--[[ Made by Fenrier. ]] Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character.Humanoid LeftArm=Character["Left Arm"] LeftLeg=Character["Left Leg"] RightArm=Character["Right Arm"] RightLeg=Character["Right Leg"] LS=Torso["Left Shoulder"] LH=Torso["Left Hip"] RS=Torso["Right Shoulder"] RH=Torso["Right Hip"] Neck=Torso.Neck it=Instance.new vt=Vector3.new cf=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) RootPart=Character.HumanoidRootPart RootJoint=RootPart.RootJoint RootCF=euler(-1.57,0,3.14) attack = false attackdebounce = false MMouse=nil combo=0 mana=0 local idle=0 local Anim="Idle" local Effects={} local Mode="Defensive" --player player=nil --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] TorsoColor=Torso.BrickColor TorsoBlue=TorsoColor.Color.b NewCol=Color3.new(0,0,TorsoBlue) print(BrickColor.new(.5,.5,TorsoBlue)) function swait(num) if num==0 or num==nil then --if Stagger.Value==false or Stun.Value<=100 then game:service'RunService'.Stepped:wait(0) --end else for i=0,num do game:service'RunService'.Stepped:wait(0) --[[if Stagger.Value==true or Stun.Value>=100 then break end]] end end end if Character:findFirstChild("Cherubim",true) ~= nil then Character:findFirstChild("Cherubim",true).Parent = nil end if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil end if Character:findFirstChild("Stats",true) ~= nil then Character:findFirstChild("Stats",true).Parent = nil end local Stats=Instance.new("BoolValue") Stats.Name="Stats" Stats.Parent=Character local Atk=Instance.new("NumberValue") Atk.Name="Damage" Atk.Parent=Stats Atk.Value=1 local Def=Instance.new("NumberValue") Def.Name="Defense" Def.Parent=Stats Def.Value=1 local Speed=Instance.new("NumberValue") Speed.Name="Speed" Speed.Parent=Stats Speed.Value=1 local Mvmt=Instance.new("NumberValue") Mvmt.Name="Movement" Mvmt.Parent=Stats Mvmt.Value=1 local Block=Instance.new("BoolValue") Block.Name="Block" Block.Parent=Stats Block.Value=false local Stun=Instance.new("NumberValue") Stun.Name="Stun" Stun.Parent=Stats Stun.Value=0 local Stunned=Instance.new("BoolValue") Stunned.Name="Stunned" Stunned.Parent=Stats Stunned.Value=false local Stagger=Instance.new("BoolValue") Stagger.Name="Stagger" Stagger.Parent=Stats Stagger.Value=false local StaggerHit=Instance.new("BoolValue") StaggerHit.Name="StaggerHit" StaggerHit.Parent=Stats StaggerHit.Value=false local RecentEnemy=Instance.new("ObjectValue") RecentEnemy.Name="RecentEnemy" RecentEnemy.Parent=Stats RecentEnemy.Value=nil function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end function part(formfactor,parent,reflectance,transparency,brickcolor,name,size) local fp=it("Part") fp.formFactor=formfactor 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="SmoothPlastic" fp:BreakJoints() return fp end function mesh(Mesh,part,meshtype,meshid,offset,scale) local mesh=it(Mesh) mesh.Parent=part if Mesh=="SpecialMesh" then mesh.MeshType=meshtype if meshid~="nil" then mesh.MeshId="http://www.roblox.com/asset/?id="..meshid end end mesh.Offset=offset mesh.Scale=scale return mesh end function weld(parent,part0,part1,c0) local weld=it("Weld") weld.Parent=parent weld.Part0=part0 weld.Part1=part1 weld.C0=c0 return weld end local Color1=Torso.BrickColor local fengui=it("GuiMain") fengui.Parent=Player.PlayerGui fengui.Name="WeaponGUI" local fenframe=it("Frame") fenframe.Parent=fengui fenframe.BackgroundColor3=Color3.new(255,255,255) fenframe.BackgroundTransparency=1 fenframe.BorderColor3=Color3.new(17,17,17) fenframe.Size=UDim2.new(0.0500000007, 0, 0.100000001, 0) fenframe.Position=UDim2.new(0.4,0,0.1,0) local fenbarmana1=it("TextLabel") fenbarmana1.Parent=fenframe fenbarmana1.Text=" " fenbarmana1.BackgroundTransparency=0 fenbarmana1.BackgroundColor3=Color3.new(0,0,0) fenbarmana1.SizeConstraint="RelativeXY" fenbarmana1.TextXAlignment="Center" fenbarmana1.TextYAlignment="Center" fenbarmana1.Position=UDim2.new(0,0,0,0) fenbarmana1.Size=UDim2.new(4,0,0.2,0) local fenbarmana2=it("TextLabel") fenbarmana2.Parent=fenframe fenbarmana2.Text=" " fenbarmana2.BackgroundTransparency=0 fenbarmana2.BackgroundColor3=BrickColor.new("Teal").Color fenbarmana2.SizeConstraint="RelativeXY" fenbarmana2.TextXAlignment="Center" fenbarmana2.TextYAlignment="Center" fenbarmana2.Position=UDim2.new(0,0,0,0) fenbarmana2.Size=UDim2.new(4*mana/100,0,0.2,0) local fenbarmana3=it("TextLabel") fenbarmana3.Parent=fenframe fenbarmana3.Text=" " fenbarmana3.BackgroundTransparency=0 fenbarmana3.BackgroundColor3=Color3.new(Col1,Col2,Col3) fenbarmana3.SizeConstraint="RelativeXY" fenbarmana3.TextXAlignment="Center" fenbarmana3.TextYAlignment="Center" fenbarmana3.Position=UDim2.new(0,0,0,0) fenbarmana3.Size=UDim2.new(0,0,0.2,0) local fenbarmana4=it("TextLabel") fenbarmana4.Parent=fenframe fenbarmana4.Text="Mana("..mana..")" fenbarmana4.BackgroundTransparency=1 fenbarmana4.BackgroundColor3=Color3.new(0,0,0) fenbarmana4.SizeConstraint="RelativeXY" fenbarmana4.TextXAlignment="Center" fenbarmana4.TextYAlignment="Center" fenbarmana4.Position=UDim2.new(0,0,-0.3,0) fenbarmana4.Size=UDim2.new(4,0,0.2,0) fenbarmana4.FontSize="Size9" fenbarmana4.TextStrokeTransparency=0 fenbarmana4.TextColor=BrickColor.new("White") local modelzorz=Instance.new("Model") modelzorz.Parent=Character modelzorz.Name="Cherubim" local handle=part(3,modelzorz,0,0.5,TorsoColor,"Handle",vt()) local prt1=part(3,modelzorz,0,0,TorsoColor,"Part01",vt()) local prt2=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part02",vt()) local prt3=part(3,modelzorz,0,0,BrickColor.new("Bright green"),"Part03",vt()) local prt4=part(3,modelzorz,0,0,BrickColor.new("Teal"),"Part04",vt()) local prt5=part(3,modelzorz,0,0,BrickColor.new("Bright green"),"Part05",vt()) local prt6=part(3,modelzorz,0,0,BrickColor.new("Bright green"),"Part06",vt()) local prt7=part(3,modelzorz,0,0,BrickColor.new("Bright green"),"Part07",vt()) local prt11=part(3,modelzorz,0,0,BrickColor.new("Teal"),"Part11",vt()) local prt12=part(3,modelzorz,0,0,BrickColor.new("Teal"),"Part12",vt()) local prt13=part(3,modelzorz,0,0,BrickColor.new("Teal"),"Part13",vt()) local prt14=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part14",vt()) local prt15=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part15",vt()) local prt16=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part16",vt()) local prt17=part(3,modelzorz,0,0,BrickColor.new(.5,.5,TorsoBlue),"Part17",vt()) local msh1=mesh("SpecialMesh",prt1,"Head","nil",vt(0,0,0),vt(2,25,2)) local msh2=mesh("BlockMesh",prt2,"","",vt(0,0,0),vt(1,30,1)) local msh3=mesh("SpecialMesh",prt3,"Head","nil",vt(0,0,0),vt(2.5,4,2.5)) local msh4=mesh("CylinderMesh",prt4,"","",vt(0,0,0),vt(2.7,1.5,2.7)) local msh5=mesh("BlockMesh",prt5,"","",vt(0,0,0),vt(3,5,8)) local msh6=mesh("SpecialMesh",prt6,"Wedge","nil",vt(0,0,0),vt(3,3,4)) local msh7=mesh("SpecialMesh",prt7,"Wedge","nil",vt(0,0,0),vt(3,3,4)) local msh11=mesh("SpecialMesh",prt11,"Sphere","nil",vt(0,0,0),vt(4,4,3.5)) local msh12=mesh("SpecialMesh",prt12,"Sphere","nil",vt(0,0,0),vt(2,4,2)) local msh13=mesh("SpecialMesh",prt13,"Sphere","nil",vt(0,0,0),vt(2,4,2)) local msh14=mesh("SpecialMesh",prt14,"FileMesh","92135508",vt(0,0,0),vt(.5,.5,.5)) local msh15=mesh("SpecialMesh",prt15,"FileMesh","92135508",vt(0,0,0),vt(.5,.5,.5)) local msh16=mesh("SpecialMesh",prt16,"FileMesh","92135524",vt(0,0,0),vt(.5,.5,.5)) local msh17=mesh("SpecialMesh",prt17,"FileMesh","92135524",vt(0,0,0),vt(.5,.5,.5)) --local wld1=weld(prt1,prt1,Torso,euler(0,0,0)*cf(0,0,5)) --local wld1=weld(prt1,prt1,RightArm,euler(1.57,0,0)*cf(0,1,0)) --local handlewld=weld(handle,handle,RightArm,euler(1.57,0,0)*cf(0,1,0)) local handlewld=weld(handle,handle,Torso,euler(2.1,1.57,0)*cf(1,-1,-.5)) local wld1=weld(prt1,prt1,handle,cf(0,0,0)*euler(0,0,0)) local wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,0,0)) local wld3=weld(prt3,prt3,prt1,euler(0,0,0)*cf(0,3,0)) local wld4=weld(prt4,prt4,prt3,euler(0,0,0)*cf(0,.25,0)) local wld5=weld(prt5,prt5,prt1,euler(0,0,0)*cf(0,-2.8,0)) local wld6=weld(prt6,prt6,prt5,euler(0,0,0)*cf(0,-.8,.4)) local wld7=weld(prt7,prt7,prt5,euler(0,3.14,0)*cf(0,-.8,-.4)) local wld11=weld(prt11,prt11,prt5,euler(0,0,1.57)*cf(0,-0.2,0)) local wld12=weld(prt12,prt12,prt5,euler(0,0,1.57)*cf(0,0.1,0.5)) local wld13=weld(prt13,prt13,prt5,euler(0,0,1.57)*cf(0,0.1,-0.5)) local wld14=weld(prt14,prt14,prt5,euler(3.14,1.57,0)*cf(0.4,0.6,-2)) local wld15=weld(prt15,prt15,prt5,euler(3.14,-1.57,0)*cf(-0.4,0.6,2)) local wld16=weld(prt16,prt16,prt5,euler(3.14,1.57,0)*cf(0.4,0.6,2)) local wld17=weld(prt17,prt17,prt5,euler(3.14,-1.57,0)*cf(-0.4,0.6,-2)) num=0 num2=0 num3=0 num4=0 num5=2 for i=1,4 do local prt8=part(3,modelzorz,0.7,0,BrickColor.new("Teal"),"Part08",vt()) local prt9=part(3,modelzorz,0.7,0,BrickColor.new("Teal"),"Part09",vt()) local prt10=part(3,modelzorz,0.7,0,BrickColor.new("Teal"),"Part10",vt()) local msh8=mesh("BlockMesh",prt8,"","",vt(0,0,0),vt(1+num4,5+num,6+num3)) local msh9=mesh("SpecialMesh",prt9,"Wedge","nil",vt(0,0,0),vt(1+num4,4,3+(num3/2))) local msh10=mesh("SpecialMesh",prt10,"Wedge","nil",vt(0,0,0),vt(1+num4,4,3+(num3/2))) local wld8=weld(prt8,prt8,prt5,euler(0,0,0)*cf(0,-.8-num2,0)) local wld9=weld(prt9,prt9,prt8,euler(0,0,0)*cf(0,-.9-num*.1,.3+((num3*.1)/2))) local wld10=weld(prt10,prt10,prt8,euler(0,3.14,0)*cf(0,-.9-num*.1,-.3-((num3*.1)/2))) num=num+.6 num2=num2+.3*num5 num3=num3-.5 num4=num4-.2 num5=num5+1 end local hitbox=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1)) --hitbox.Anchored=true local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1)) hitbox2.Anchored=true local hitboxCF=cf(0,0,0) if (script.Parent.className~="HopperBin") then Tool=Instance.new("HopperBin") Tool.Parent=Backpack Tool.Name="Cherubim" script.Parent=Tool end Bin=script.Parent local bodvel=Instance.new("BodyVelocity") local bg=Instance.new("BodyGyro") so = function(id,par,vol,pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound",par or workspace) sou.Volume=vol sou.Pitch=pit or 1 sou.SoundId=id swait() sou:play() game:GetService("Debris"):AddItem(sou,6) end)) 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 function hideanim() equipped=false for i=0,1,0.1 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.5,1.4,0)*euler(0,0,-.8)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-1,0)*euler(0,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,.4),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(3.4,0,-.4),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3) end Mvmt.Value=Mvmt.Value+.1 handlewld.Part1=Torso handlewld.C0=euler(2.1,1.57,0)*cf(1,-1,-.5) wld1.C0=cf(0,0,0)*euler(0,0,0) for i=0,1,0.3 do swait() Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) end end function equipanim() equipped=true for i=0,1,0.1 do swait() Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,.4),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(3.3,0,-.4),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) end handlewld.Part1=LeftArm handlewld.C0=euler(1.5,1.4,0)*euler(0,0,-1)*cf(0,1,0) wld1.C0=cf(0,-1,0)*euler(0,0,0) Mvmt.Value=Mvmt.Value-.1 end function StaggerAnim() attack=true for i=1,math.random(2,4) do ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000) end for i=0,1,0.35 do swait() --Torso.Velocity=RootPart.CFrame.lookVector*-40 Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.1,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,.6),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.4,0,.4)*euler(0,.4,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.9)*euler(0,.7,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.7,0)*euler(0,1.57,0)*euler(-.4,-.2,.4),.3) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3) end for i=0,1,0.2 do swait() --Torso.Velocity=RootPart.CFrame.lookVector*-40 Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.3,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.4,0,.6),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.6,0,.6)*euler(0,.4,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.6,0,-.9)*euler(0,.7,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.7,0)*euler(0,1.57,0)*euler(-.5,-.2,.5),.3) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3) end for i=0,1,0.1 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.1,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.3,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.8)*euler(-.2,0,.4),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(.6,0,-.4),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.3,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.2,0)*euler(-.4,0,1.2),.3) LH.C0=clerp(LH.C0,cf(-1,.4,-.8)*euler(0,-1.57,0)*euler(0,.2,-.1),.3) end swait(40) combo=0 attack=false end function StaggerHitt() attack=true for i=1,math.random(2,4) do ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000) end for i=0,1,0.1 do swait() Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.1,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,.6),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.4)*euler(0,.4,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.9)*euler(0,.7,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.2,-.2),.3) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3) end attack=false end function StunAnim() attack=true Stunned.Value=true for i=0,1,0.3 do swait() Humanoid.WalkSpeed=0 handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,-.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-3),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1.3),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1,0,.4)*euler(0,-.1,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.3),.25) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,0),.25) end for i=0,1,0.3 do swait() Humanoid.WalkSpeed=0 handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(.8,0,-3),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,.8)*euler(0,-.1,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.6),.25) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(.1,0,.7),.25) end for i=0,1,0.3 do swait() Humanoid.WalkSpeed=0 handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-1),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1.57,0,-3),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,-.8)*euler(0,-.1,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.2,0,.6),.25) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.1,0,.3),.25) end gairo=Instance.new("BodyGyro") gairo.Parent=RootPart gairo.maxTorque=Vector3.new(4e+005,4e+005,4e+005)*math.huge gairo.P=20e+003 gairo.cframe=RootPart.CFrame v=Instance.new("BodyVelocity",RootPart) v.Name="BodVel" v.P=2000 v.maxForce=Vector3.new(500000000,50000000,500000000) v.velocity=vt(0,-50,0) for i=0,1,0.1 do swait() Humanoid.WalkSpeed=0 handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2) v.velocity=vt(0,-50,0) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.57),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2.5)*euler(1.57,0,-3.14),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1.5)*euler(.2,0,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1.57)*euler(0,0,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(-.1,.2,0),.3) end for i=1,70 do swait() Humanoid.WalkSpeed=0 v.velocity=vt(0,-50,0) end v.velocity=vt(0,0,0) for i=0,1,0.2 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,-.5,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1,0,-4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1)*euler(.2,-1,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,.2)*euler(0,0,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,.4),.3) LH.C0=clerp(LH.C0,cf(-1,-1,-1)*euler(0,-1.57,0)*euler(-.1,.2,1),.3) end gairo.Parent=nil v.Parent=nil combo=0 Stunned.Value=false attack=false end function dattackone() attack=true for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-1,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(2,0,-.4),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,15),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.35) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.8,0,0),.35) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.35) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.35) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.35) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.35) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.3)*euler(.5,0,-.1)*euler(0,.5,0),.35) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.35) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.35) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.35) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function dattacktwo() attack=true for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-1,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.8),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.2,0,.5),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-1,0,-.8)*euler(0,-.5,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(.8,-1,.4)*euler(0,1.57,0)*euler(0,-.8,0),.3) LH.C0=clerp(LH.C0,cf(-.8,-1,-.4)*euler(0,-1.57,0)*euler(0,-.8,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(20,25),"Normal",RootPart,.5,2,math.random(10,15),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(1,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.8),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.8),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.3)*euler(1,0,-.5)*euler(0,.5,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(.8,-1,-.4)*euler(0,1.57,0)*euler(0,.8,0),.3) LH.C0=clerp(LH.C0,cf(-.8,-1,.4)*euler(0,-1.57,0)*euler(0,.8,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function dattackthree() attack=true for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(2,0,1)*euler(0,-1,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(5,10),"Normal",RootPart,.5,1,math.random(5,15),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-1)*euler(0,-.6,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function dattackfour() attack=true blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) --wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.57,0,0),.2) wld1.C0=cf(0,-.5+1.5*i,0)*euler(-.57+7*i,0,0) Neck.C0=clerp(Neck.C0,necko*euler(-.4,0,.2),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1,0,-1),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(2.8,0,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end Mvmt.Value=Mvmt.Value-1 for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.4) wld1.C0=clerp(wld1.C0,cf(0,.2,0)*euler(0,0,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.2),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end hitfloor=nil while hitfloor==nil do swait() hitfloor,posfloor=rayCast(prt4.Position,(CFrame.new(prt4.Position,prt4.Position - Vector3.new(0,1,0))).lookVector,4,Character) end MagicWave(BrickColor.new("Teal"),cf(prt4.Position),1,1,1,1.2,.4,1.2,.05) MagicBlock(BrickColor.new("Teal"),cf(prt4.Position),1,1,1,1,1,1,.05,1) MagniDamage(prt4,20,5,10,math.random(30,40),"Knockdown2",true) swait(10) Mvmt.Value=Mvmt.Value+1 attack=false end function oattackone() attack=true for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(-.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,.7),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,.5),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.4)*euler(0,-.4,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.7,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.7,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(5,10),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.4) wld1.C0=clerp(wld1.C0,cf(0,0,0)*euler(1,0,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(-.1,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,-.4)*euler(0,.2,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.4) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.4) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function oattacktwo() attack=true for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(2,0,1)*euler(0,-1,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(5,10),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-1)*euler(0,-.6,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function oattackthree() attack=true for i=0,1,0.15 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(1.57,0,1)*euler(0,-1.57,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(10,20),"Normal",RootPart,.5,2,math.random(10,15),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3) RootJoint.C0=RootCF*euler(0,0,-.5+6.28*i) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-1.57)*euler(0,-1.57,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(1,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.3,0,-1.57)*euler(0,-1.57,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function oattackfour() attack=true con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,10,math.random(-20,-10),"Normal",RootPart,.2,2,math.random(5,10),nil,true) end) hitbox.Parent=modelzorz hitbox.Size=vt(.5,4.5,1.2) hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(.2,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3) --RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3) RootJoint.C0=RootCF*euler(0,0,.5-7.28*i) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.6),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(.6,0,1)*euler(0,.8,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(30,50),"Normal",RootPart,.5,2,math.random(10,15),nil,true) end) for i=0,1,0.1 do swait() local blcf = prt5.CFrame*cf(0,2.5,0) if scfr and (prt5.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitboxCF=prt5.CFrame*cf(0,2.8,0) hitbox.CFrame=hitboxCF handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,0,0)*euler(1.4,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,1.57),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1.57),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.6),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.4,0,-1.4)*euler(0,1,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(.5,-1,-.2)*euler(0,1.57,0)*euler(-.4,1.57,0),.2) LH.C0=clerp(LH.C0,cf(-.5,-1,.2)*euler(0,-1.57,0)*euler(.2,1.57,0),.2) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then else swait(10) end attack=false end function ModeChange() attack=true for i=0,1,0.1 do swait() handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(.5,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(.3,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(.8,0,-1)*euler(0,1,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(1.2,0,1.1)*euler(0,-1,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,RHC0,.4) RH.C1=clerp(RH.C1,RHC1,.4) LH.C0=clerp(LH.C0,LHC0,.4) LH.C1=clerp(LH.C1,LHC1,.4) end if Mode=="Defensive" then Mode="Offensive" else Mode="Defensive" end for i=0,1,0.05 do swait() if Mode=="Offensive" then wld14.C0=clerp(wld14.C0,euler(3.14,1.57,0)*cf(0.4,0.6,-2)*euler(0,.5,0),.3) wld15.C0=clerp(wld15.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,2)*euler(0,.5,0),.3) wld16.C0=clerp(wld16.C0,euler(3.14,1.57,0)*cf(0.4,0.6,2)*euler(0,-.5,0),.3) wld17.C0=clerp(wld17.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,-2)*euler(0,-.5,0),.3) else wld14.C0=clerp(wld14.C0,euler(3.14,1.57,0)*cf(0.4,0.6,-2),.3) wld15.C0=clerp(wld15.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,2),.3) wld16.C0=clerp(wld16.C0,euler(3.14,1.57,0)*cf(0.4,0.6,2),.3) wld17.C0=clerp(wld17.C0,euler(3.14,-1.57,0)*cf(-0.4,0.6,-2),.3) end handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.3) wld1.C0=clerp(wld1.C0,cf(0,1.5,0)*euler(0,0,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,0)*euler(0,1.57,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,0)*euler(0,1.57,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) end attack=false end function DecreaseStat(Model,Stat,Amount,Duration) if Model:findFirstChild("Stats")~=nil then if Model.Stats[Stat]~=nil then Model.Stats[Stat].Value=Model.Stats[Stat].Value-Amount table.insert(Effects,{Model,"DecreaseStat",Stat,Amount,Duration}) end end end function GetDist(Part1,Part2,magni) local targ=Part1.Position-Part2.Position local mag=targ.magnitude if mag<=magni then return true else return false end end function MagniDamage(Part,magni,mindam,maxdam,knock,Type,Ranged) for _,c in pairs(workspace:children()) do local hum=c:findFirstChild("Humanoid") if hum~=nil then local head=c:findFirstChild("Torso") if head~=nil then local targ=head.Position-Part.Position local mag=targ.magnitude if mag<=magni and c.Name~=Player.Name then Damagefunc(head,mindam,maxdam,knock,Type,RootPart,.2,1,math.random(5,10),nil,nil,Ranged) end end end end end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants 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 function effect(Color,Ref,LP,P1,returnn) if LP==nil or P1==nil then return end local effectsmsh=Instance.new("CylinderMesh") effectsmsh.Scale=Vector3.new(0.2,1,0.2) effectsmsh.Name="Mesh" local effectsg=Instance.new("Part") NoOutline(effectsg) 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=workspace 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 if not returnn then table.insert(Effects,{effectsg,"Cylinder",0.2,0.01,0,0.01,effectsmsh}) end end local function CFrameFromTopBack(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 function Triangle(a, b, c) local edg1 = (c-a):Dot((b-a).unit) local edg2 = (a-b):Dot((c-b).unit) local edg3 = (b-c):Dot((a-c).unit) if edg1 <= (b-a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c-b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a-c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c-a):Dot((b-a).unit) local len2 = (b-a).magnitude - len1 local width = (a + (b-a).unit*len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit) local list = {} if len1 > 0.01 then local w1 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w1,5) w1.Material = "SmoothPlastic" w1.FormFactor = 'Custom' w1.BrickColor = BrickColor.new("Teal") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "SmoothPlastic" w1.CanCollide = false NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh",w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 table.insert(Effects,{w1,"Disappear",.05}) w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2) table.insert(list,w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w2,5) w2.Material = "SmoothPlastic" w2.FormFactor = 'Custom' w2.BrickColor = BrickColor.new("Teal") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "SmoothPlastic" w2.CanCollide = false NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh",w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 table.insert(Effects,{w2,"Disappear",.05}) w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2) table.insert(list,w2) end return unpack(list) end function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) if Type==1 or Type==nil then table.insert(Effects,{prt,"Block1",delay,x3,y3,z3,msh}) elseif Type==2 then table.insert(Effects,{prt,"Block2",delay,x3,y3,z3,msh}) end end function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"Sphere","nil",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end function MagicHead(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"Head","nil",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end function ClangEffect(brickcolor,cframe,duration,decrease,size,power) local prt=part(3,workspace,0,1,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(5,5,5)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"CylinderClang",duration,decrease,size,power,prt.CFrame,nil}) end function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged) if hit.Parent==nil then return end if hit.Name=="Hitbox" and hit.Parent~=modelzorz then StaggerHit.Value=true end h=hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h=v end end if hit.Parent.Parent:FindFirstChild("Torso")~=nil then h=hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className=="Hat" then hit=hit.Parent.Parent:findFirstChild("Head") end if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").LocalPlayer c.Parent=h RecentEnemy.Value=hit.Parent game:GetService("Debris"):AddItem(c,.5) minim=minim*Atk.Value maxim=maxim*Atk.Value Damage=math.random(minim,maxim) blocked=false enblock=nil Stats=hit.Parent:findFirstChild("Stats") if Stats~=nil then enblock=Stats:findFirstChild("Block") if Stats:findFirstChild("Defense")~=nil then Damage=Damage/Stats.Defense.Value if Damage<=3 and staghit==true then if ranged~=true then StaggerHit.Value=true end end end if Stats:findFirstChild("Stun")~=nil then Stats.Stun.Value=Stats.Stun.Value+incstun end if Stats:findFirstChild("Stagger")~=nil then if stagger==true then Stats.Stagger.Value=true end end end if enblock~=nil then if enblock.Value==true then blocked=true end end if blocked==true then showDamage(hit.Parent,"Block",.5,BrickColor.new("Bright blue")) if ranged~=true then enblock.Value=false Stagger.Value=true end else Damage=math.floor(Damage) h.Health=h.Health-Damage showDamage(hit.Parent,Damage,.5,BrickColor:Red()) if Type=="NormalDecreaseMvmt1" then DecreaseStat(hit.Parent,"Movement",.1,200) end if Type=="Knockdown" then hum=hit.Parent.Humanoid hum.PlatformStand=true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand=false end),hum) local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent=hit rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10)) rl.Parent=hit game:GetService("Debris"):AddItem(bodvol,.5) game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Knockdown2" then hum=hit.Parent.Humanoid local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent=hit game:GetService("Debris"):AddItem(bodvol,.5) elseif Type=="Normal" or Type=="NormalDecreaseMvmt1" then vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) if KnockbackType==1 then vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05 elseif KnockbackType==2 then vp.velocity=Property.CFrame.lookVector*knockback end game:GetService("Debris"):AddItem(vp,.5) if knockback>0 then vp.Parent=hit.Parent.Torso end end end debounce=Instance.new("BoolValue") debounce.Name="DebounceHit" debounce.Parent=hit.Parent debounce.Value=true game:GetService("Debris"):AddItem(debounce,Delay) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false end end showDamage=function(Char,Dealt,du,Color) m=Instance.new("Model") m.Name=tostring(Dealt) h=Instance.new("Humanoid") h.Health=0 h.MaxHealth=0 h.Parent=m c=Instance.new("Part") c.Transparency=0 c.BrickColor=Color c.Name="Head" c.TopSurface=0 c.BottomSurface=0 c.formFactor="Plate" c.Size=Vector3.new(1,.4,1) ms=Instance.new("CylinderMesh") ms.Scale=Vector3.new(.8,.8,.8) if CRIT==true then ms.Scale=Vector3.new(1,1.25,1) end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m if Char:findFirstChild("Head")~=nil then c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) elseif Char.Parent:findFirstChild("Head")~=nil then c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0)) end f=Instance.new("BodyPosition") f.P=2000 f.D=100 f.maxForce=Vector3.new(math.huge,math.huge,math.huge) f.position=c.Position+Vector3.new(0,3,0) f.Parent=c game:GetService("Debris"):AddItem(m,.5+du) c.CanCollide=false m.Parent=workspace c.CanCollide=false end combo=0 function ob1d(mouse) if attack==true or equipped==false then return end hold=true if Mode=="Defensive" then if combo==0 then combo=1 dattackone() elseif combo==1 then combo=2 dattacktwo() elseif combo==2 then combo=3 dattackthree() elseif combo==3 then combo=0 dattackfour() end else if combo==0 then combo=1 oattackone() elseif combo==1 then combo=2 oattacktwo() elseif combo==2 then combo=3 oattackthree() elseif combo==3 then combo=0 oattackfour() end end coroutine.resume(coroutine.create(function() for i=1,50 do if attack==false then swait() end end if attack==false then combo=0 end end)) end function ob1u(mouse) hold = false end buttonhold = false eul=0 equipped=false function key(key) if attack==true then return end if key=="f" then attack=true if equipped==false then equipped=true RSH=ch.Torso["Right Shoulder"] LSH=ch.Torso["Left Shoulder"] -- RSH.Parent=nil LSH.Parent=nil -- RW.Name="Right Shoulder" RW.Part0=ch.Torso RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1=cf(0, 0.5, 0) RW.Part1=ch["Right Arm"] RW.Parent=ch.Torso -- LW.Name="Left Shoulder" LW.Part0=ch.Torso LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso -- equipanim() else equipped=false hideanim() swait(0) RW.Parent=nil LW.Parent=nil RSH.Parent=player.Character.Torso LSH.Parent=player.Character.Torso end attack=false end if equipped==false then return end if key=="g" then ModeChange() end if key=="q" then --Punishment() end if key=="h" then mana=100 end if attack==false then RecentEnemy.Value=nil end end function key2(key) end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player=Player ch=Character MMouse=mouse end function ds(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Commander loaded.") local mananum=0 local donum=0 local stunnum=0 local staggeranim=false local stunanim=false while true do hitbox2.Parent=hitbox.Parent hitbox2.Size=hitbox.Size hitbox2.CFrame=hitboxCF game:service'RunService'.RenderStepped:wait(0) if Stagger.Value==true and staggeranim==false then coroutine.resume(coroutine.create(function() staggeranim=true while attack==true do swait() end StaggerAnim() StaggerHit.Value=false Stagger.Value=false staggeranim=false end)) end if StaggerHit.Value==true and staggeranim==false then coroutine.resume(coroutine.create(function() staggeranim=true while attack==true do swait() end StaggerHitt() StaggerHit.Value=false Stagger.Value=false staggeranim=false end)) end if Mvmt.Value<0 or Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then Humanoid.WalkSpeed=0 else Humanoid.WalkSpeed=16*Mvmt.Value end if Stun.Value>=100 and stunanim==false then coroutine.resume(coroutine.create(function() stunanim=true while attack==true do swait() end StunAnim() Stun.Value=0 stunanim=false end)) end if stunnum>=10 then if Stun.Value>0 then Stun.Value=Stun.Value-1 end stunnum=0 end stunnum=stunnum+1 if donum>=.5 then handidle=true elseif donum<=0 then handidle=false end if handidle==false then donum=donum+0.003 else donum=donum-0.003 end local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude local velderp=RootPart.Velocity.y hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character) if equipped==true then if attack==false then idle=idle+1 else idle=0 end if idle>=500 then if attack==false then --Sheath() end end if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false then handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,0,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.2) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.2),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" if attack==false then handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,0,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.2) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.8),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.8),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2) end elseif torvel<1 and hitfloor~=nil then Anim="Idle" if attack==false then if Mode=="Defensive" then handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.15) wld1.C0=clerp(wld1.C0,cf(0,-.5,0)*euler(-.57,0,0),.15) Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.15) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.15) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2+(donum/3)),.15) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,0-(donum/2))*euler(0,0+donum/1.5,0),.15) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15) RH.C0=clerp(RH.C0,RHC0,.2) RH.C1=clerp(RH.C1,RHC1,.2) LH.C0=clerp(LH.C0,LHC0,.2) LH.C1=clerp(LH.C1,LHC1,.2) else handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,1,0)*euler(-.2,0,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,.5),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.5-(donum/2),0,.5-(donum/2)),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4+(donum/2)),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.2) end end elseif torvel>2 and torvel<22 and hitfloor~=nil then Anim="Walk" if attack==false then handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,1.5,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,1),.2) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.57,0,-1),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.2),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(.6,-1,.5)*euler(0,1.57,0)*euler(0,-1,-.2),.2) LH.C0=clerp(LH.C0,cf(-.6,-1,-.5)*euler(0,-1.57,0)*euler(0,-1,-.2),.2) end elseif torvel>=22 and hitfloor~=nil then Anim="Run" if attack==false then handlewld.C0=clerp(handlewld.C0,euler(1.57,0,0)*cf(0,1,0),.2) wld1.C0=clerp(wld1.C0,cf(0,1.5,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,1),.2) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.57,0,-1),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.2),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(.6,-1,.5)*euler(0,1.57,0)*euler(0,-1,-.2),.2) LH.C0=clerp(LH.C0,cf(-.6,-1,-.5)*euler(0,-1.57,0)*euler(0,-1,-.2),.2) end end end if #Effects>0 then --table.insert(Effects,{prt,"Block1",delay}) for e=1,#Effects do if Effects[e]~=nil then --for j=1,#Effects[e] do 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[2]=="DecreaseStat" then Thing[5]=Thing[5]-1 if Thing[5]<=0 then if Thing[1]:findFirstChild("Stats")~=nil then Thing[1].Stats[Thing[3]].Value=Thing[1].Stats[Thing[3]].Value+Thing[4] end table.remove(Effects,e) end end if Thing[2]=="CylinderClang" then if Thing[3]<=1 then Thing[1].CFrame=Thing[1].CFrame*CFrame.new(0,2.5*Thing[5],0)*CFrame.fromEulerAnglesXYZ(Thing[6],0,0) Thing[7]=Thing[1].CFrame effect("New Yeller",0,Thing[8],Thing[7]) Thing[8]=Thing[7] Thing[3]=Thing[3]+Thing[4] else Part.Parent=nil table.remove(Effects,e) end --[[Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3]] end if Thing[2]~="DecreaseStat" then 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[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Block2" then Thing[1].CFrame=Thing[1].CFrame Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Cylinder" then Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Blood" then Mesh=Thing[7] Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0) Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Elec" then Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Disappear" then Thing[1].Transparency=Thing[1].Transparency+Thing[3] end else Part.Parent=nil table.remove(Effects,e) end end end --end end end end fenbarmana2:TweenSize(UDim2.new(4*mana/100,0,0.2,0),nil,1,0.4,true) fenbarmana4.Text="Mana("..mana..")" if mana>=100 then mana=100 else if mananum<=8 then mananum=mananum+1 else mananum=0 mana=mana+1 end end end --[[ Copyrighted (C) Fenrier 2014 ]]