--Ahuhuhuhu it's a good hammer amirite ahuahuahuahua --Credits to W8X for helping out with the magnitude damage function and stuff --Credits to MakerModelLua to fix a small problem ;D if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end print(" this script was converted by An ignorant / zach ") warn(" credits goes to real creators ") warn(" Credits to W8X ") warn(" and Credits to MakerModelLua") local Player,game,owner = owner,game local RealPlayer = Player do print("FE Compatibility code by Mokiros") local rp = RealPlayer script.Parent = rp.Character --RemoteEvent for communicating local Event = Instance.new("RemoteEvent") Event.Name = "UserInput_Event" --Fake event to make stuff like Mouse.KeyDown work local function fakeEvent() local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end} t.connect = t.Connect return t end --Creating fake input objects with fake variables local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} local CAS = {Actions={},BindAction=function(self,name,fun,touch,...) CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil end} --Merged 2 functions into one by checking amount of arguments CAS.UnbindAction = CAS.BindAction --This function will trigger the events that have been :Connect()'ed local function te(self,ev,...) local t = m[ev] if t and t._fakeEvent then for _,f in pairs(t.Functions) do f(...) end end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=rp then return end m.Target = io.Target m.Hit = io.Hit if not io.isMouse then local b = io.UserInputState == Enum.UserInputState.Begin if io.UserInputType == Enum.UserInputType.MouseButton1 then return m:TrigEvent(b and "Button1Down" or "Button1Up") end for _,t in pairs(CAS.Actions) do for _,k in pairs(t.Keys) do if k==io.KeyCode then t.Function(t.Name,io.UserInputState,io) end end end m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false) end end) Event.Parent = NLS([==[ local Player = game:GetService("Players").LocalPlayer local Event = script:WaitForChild("UserInput_Event") local Mouse = Player:GetMouse() local UIS = game:GetService("UserInputService") local input = function(io,a) if a then return end --Since InputObject is a client-side instance, we create and pass table instead Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) local h,t --Give the server mouse data 30 times every second, but only if the values changed --If player is not moving their mouse, client won't fire events while wait(1/30) do if h~=Mouse.Hit or t~=Mouse.Target then h,t=Mouse.Hit,Mouse.Target Event:FireServer({isMouse=true,Target=t,Hit=h}) end end]==],Player.Character) ----Sandboxed game object that allows the usage of client-side methods and services --Real game object local _rg = game --Metatable for fake service local fsmt = { __index = function(self,k) local s = rawget(self,"_RealService") if s then return s[k] end end, __newindex = function(self,k,v) local s = rawget(self,"_RealService") if s then s[k]=v end end, __call = function(self,...) local s = rawget(self,"_RealService") if s then return s(...) end end } local function FakeService(t,RealService) t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService return setmetatable(t,fsmt) end --Fake game object local g = { GetService = function(self,s) return self[s] end, Players = FakeService({ LocalPlayer = FakeService({GetMouse=function(self)return m end},Player) },"Players"), UserInputService = FakeService(UIS,"UserInputService"), ContextActionService = FakeService(CAS,"ContextActionService"), } rawset(g.Players,"localPlayer",g.Players.LocalPlayer) g.service = g.GetService g.RunService = FakeService({ RenderStepped = _rg:GetService("RunService").Heartbeat, BindToRenderStep = function(self,name,_,fun) end, UnbindFromRenderStep = function(self,name) self._btrs[name]:Disconnect() end, },"RunService") setmetatable(g,{ __index=function(self,s) return _rg:GetService(s) or typeof(_rg[s])=="function" and function(_,...)return _rg[s](_rg,...)end or _rg[s] end, __newindex = fsmt.__newindex, __call = fsmt.__call }) --Changing owner to fake player object to support owner:GetMouse() game,owner = g,g.Players.LocalPlayer end function lerp(weld,beglerp,endlerp,speed) weld.C0 = beglerp:lerp(endlerp,speed) return weld.C0 end local speed = 0.2 local angle = 0 local anglespeed = 1.5 local armspeed = 0.2 local armangle = 0 local armanglespeed = 1.5 local legspeed = 0.2 local legangle = 0 local leganglespeed = 1.5 x2enabled = true ignore = {} action = "Idle" Mode = "TwoHanded" on = false enabled = true jumping = false falling = false handleexception = false combo = 1 Player = game.Players.LocalPlayer Char = Player.Character Anim = Char:FindFirstChild("Animate") Human = Char.Humanoid Human.WalkSpeed = 14 mouse = Player:GetMouse() Sounds = {"rbxasset://sounds/unsheath.wav", "rbxassetid://161006212", "rbxassetid://2248511", "rbxassetid://2101137", "rbxassetid://2248511","rbxassetid://157631498","rbxassetid://161006195","rbxassetid://157878578"} T = Char:findFirstChild("Torso") Head = Char.Head LA = Char:findFirstChild("Left Arm") RA = Char:findFirstChild("Right Arm") LL = Char:findFirstChild("Left Leg") RL = Char:findFirstChild("Right Leg") LS = T:findFirstChild("Left Shoulder") RS = T:findFirstChild("Right Shoulder") LH = T:findFirstChild("Left Hip") RH = T:findFirstChild("Right Hip") Neck = T:findFirstChild("Neck") HM = Char:findFirstChild("HumanoidRootPart") RJ = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint") WLS = Instance.new("Weld", nil) WLS.C0 = CFrame.new(-1.5, 0.5, 0) WLS.C1 = CFrame.new(0, 0.5, 0) WLS.Part0 = T WLS.Part1 = LA WRS = Instance.new("Weld", nil) WRS.Part0 = T WRS.Part1 = RA WRS.C0 = CFrame.new(1.5, 0.5, 0) WRS.C1 = CFrame.new(0, 0.5, 0) WLH = LH WRH = RH WeldLH = Instance.new("Weld", nil) WeldLH.C0 = CFrame.new(-0.5, -1, 0) WeldLH.C1 = CFrame.new(0, 1, 0) WeldLH.Part0 = T WeldLH.Part1 = LL WeldRH = Instance.new("Weld", nil) WeldRH.C0 = CFrame.new(0.5, -1, 0) WeldRH.C1 = CFrame.new(0, 1, 0) WeldRH.Part0 = T WeldRH.Part1 = RL LSC0 = WLS.C0 RSC0 = WRS.C0 LHC0 = WLH.C0 RHC0 = WRH.C0 WLHC0 = WeldLH.C0 WRHC0 = WeldRH.C0 WRJ = RJ RJC0 = WRJ.C0 NC0 = Neck.C0 hopbin = Instance.new("HopperBin", Player.Backpack) hopbin.Name = "Xyphon" Run = game:GetService("RunService") New = function(Object, Parent, Name, Data) local Object = Instance.new(Object) for Index, Value in pairs(Data or {}) do Object[Index] = Value end Object.Parent = Parent Object.Name = Name return Object end Hammer = New("Model",Char,"Hammer",{}) Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 1.85000014, 88.3500061, 0.999999642, 0, -5.96046448e-008, 5.96046448e-008, 0, 0.999999642, 0, -1, 0),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),}) coolpart = Part Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 3, 5),}) Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 3.25000048, 87.9500122, -0.999999404, -2.98023366e-008, -1.73452321e-007, 1.73452307e-007, -2.45785998e-007, -0.999999404, 2.98023206e-008, -0.999999404, 3.05390671e-007),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),}) Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,}) Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 3.25000048, 88.75, 0.999999642, 1.21847012e-008, -1.34932521e-009, -1.34931466e-009, -1.49011612e-008, -0.999999404, -1.2184695e-008, 0.999999583, 4.47034836e-008),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),}) Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,}) Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 0.450000226, 88.75, -0.999999404, -1.21847004e-008, 4.47034836e-008, 4.47034836e-008, 1.49011559e-008, 0.999999404, -1.2184695e-008, 0.999999583, 4.47034836e-008),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),}) Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,}) Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 0.450000226, 87.9500122, 0.999999285, 2.98023295e-008, 1.34110451e-007, -1.34110451e-007, 2.45785998e-007, 0.999999285, 2.98023206e-008, -0.999999404, 3.05390671e-007),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),}) Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,}) Handle = New("Part",Hammer,"Handle",{BrickColor = BrickColor.new("Dark orange"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 1.85000014, 91.75, -1, 0, 0, 0, 0, -1, 0, -1, 0),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.627451, 0.372549, 0.207843),}) Mesh = New("CylinderMesh",Handle,"Mesh",{Scale = Vector3.new(1, 11, 1),}) Parts = {} for i,v in pairs(Hammer:GetChildren()) do table.insert(Parts,v) end local prev local parts = Parts for i = 1,#parts do if (parts[i].className == "Part" or parts[i].className == "WedgePart") then if (prev ~= nil) then local weld = Instance.new("Weld") weld.Part0 = prev weld.Part1 = parts[i] weld.C0 = prev.CFrame:inverse() weld.C1 = parts[i].CFrame:inverse() weld.Parent = Hammer end prev = parts[i] end end handle = Handle handleweld = Instance.new("Weld",T) handleweld.Part0 = RA handleweld.Part1 = handle handleweld.C0 = CFrame.new(0,-0.8,-1) *CFrame.Angles(-math.pi/2,0,0) handleweld.C1 = CFrame.new(0,0,0.5) hanw = handleweld.C0 saven = Neck.C0 PlaySound = function(part,volume,pitch,id) local Sound = Instance.new("Sound", part) Sound.SoundId = id Sound.Pitch = pitch Sound.Volume = volume coroutine.wrap(function() wait() Sound:Play() game.Debris:AddItem(Sound,1) end)() end function GetDistance(Obj,Mag) for _,v in pairs(workspace:GetChildren()) do if v:FindFirstChild('Humanoid') and v:FindFirstChild('Torso') and v ~= Char then local Mag2 = (v.Torso.Position - Obj.Position).magnitude if Mag2 < Mag then return v end end end end ShowDmg = function(totake) local modl = Instance.new("Model", workspace) modl.Name = tostring(totake) local prt = Instance.new("Part", modl) prt.CanCollide = false prt.BrickColor = BrickColor.Red() prt.Name = "Head" prt.CFrame = HM.CFrame *CFrame.new(0, 1.5, 0) prt.TopSurface = 0 prt.BottomSurface = 0 prt.FormFactor = 3 prt.Size = Vector3.new(1, 0.2, 1) local bm = Instance.new("BlockMesh", prt) local hum = Instance.new("Humanoid", modl) hum.Health = 0 hum.MaxHealth = 0 hum.WalkSpeed = 0 bodypos = Instance.new("BodyPosition", prt) bodypos.position = Head.Position +Vector3.new(0, 1, 0) bodypos.maxForce = Vector3.new(math.huge, math.huge, math.huge) game.Debris:AddItem(modl, 1) coroutine.resume(coroutine.create(function() for i = 1, 3 do bodypos.position = bodypos.position +Vector3.new(0, 0.5, 0) Rwait() end end)) end --Credits to MakerModelLua for helping me fix a small problem ;D function Denature(Body) local pr = Instance.new("Part",Body) pr.CanCollide = false pr.TopSurface = 0 pr.BottomSurface = 0 pr.FormFactor = 3 pr.BrickColor = BrickColor.new("Really black") pr.Size = Vector3.new(0.2,0.2,0.2) pr.CFrame = Body.Torso.CFrame local prm = Instance.new("SpecialMesh",pr) prm.MeshType = "Sphere" local prw = Instance.new("Weld",pr) prw.Part0 = pr prw.Part1 = Body.Torso game.Debris:AddItem(pr,1.5) local pmscale = prm.Scale spawn(function() for i = 1,3 do Body.Humanoid:TakeDamage(1) ShowDmg(5) Rwait(38) end end) spawn(function() for i = 1,3 do for i = 0,1.25,0.25/5 do local pra = Instance.new("Part",Body) pra.Anchored = true pra.CanCollide = false pra.TopSurface = 0 pra.BottomSurface = 0 pra.FormFactor = 3 pra.BrickColor = BrickColor.new("Really black") pra.Size = Vector3.new(0.2,0.2,0.2) pra.CFrame = Body.Torso.CFrame *CFrame.new(math.random(-40,40)/10,math.random(-20,20)/10,math.random(-15,15)/10) game.Debris:AddItem(pra,0.5) pra.Transparency = i/4 pr.Transparency = i prm.Scale = pmscale +Vector3.new(50*i,50*i,50*i) Rwait() end Rwait(5) end end) end function Damage(magnitude,part,damg,knockback,ignoretime) if ignoretime == 0 or ignoretime == nil then ignoretime = 0.5 end local Body = GetDistance(part,magnitude) if Body ~= nil and Body.Humanoid and Body ~= Char and not ignore[Body] then ignore[Body] = true Body.Humanoid:TakeDamage(damg) spawn(function() ShowDmg(damg) end) if knockback ~= nil and knockback >= 0 then local v = Instance.new("BodyVelocity",Body.Torso) v.maxForce = Vector3.new(1e4,0,1e4) v.P = 1e15 v.velocity = Body.Torso.CFrame.lookVector *-knockback game.Debris:AddItem(v,0.3) end coroutine.resume(coroutine.create(function() wait(ignoretime) ignore[Body] = false end)) end end function LiftDamage(magnitude,part,damg,knockback,ignoretime) if lifted == true then return end if ignoretime == 0 or ignoretime == nil then ignoretime = 0.5 end Body = GetDistance(part,magnitude) if Body ~= nil and Body.Humanoid and Body ~= Char and not ignore[Body] then lifted = true ignore[Body] = true Body.Humanoid:TakeDamage(damg) spawn(function() ShowDmg(damg) end) if knockback ~= nil and knockback >= 0 then local v = Instance.new("BodyVelocity",Body.Torso) v.maxForce = Vector3.new(1e4,0,1e4) v.P = 1e15 v.velocity = Body.Torso.CFrame.lookVector *-knockback game.Debris:AddItem(v,0.3) end coroutine.resume(coroutine.create(function() wait(ignoretime) ignore[Body] = false end)) end end function PowerDamage(magnitude,part,damg,knockback,ignoretime) if ignoretime == 0 or ignoretime == nil then ignoretime = 0.5 end local Body = GetDistance(part,magnitude) if Body ~= nil and Body.Humanoid and Body ~= Char and not ignore[Body] then hit = Body ignore[Body] = true Body.Humanoid:TakeDamage(damg) spawn(function() ShowDmg(damg) end) spawn(function() Denature(hit) end) if knockback ~= nil and knockback >= 0 then local v = Instance.new("BodyVelocity",Body.Torso) v.maxForce = Vector3.new(1e4,0,1e4) v.P = 1e15 v.velocity = Body.Torso.CFrame.lookVector *-knockback game.Debris:AddItem(v,0.3) end coroutine.resume(coroutine.create(function() wait(ignoretime) ignore[Body] = false end)) end end function Rwait(long) if long == 0 or long == nil then Run.RenderStepped:wait() else for i = 0,long do Run.RenderStepped:wait() end end end function TwoHandedSlash1() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3.5),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2) Rwait() end PlaySound(Head,1,0.5,Sounds[2]) for i = 1,20 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.new(3.2,0,-0.5) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.25) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/3.5),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2) Rwait() end handleexception = false end function TwoHandedSlash2() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(3,0,-0.5) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.25) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/3.5),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,-1.5,-1) *CFrame.Angles(math.pi,0,0),0.2) Rwait() end PlaySound(Head,1,0.55,Sounds[2]) for i = 1,20 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.new(3,0,-0.5) *CFrame.Angles(0,math.pi/5,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.25) *CFrame.Angles(0,math.pi/5,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3.5),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.05,0) *CFrame.Angles(-math.pi/2.5,0,0),0.2) Rwait() end handleexception = false end function TwoHandedSlash3() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/1.05,0,math.pi/6),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/5),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(-math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.Angles(-math.pi/5,0,0),0.2) Rwait() end PlaySound(Head,1,0.8,Sounds[2]) for i = 1,20 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/10,0,math.pi/6),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/10,0,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/5),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end handleexception = false end function OneHandedSlash1() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/1.75,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end PlaySound(Head,1,0.4,Sounds[2]) for i = 1,20 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/10,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,-0.5,-0.9) *CFrame.Angles(-math.pi/3,0,0),0.2) Rwait() end handleexception = false end function OneHandedSlash2() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi,-math.pi/5,math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end PlaySound(Head,1,0.5,Sounds[2]) for i = 1,20 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-1,0,-0.7) *CFrame.Angles(math.pi/25,-math.pi/25,-math.pi/10),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed) lerp(Neck,Neck.C0,NC0,speed) Rwait() end handleexception = false end function OneHandedSlash3() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-1,0,-0.7) *CFrame.Angles(math.pi,math.pi/5,-math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end PlaySound(Head,1,0.45,Sounds[2]) for i = 1,20 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/5,math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed) lerp(Neck,Neck.C0,NC0,speed) Rwait() end handleexception = false end function Fissure() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/1.05,0,math.pi/6),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/5),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(-math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.Angles(-math.pi/5,0,0),0.2) Rwait() end PlaySound(Head,1,0.8,Sounds[2]) Human.WalkSpeed = 0 for i = 1,100 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/10,0,math.pi/6),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/10,0,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/5),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2) if i == 7 then PlaySound(Head,1,1.5,Sounds[8]) coroutine.resume(coroutine.create(function() local Parts = {} local distance = 0.45 local HMCF = HM.CFrame for i = 1, 75 do local fispart = Instance.new("Part") fispart.Anchored = true fispart.CanCollide = false fispart.TopSurface = 0 fispart.BottomSurface = 0 fispart.FormFactor = 3 fispart.Size = Vector3.new(1,1,1) local fispartm = Instance.new("BlockMesh", fispart) fispartm.Name = "Mesh" fispartm.Scale = Vector3.new(5,5,5) table.insert(Parts,fispart) end Rwait(1) local Ignore = {} for I_shall,ignore_this in pairs(workspace:GetChildren()) do if ignore_this:IsA("Model") then if ignore_this:FindFirstChild("Humanoid") then Ignore[#Ignore +1] = ignore_this end end end for num,partrr in pairs(Parts) do partrr.Parent = Char distance = distance +0.8 partrr.CFrame = HMCF *CFrame.new(1.25,3,-4-distance) *CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360)) coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do Damage(4,partrr,math.random(4,8),50,0.25) if partrr:FindFirstChild("Mesh") ~= nil then partrr.Mesh.Scale = partrr.Mesh.Scale -Vector3.new(0.3635,0.3635,0.3635) end Rwait() end end)) local Ray = Ray.new(partrr.Position + Vector3.new(0,0.1,0),Vector3.new(0,-999,0)) local Hit,pos = workspace:FindPartOnRayWithIgnoreList(Ray, Ignore) if Hit == nil then partrr:Destroy() end if Hit ~= nil then partrr.CFrame = CFrame.new(pos) *CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360)) partrr.BrickColor = Hit.BrickColor partrr.Material = Hit.Material end game.Debris:AddItem(partrr,1) Rwait() end Parts = {} end)) end Rwait() end Human.WalkSpeed = 14 handleexception = false end function SlamHammer() Human.WalkSpeed = 0 for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.25,0,-0.25) *CFrame.Angles(0,-math.pi/4,0),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.new(-0.5,0,-0.25) *CFrame.Angles(0,-math.pi/4,0),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/4),speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end local BV = Instance.new("BodyVelocity",HM) BV.maxForce = Vector3.new(1e5,0,1e5) BV.P = 1e8 BV.Velocity = HM.CFrame.lookVector *80 game.Debris:AddItem(BV,0.3) PlaySound(Head,1,0.4,Sounds[2]) LH.Part0 = nil RH.Part0 = nil WeldLH.Parent = T WeldRH.Parent = T for i = 1,50 do lerp(WeldLH,WeldLH.C0,WLHC0,legspeed) lerp(WeldRH,WeldRH.C0,WRHC0,legspeed) end for i = 1,40 do Damage(4,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,-math.pi/8),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.4,0,-0.1) *CFrame.Angles(math.pi/8.1,-math.pi/4,math.pi/8),armspeed) lerp(WeldLH,WeldLH.C0,WLHC0 *CFrame.new(0.5,0,0) *CFrame.Angles(-math.pi/2,0,-math.pi/4),legspeed/1.5) lerp(WeldRH,WeldRH.C0,WRHC0 *CFrame.new(0.4,1.5,-0.1) *CFrame.Angles(0,-math.pi/4,0),legspeed/1.5) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-1.5) *CFrame.Angles(0,0,math.pi/4),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/4),speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end LH.Part0 = T RH.Part0 = T WeldLH.Parent = nil WeldRH.Parent = nil Human.WalkSpeed = 14 end function DashSpin() Human.WalkSpeed = 0 local BV = Instance.new("BodyVelocity",HM) BV.maxForce = Vector3.new(1e5,0,1e5) BV.P = 1e8 BV.Velocity = HM.CFrame.lookVector *80 game.Debris:AddItem(BV,0.3) local eff = Instance.new("Part",Char) eff.Anchored = true eff.CanCollide = false eff.TopSurface = 0 eff.BottomSurface = 0 eff.FormFactor = 3 eff.BrickColor = BrickColor.new("Institutional white") eff.Size = Vector3.new(1,1,1) eff.CFrame = HM.CFrame *CFrame.new(0,0,4) *CFrame.Angles(math.pi/2,0,0) effm = Instance.new("SpecialMesh",eff) effm.MeshId = "http://www.roblox.com/asset/?id=20329976" effm.Scale = Vector3.new(2,5,2) game.Debris:AddItem(eff,1) spawn(function() for i = 0,1,0.02 do eff.Transparency = i Rwait() end end) for i = 1,40 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/2.05),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/2.05),speed) lerp(handleweld,handleweld.C0,hanw,0.2) Rwait() end Human.WalkSpeed = 14 for i = 1,5 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3.5),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0,0.2) Rwait() end for i = 1,3 do for i = 0,1,0.05 do Damage(4,coolpart,math.random(9,15),0.2) lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi*i*2),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2) Rwait() end Rwait() PlaySound(Head,1,1,Sounds[2]) end end function Pummeler() pummel = false local BV = Instance.new("BodyVelocity",HM) BV.maxForce = Vector3.new(1e5,0,1e5) BV.P = 1e10 BV.Velocity = HM.CFrame.lookVector *40 game.Debris:AddItem(BV,0.3) LH.Part0 = nil RH.Part0 = nil WeldLH.Parent = T WeldRH.Parent = T deb = false for i = 1,50 do lerp(WeldLH,WeldLH.C0,WLHC0,legspeed) lerp(WeldRH,WeldRH.C0,WRHC0,legspeed) end for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed) lerp(WeldLH,WeldLH.C0,WLHC0,legspeed) lerp(WeldRH,WeldRH.C0,WRHC0 *CFrame.Angles(math.pi/2.2,0,0),legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw,0.2) if i == 8 then con1 = RL.Touched:connect(function(hit) if deb == false and hit.Parent ~= nil and hit.Parent:FindFirstChild("Torso") ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health >= 0 then deb = true BV:Destroy() BG = Instance.new("BodyGyro",hit.Parent.Torso) BG.MaxTorque = Vector3.new(math.huge,math.huge,math.huge) BG.P = 10000 BG.CFrame = hit.Parent.Torso.CFrame *CFrame.Angles(math.rad(90),0,0) BP = Instance.new("BodyPosition",hit.Parent.Torso) BP.MaxForce = Vector3.new(math.huge,math.huge,math.huge) BP.P = 10000 BP.Position = hit.Parent.Torso.Position -Vector3.new(0,3,0) game.Debris:AddItem(BG,0.5) game.Debris:AddItem(BP,0.5) pummel = true end end) end Rwait() end con1:disconnect() if pummel == true then for i = 1,10 do lerp(Neck,Neck.C0,NC0,speed) lerp(WeldLH,WeldLH.C0,WLHC0,legspeed) lerp(WeldRH,WeldRH.C0,WRHC0,legspeed) Rwait() end LH.Part0 = T RH.Part0 = T WeldLH.Parent = nil WeldRH.Parent = nil for i = 1,3 do for i = 1,15 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/1.05,0,math.pi/6),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/5),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(-math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.Angles(-math.pi/5,0,0),0.2) Rwait() end PlaySound(Head,1,0.5,Sounds[2]) for i = 1,15 do Damage(2,coolpart,math.random(9,15)) lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/10,0,math.pi/6),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/10,0,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/5),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/5,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2) Rwait() end Rwait() end end if pummel == false then for i = 1,10 do lerp(Neck,Neck.C0,NC0,speed) lerp(WeldLH,WeldLH.C0,WLHC0,legspeed) lerp(WeldRH,WeldRH.C0,WRHC0,legspeed) Rwait() end LH.Part0 = T RH.Part0 = T WeldLH.Parent = nil WeldRH.Parent = nil end deb = false end function PowerSlash() for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/8,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.4,0,-0.5) *CFrame.Angles(math.pi/1.2,math.pi/10,-math.pi/4),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2) Rwait() end for i = 1,30 do local p = Instance.new("Part",Char) p.Anchored = true p.CanCollide = false p.FormFactor = 3 p.BrickColor = BrickColor.new("Really black") p.Size = Vector3.new(0.5,0.5,0.5) p.CFrame = coolpart.CFrame *CFrame.new(math.random(-40,40)/20,0,math.random(-40,40)/20) *CFrame.Angles(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10) game.Debris:AddItem(p,0.7) coroutine.resume(coroutine.create(function() for i = 0,1.05,0.05 do p.Transparency = i p.CFrame = coolpart.CFrame *CFrame.new(math.random(-40,40)/20,0,math.random(-40,40)/20) *CFrame.Angles(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10) Rwait() end end)) end for i = 1,20 do PowerDamage(4,coolpart,math.random(4,18),50,0.45) lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/8,0,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/30,math.pi/3),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2) Rwait() end end function LiftSpinwheel() handleexception = true for i = 1,20 do lerp(WLS,WLS.C0,LSC0 *CFrame.new(1.4,0,-1) *CFrame.Angles(math.pi/2,0,-math.pi/5),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(0.2,0,-0.1) *CFrame.Angles(math.pi/2,0,-math.pi/5),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(-1,-1,-0.5) *CFrame.Angles(0,-math.pi/2,math.pi/2),0.2) Rwait() end lifted = false for i = 1,20 do LiftDamage(2,coolpart,math.random(16,24)) lerp(WLS,WLS.C0,LSC0 *CFrame.new(1.8,1,-1) *CFrame.Angles(math.pi/1.2,math.pi/10,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(0.2,0,-0.1) *CFrame.Angles(math.pi/1.2,-math.pi/10,-math.pi/10),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(-1,-1,-0.5) *CFrame.Angles(0,-math.pi/2,math.pi/2),0.2) Rwait() end print(lifted) if lifted == true then BP = Instance.new("BodyPosition",Body.Torso) BP.MaxForce = Vector3.new(math.huge,math.huge,math.huge) BP.P = 2e4 BP.Position = Body.Torso.CFrame.p +Vector3.new(0,20,0) Rwait(50) PBP = Instance.new("BodyPosition",T) PBP.MaxForce = Vector3.new(math.huge,math.huge,math.huge) PBP.P = 1e6 PBP.Position = Body.Torso.CFrame.p+(Body.Torso.CFrame.lookVector *5) for i = 1,3 do for i = 0,1.05,0.05 do Damage(2,coolpart,math.random(4,8),0,0.2) lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,math.pi/2,-math.pi*i*2),speed) lerp(Neck,Neck.C0,NC0,speed) lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2) Rwait() end PlaySound(Head,1,1.1,Sounds[2]) Rwait() end BP:Destroy() PBP:Destroy() Body = nil end handleexception = false end function Selected() click = mouse.Button1Down:connect(function() if combo == 1 and on == true and enabled == true and Mode == "TwoHanded" then enabled = false coroutine.resume(coroutine.create(function() Rwait(100) if enabled == true then combo = 1 end end)) TwoHandedSlash1() combo = 2 enabled = true elseif combo == 1 and on == true and enabled == true and Mode == "OneHanded" then enabled = false coroutine.resume(coroutine.create(function() Rwait(100) if enabled == true then combo = 1 end end)) OneHandedSlash1() combo = 2 enabled = true elseif combo == 2 and on == true and enabled == true and Mode == "TwoHanded" then enabled = false coroutine.resume(coroutine.create(function() Rwait(100) if enabled == true then combo = 1 end end)) TwoHandedSlash2() enabled = true combo = 3 elseif combo == 2 and on == true and enabled == true and Mode == "OneHanded" then enabled = false coroutine.resume(coroutine.create(function() Rwait(100) if enabled == true then combo = 1 end end)) OneHandedSlash2() combo = 3 enabled = true elseif combo == 3 and on == true and enabled == true and Mode == "TwoHanded" then enabled = false TwoHandedSlash3() enabled = true combo = 1 elseif combo == 3 and on == true and enabled == true and Mode == "OneHanded" then enabled = false OneHandedSlash3() combo = 1 enabled = true end end) keys = mouse.KeyDown:connect(function(key) key = key:lower() if enabled == false then return end if key == "e" then if Mode == "TwoHanded" then Mode = "OneHanded" elseif Mode == "OneHanded" then Mode = "TwoHanded" end end if key == "f" then on = not on if on == false then for i = 1, 10 do lerp(WLS,WLS.C0,LSC0,armspeed) lerp(WRS,WRS.C0,RSC0,armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0,speed) Rwait() end WLS.Parent = nil WRS.Parent = nil LSH.Parent = T RSH.Parent = T Neck.C0 = saven end if on == true then --EquipAnim() RJC = RJ:Clone() LSH = LS:Clone() RSH = RS:Clone() Neck.C0 = saven WLS.Parent = T WRS.Parent = T end end if key == "z" and on == true and Mode == "TwoHanded" then enabled = false Fissure() enabled = true wait(0.5) elseif key == "z" and on == true and Mode == "OneHanded" then enabled = false SlamHammer() enabled = true end if key == "x" and on == true and Mode == "TwoHanded" then enabled = false DashSpin() enabled = true elseif key == "x" and x2enabled == true and on == true and Mode == "OneHanded" then enabled = false x2enabled = false PowerSlash() enabled = true wait(5) x2enabled = true end if key == "c" and on == true and Mode == "TwoHanded" then enabled = false Pummeler() enabled = true end if key == "v" and on == true and Mode == "TwoHanded" then enabled = false LiftSpinwheel() enabled = true end end) end function Deselected() click:disconnect() keys:disconnect() end hopbin.Selected:connect(Selected) hopbin.Deselected:connect(Deselected) while true do if enabled == true then lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0,0.2),0.2) elseif enabled == false then if handleexception == false then lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0,0.2),0.2) end end if on == true then angle = (angle % 100) +anglespeed/10 armangle = (armangle % 100) +armanglespeed/10 legangle = (legangle % 100) +leganglespeed/10 if action == "Idle" and enabled == true and Mode == "TwoHanded" then lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/20,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/20,0,0),speed) end if action == "Idle" and enabled == true and Mode == "OneHanded" then lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/10),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/8),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/30),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/30),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/10),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.sin(angle*0.25/2)*0.3/2,0,math.pi/10),speed) end if action == "Walk" and enabled == true and Mode == "TwoHanded" then lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.05) *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/10),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0,speed) end if action == "Walk" and enabled == true and Mode == "OneHanded" then lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/40),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3.5,math.pi/10),armspeed) lerp(WLH,WLH.C0,LHC0,legspeed) lerp(WRH,WRH.C0,RHC0,legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0,speed) end if HM.Velocity.Y >= 10 and enabled == true and Mode == "TwoHanded" then while HM.Velocity.Y >= 10 and enabled == true do action = "Jump" jumping = true lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/15),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/10),legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/8,0,0),speed) Rwait() end end if HM.Velocity.Y >= 5 and enabled == true and Mode == "OneHanded" then while HM.Velocity.Y >= 5 and enabled == true do action = "Jump" jumping = true lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/40),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3.5,math.pi/10),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/15),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/10),legspeed) lerp(WRJ,WRJ.C0,RJC0,speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/8,0,0),speed) Rwait() end end if HM.Velocity.Y <= -5 and enabled == true and Mode == "TwoHanded" then while HM.Velocity.Y <= -5 and enabled == true do action = "Fall" falling = true lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/3),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/8,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/8,0,0),speed) Rwait() end end if HM.Velocity.Y <= -5 and enabled == true and Mode == "OneHanded" then while HM.Velocity.Y <= -5 and enabled == true do action = "Fall" falling = true lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/40),armspeed) lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3.5,math.pi/10),armspeed) lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed) lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/3),legspeed) lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/8,0,0),speed) lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/8,0,0),speed) Rwait() end end if Vector3.new(T.Velocity.X,0,T.Velocity.Z).magnitude <= 2 then action = "Idle" elseif Vector3.new(T.Velocity.X,0,T.Velocity.Z).magnitude <= 20 then action = "Walk" end end Rwait() end