Seated, false) Humanoid:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false) Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, false) Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false) if #Effects > 0 then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * Euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Wave" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Thing[1].CFrame = Thing[1].CFrame * Cf(0, 0.5, 0) Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + Vec(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end end end end end end else Part.Parent = nil debServ:AddItem(Part, 0) table.remove(Effects, e) end end end end end end ) wait(1) Player.Character.Parent=nil wait() Player.Character.Parent=game.Workspace while true do if wait() then if Debounces.Equipped then if not Debounces.Attacking then if not Debounces.AnimOverride then if not Debounces.Equipping then if Current_Anim == "Idle" and not Debounces.HasWep then idlenum = 0.3 if idlenum2 < 9.999 and idle == 1 then idlenum2 = idlenum2 + idlenum elseif idlenum2 > 9.999 and idle == 1 then idle = -1 elseif idlenum2 > 0.999 and idle == -1 then idlenum2 = idlenum2 - idlenum elseif idlenum2 < 0.999 and idle == -1 then idle = 1 end local IdleSpeed = 0.4 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45 - (idlenum2) / 70, -1) * Euler(rad(60), 0, rad(-40)), IdleSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (idlenum2) * 2), rad(-20), 0), IdleSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3 - (idlenum2) / 70, -0.3) * Euler(rad(120), 0, rad(-40)), IdleSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (idlenum2) * 2), rad(20), 0), IdleSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5 + (idlenum2) / 50, 0) * Euler(rad(-20), rad(40), 0), IdleSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1 + (idlenum2) / 50) * Euler(rad(1 + (idlenum2) * 1.5), 0, 0), IdleSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - (idlenum2) / 40, 0) * Euler(0, rad(-40), 0), IdleSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1 + (idlenum2) / 38, -0.6) * Euler(0, rad(120), 0), IdleSpeed) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(rad(10), rad(90), 0), IdleSpeed) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1 + (idlenum2) / 38, 0.4) * Euler(0, rad(-50), 0), IdleSpeed) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(rad(10), rad(-90), 0), IdleSpeed) end if Current_Anim == "Walking" and not Debounces.HasWep then walknum = 0.3 if walknum2 < 9.999 and walk == 1 then walknum2 = walknum2 + walknum elseif walknum2 > 9.999 and walk == 1 then walk = -1 elseif walknum2 > 0.999 and walk == -1 then walknum2 = walknum2 - walknum elseif walknum2 < 0.999 and walk == -1 then walk = 1 end local WalkSpeed = 0.4 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), WalkSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5 - (walknum2) / 70, -1) * Euler(rad(80), 0, rad(60)), WalkSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (walknum2) * 2), 0, 0), WalkSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(3), 0, 0), WalkSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), WalkSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), WalkSpeed) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), WalkSpeed) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed) end if Current_Anim ~= "Falling" or not Debounces.HasWep then local FallSpeed = 0.5 FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed) FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-15)), FallSpeed) FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed) FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(15)), FallSpeed) Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), FallSpeed) Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed) FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(10), 0, 0), FallSpeed) FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed) RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed) RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed) LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed) LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed) end end end end end end end