Player = game:GetService("Players").personsadminlol Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head 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"] attack = false attackdebounce = false combo = 0 mana = 400 necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) hold=false MMouse=nil equipped=false attack=false holddash=false dashing=false act = {key = {}} walking = false normattack=false sitting=false --player player = nil --save shoulders RSH, LSH = nil, nil --welds RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" bodpos=Instance.new("BodyPosition") bodpos.P=2000 bodpos.D=100 bodpos.maxForce=Vector3.new(math.huge,math.huge,math.huge) if Character:findFirstChild("AeroBlade",true) ~= nil then Character:findFirstChild("AeroBlade",true).Parent = nil end if Player.PlayerGui:findFirstChild("manaGUI",true) ~= nil then Player.PlayerGui:findFirstChild("manaGUI",true).Parent = nil end function part(formfactor,parent,reflectance,transparency,brickcolor,name,size) local fp = Instance.new("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = Torso.Position fp.BottomSurface="Smooth" fp.TopSurface="Smooth" fp:BreakJoints() return fp end local modelzorz = Instance.new("Model") modelzorz.Name = "AeroBlade" modelzorz.Parent = Character local prt1 = part(1,modelzorz,0,0,BrickColor.new("Navy blue"),"Part1",Vector3.new(1,1,1)) local prt2 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part2",Vector3.new(1,1,1)) local prt3 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part3",Vector3.new(1,1,1)) local prt4 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part4",Vector3.new(1,1,1)) local prt5 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part5",Vector3.new(1,1,1)) local prt6 = part(1,modelzorz,0,0,BrickColor.new("Really blue"),"Part6",Vector3.new(1,1,1)) local prt7 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part7",Vector3.new(1,1,1)) local prt8 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part8",Vector3.new(1,1,1)) local prt9 = part(1,modelzorz,0,0,BrickColor.new("White"),"Part9",Vector3.new(1,1,1)) local prt10 = part(1,modelzorz,0.5,0,BrickColor.new("White"),"Part10",Vector3.new(1,1,1)) local prt11 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part11",Vector3.new(1,1,1)) local prt12 = part(1,modelzorz,0,0,BrickColor.new("White"),"Part12",Vector3.new(1,1,1)) local prt13 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part13",Vector3.new(1,1,1)) local prt14 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part14",Vector3.new(1,1,1)) local prt15 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part15",Vector3.new(1,1,1)) local prt16 = part(1,modelzorz,0,0,BrickColor.new("Deep blue"),"Part16",Vector3.new(1,1,1)) local prt17 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part17",Vector3.new(1,1,1)) local prt18 = part(1,modelzorz,0,0,BrickColor.new("Black"),"Part18",Vector3.new(1,1,1)) local msh1 = Instance.new("CylinderMesh") msh1.Parent = prt1 msh1.Scale = Vector3.new(0.5,1,0.5) local msh2 = Instance.new("CylinderMesh") msh2.Parent = prt2 msh2.Scale = Vector3.new(0.4,2,0.4) local msh3 = Instance.new("CylinderMesh") msh3.Parent = prt3 msh3.Scale = Vector3.new(0.41,0.1,0.41) local msh4 = Instance.new("CylinderMesh") msh4.Parent = prt4 msh4.Scale = Vector3.new(0.41,0.1,0.41) local msh5 = Instance.new("CylinderMesh") msh5.Parent = prt5 msh5.Scale = Vector3.new(0.5,0.5,0.5) local msh6 = Instance.new("SpecialMesh") msh6.Parent = prt6 msh6.MeshType="Sphere" msh6.Scale = Vector3.new(0.49,0.8,0.49) local msh7 = Instance.new("CylinderMesh") msh7.Parent = prt7 msh7.Scale = Vector3.new(0.5,0.5,0.5) local msh8 = Instance.new("BlockMesh") msh8.Parent = prt8 msh8.Scale = Vector3.new(0.35,1,0.35) local msh9 = Instance.new("CylinderMesh") msh9.Parent = prt9 msh9.Scale = Vector3.new(0.5,0.1,0.5) local msh10 = Instance.new("BlockMesh") msh10.Parent = prt10 msh10.Scale = Vector3.new(0.4,2,0.1) local msh11 = Instance.new("BlockMesh") msh11.Parent = prt11 msh11.Scale = Vector3.new(0.21,1,0.11) local msh12 = Instance.new("CylinderMesh") msh12.Parent = prt12 msh12.Scale = Vector3.new(0.5,0.1,0.5) local msh13 = Instance.new("BlockMesh") msh13.Parent = prt13 msh13.Scale = Vector3.new(0.5,2,0.5) local msh14 = Instance.new("CylinderMesh") msh14.Parent = prt14 msh14.Scale = Vector3.new(0.49,0.1,0.49) local msh15 = Instance.new("CylinderMesh") msh15.Parent = prt15 msh15.Scale = Vector3.new(0.48,1,0.48) local msh16 = Instance.new("CylinderMesh") msh16.Parent = prt16 msh16.Scale = Vector3.new(0.49,0.1,0.49) local msh17 = Instance.new("BlockMesh") msh17.Parent = prt17 msh17.Scale = Vector3.new(0.5,1,0.5) local msh18 = Instance.new("SpecialMesh") msh18.Parent = prt18 msh18.MeshType="Wedge" msh18.Scale = Vector3.new(0.5,0.5,0.5) local wld1 = Instance.new("Weld") wld1.Parent = prt1 wld1.Part0 = prt1 wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1) * CFrame.new(3,-2,-0.7) local wld2 = Instance.new("Weld") wld2.Parent = prt2 wld2.Part0 = prt2 wld2.Part1 = prt1 wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld3 = Instance.new("Weld") wld3.Parent = prt3 wld3.Part0 = prt3 wld3.Part1 = prt2 wld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.8,0) local wld4 = Instance.new("Weld") wld4.Parent = prt4 wld4.Part0 = prt4 wld4.Part1 = prt2 wld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.8,0) local wld5 = Instance.new("Weld") wld5.Parent = prt5 wld5.Part0 = prt5 wld5.Part1 = prt2 wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1.2,0) local wld6 = Instance.new("Weld") wld6.Parent = prt6 wld6.Part0 = prt6 wld6.Part1 = prt5 wld6.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.2,0) local wld7 = Instance.new("Weld") wld7.Parent = prt7 wld7.Part0 = prt7 wld7.Part1 = prt2 wld7.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) local wld8 = Instance.new("Weld") wld8.Parent = prt8 wld8.Part0 = prt8 wld8.Part1 = prt7 wld8.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5,0) local wld9 = Instance.new("Weld") wld9.Parent = prt9 wld9.Part0 = prt9 wld9.Part1 = prt8 wld9.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6,0) local wld10 = Instance.new("Weld") wld10.Parent = prt10 wld10.Part0 = prt10 wld10.Part1 = prt9 wld10.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) local wld11 = Instance.new("Weld") wld11.Parent = prt11 wld11.Part0 = prt11 wld11.Part1 = prt10 wld11.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.1,-0.6,0) local wld12 = Instance.new("Weld") wld12.Parent = prt12 wld12.Part0 = prt12 wld12.Part1 = prt9 wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.1,0) local wld13 = Instance.new("Weld") wld13.Parent = prt13 wld13.Part0 = prt13 wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) local wld14 = Instance.new("Weld") wld14.Parent = prt14 wld14.Part0 = prt14 wld14.Part1 = prt13 wld14.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) local wld15 = Instance.new("Weld") wld15.Parent = prt15 wld15.Part0 = prt15 wld15.Part1 = prt14 wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.3,0) local wld16 = Instance.new("Weld") wld16.Parent = prt16 wld16.Part0 = prt16 wld16.Part1 = prt15 wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.3,0) local wld17 = Instance.new("Weld") wld17.Parent = prt17 wld17.Part0 = prt17 wld17.Part1 = prt16 wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6,0) local wld18 = Instance.new("Weld") wld18.Parent = prt18 wld18.Part0 = prt18 wld18.Part1 = prt17 wld18.C0 = CFrame.fromEulerAnglesXYZ(3.14,3.14,0) * CFrame.new(0,0.9,0) local fengui = Instance.new("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "manaGUI" local fenframe = Instance.new("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) local fentext = Instance.new("TextLabel") fentext.Parent = fenframe fentext.Text = "Mana("..mana..")" fentext.BackgroundTransparency = 1 fentext.SizeConstraint = "RelativeXY" fentext.TextXAlignment = "Center" fentext.TextYAlignment = "Center" fentext.Position = UDim2.new(0,80,1,200) local fentext2 = Instance.new("TextLabel") fentext2.Parent = fenframe fentext2.Text = " " fentext2.BackgroundTransparency = 0 fentext2.BackgroundColor3 = Color3.new(0,0,0) fentext2.SizeConstraint = "RelativeXY" fentext2.TextXAlignment = "Center" fentext2.TextYAlignment = "Center" fentext2.Position = UDim2.new(0,10,1,170) fentext2.Size = UDim2.new(2.79999995,0,0.210000306,0) local fentext3 = Instance.new("TextLabel") fentext3.Parent = fenframe fentext3.Text = " " fentext3.BackgroundTransparency = 0 fentext3.BackgroundColor3 = Color3.new(1,1,0) fentext3.SizeConstraint = "RelativeXY" fentext3.TextXAlignment = "Center" fentext3.TextYAlignment = "Center" fentext3.Position = UDim2.new(0,10,1,170) fentext3.Size = UDim2.new(mana*0.007,0,0.400000006,0) --2.9000001, 0}, {0.450000018, 0} local gairo = Instance.new("BodyGyro") gairo.Parent = nil gairo.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge gairo.P = 20e+003 if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "AeroBlade" script.Parent = Tool end Bin = script.Parent local gairo = Instance.new("BodyGyro") gairo.Parent = nil gairo.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge gairo.P = 20e+003 function hideanim() equipped=false wld1.Parent = prt1 wld1.Part0 = prt1 wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1) * CFrame.new(3,-2,-0.7) wld1.C1=CFrame.fromEulerAnglesXYZ(0,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5) gairo.Parent=nil wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) end function equipanim() equipped=true wld1.Parent = prt13 wld1.Part0 = prt13 wld1.Part1 = RightArm wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,1) wld1.C1=CFrame.fromEulerAnglesXYZ(0.2,0,0) Stance() RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[gairo.Parent=Head gairo.cframe=Head.CFrame for i=0,1,0.1 do wait() Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57-0.3*i,3.14,-0.3*i) * CFrame.new(0,0,-0.5) --gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(-0.05,-0.1,0) end]] end function Walking(speed) walking=true for i=0,1,speed do wait() RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0.5-1*i,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(1*i,0,-0.7+0.2) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i=0,1,speed do wait() RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+1*i,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5+0.5-1*i,0,-0.7+0.2) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end if walking==false then RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function Stance() coroutine.resume(coroutine.create(function() gairo.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gairo.P = 10000000 --gairo.D = 2000 gairo.Parent = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,-0.7) wait() while equipped==true and attack==false do wait() offset=(Torso.Position.y-MMouse.Hit.p.y)/60 mag=(Torso.Position-MMouse.Hit.p).magnitude/80 offset=offset/mag Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2,0.7) --Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset/10,0,0) local pos4 = Vector3.new(MMouse.Hit.p.x,Head.Position.Y,MMouse.Hit.p.z) gairo.cframe = CFrame.new(Torso.Position,pos4) * CFrame.fromEulerAnglesXYZ(-0.4,-0.5,0) * CFrame.new(0,0,0) --CFrame.new(Torso.Position,MMouse.Hit.p) * LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) --[[RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) ]] end --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) gairo.Parent=nil end)) end function Sit() attack=true Character.Humanoid.WalkSpeed=0 gairo.Parent=nil for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,-0.7) wld1.C1=CFrame.fromEulerAnglesXYZ(0.2-0.2*i,0,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2+0.2*i,0.7-0.7*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-1.7*i,0,0.4-0.4*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.2*i,1-1*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,0) RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6+0.6*i,-1.5+0.3-0.3*i,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,-0.5+0.5*i) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bodpos.position=Torso.Position-Vector3.new(0,3,0) bodpos.Parent=Torso gairo.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gairo.P = 10000000 --gairo.D = 2000 gairo.Parent = Torso gairo.cframe=Torso.CFrame for i=0,1,0.1 do wait() gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(0.07*i,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1-0.5*i,-0.7+1.2*i) wld1.C1=CFrame.fromEulerAnglesXYZ(1.2*i,0,-0.5*i) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.2-0.2*i,0,-0.3*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.2+1.77*i,0,0.7*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C0 = CFrame.new(0.5+0.1*i,-1.5+0.6*i,-0.7*i) * CFrame.fromEulerAnglesXYZ(1.2*i,0,0.5*i) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.1*i,-1.5+0.6*i,-0.7*i) * CFrame.fromEulerAnglesXYZ(1.2*i,0,-0.5*i) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end while attack==true do wait() Character.Humanoid.Health = Character.Humanoid.Health + 0.1 end end function UnSit() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0,1,-0.7) wld1.C1=CFrame.fromEulerAnglesXYZ(0.2,0,0) bodpos.Parent=nil gairo.Parent=nil Character.Humanoid.WalkSpeed=16 attack=false end function Slash() --ss(1) equipsound(1.3) wld13.Part0 = LeftArm wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8) * CFrame.new(-1,0,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7,0,0) * CFrame.new(0,1.2,-1) SlashEffect(prt6,0,-6,-1,0,3.14,0,BrickColor.new("Black"),1.5,1,2) for i=0,1,0.8 do wait() LW.C0 = CFrame.new(-1.5-0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5*i) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) if wld13.Part0==LeftArm then wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8-0.2*i) * CFrame.new(-1,0,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.2*i,0,0) * CFrame.new(0,1.2,-1) end end local ppart = part(1,workspace,0,1,BrickColor.new("Navy blue"),"DerpPart",Vector3.new(1,1,1)) ppart.Anchored=true ppart.CFrame=Head.CFrame*CFrame.new(0,0,-15) SlashEffect(ppart,0,-6,-3,-1.57,math.random(-50,50),0,BrickColor.new("Black"),2,2,4) for i=0,1,0.8 do wait() LW.C0 = CFrame.new(-1.5-0.5+0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5-0.5*i) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) --wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.6) * CFrame.new(-1,0,0) --wld13.C1 = CFrame.fromEulerAnglesXYZ(0.5,0,0) * CFrame.new(0,2,-1) end wait(0.1) wld13.Part0 = prt13 wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) wait(1) ppart.Parent=nil end function SlashTwo() coroutine.resume(coroutine.create(function() equipsound(1.3) wld13.Part0 = LeftArm wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8) * CFrame.new(-1,0,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7,0,0) * CFrame.new(0,1.2,-1) SlashEffect(prt6,0,-6,-1,0,3.14,0,BrickColor.new("Black"),1.5,1,2) for i=0,1,0.8 do wait() LW.C0 = CFrame.new(-1.5-0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5*i) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) if wld13.Part0==LeftArm then wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8-0.2*i) * CFrame.new(-1,0,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.2*i,0,0) * CFrame.new(0,1.2,-1) end end local ppart = part(1,workspace,0,1,BrickColor.new("Navy blue"),"DerpPart",Vector3.new(1,1,1)) ppart.Anchored=true ppart.CFrame=Head.CFrame*CFrame.new(0,5,-30) SlashEffect(ppart,0,-8,-3,-1.57,-0.4,0,BrickColor.new("Black"),2.5,1,5) SlashEffect(ppart,0,-8,-3,-1.57,0.4,0,BrickColor.new("Black"),2.5,1,5) for i=0,1,0.8 do wait() LW.C0 = CFrame.new(-1.5-0.5+0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5-0.5*i) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) --wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.6) * CFrame.new(-1,0,0) --wld13.C1 = CFrame.fromEulerAnglesXYZ(0.5,0,0) * CFrame.new(0,2,-1) end wait(0.1) wld13.Part0 = prt13 wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) wait(1) ppart.Parent=nil end)) end function Punch() attack=true for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2+0.2*i,0.7-0.7*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-2*i,0,0.4-0.8*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1-1*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6+0.6*i,-1.5+0.3-0.3*i,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,-0.5+0.5*i) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(1.2) local vel = Instance.new("BodyGyro") vel.Parent = Head vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 vel.cframe=Head.CFrame con1=LeftArm.Touched:connect(function(hit) Damagefunc2(hit,5,1) punched=true end) for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1.57*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+2.07*i,0,-0.4-1.17*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1:disconnect() for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1.57-1.57*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-0.07*i,0,-1.57+1.97*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1*i,0.3-0.3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6*i,-1.5+0.3*i,-0.3*i) * CFrame.fromEulerAnglesXYZ(0.5*i,0,-0.5*i) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait() vel.Parent=nil attack=false coroutine.resume(coroutine.create(function() wait(0.2) punched=false end)) end function Kick() attack=true for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2+0.2*i,0.7-0.7*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-1.9*i,0,0.4-0.4*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1-1*i,0.3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2+0.3*i,0,0) RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6+0.6*i,-1.5+0.3-0.3*i,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,-0.5+0.5*i) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(1) local vel = Instance.new("BodyGyro") vel.Parent = Head vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 vel.cframe=Head.CFrame local vel2 = Instance.new("BodyVelocity") vel2.Parent = Torso vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2 vel2.velocity = Head.CFrame.lookVector * 40 con1=RightLeg.Touched:connect(function(hit) Damagefunc2(hit,10,1) kicked=true end) for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.5*i,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4-0.3*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0.3) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C0 = CFrame.new(0.5,-1.5+0.3*i,-0.5*i) * CFrame.fromEulerAnglesXYZ(1*i,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1:disconnect() vel2.velocity = Head.CFrame.lookVector * -40 for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4-0.3+0.3*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,0.3) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C0 = CFrame.new(0.5,-1.5+0.3-0.3*i,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1-1*i,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end vel2.Parent=nil for i=0,1,0.15 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,-0.2*i,0.7*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4+1.9*i,0,0.4*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1*i,0.3) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0) RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6*i,-1.5+0.3*i,-0.3*i) * CFrame.fromEulerAnglesXYZ(0.5*i,0,-0.5*i) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait() vel.Parent=nil attack=false coroutine.resume(coroutine.create(function() wait(0.2) kicked=false end)) end function WinrarDash() coroutine.resume(coroutine.create(function() local LastPoint = Torso.CFrame for i=0,1,0.1 do wait() local Point = Torso.CFrame effect2("Black",0,LastPoint,Point) LastPoint = Point end end)) attack=true local vel = Instance.new("BodyGyro") vel.Parent = Head vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 vel.cframe=Head.CFrame local vel2 = Instance.new("BodyVelocity") vel2.Parent = Torso vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2 vel2.velocity = Head.CFrame.lookVector * -150 + (Vector3.new(0,1,0) * -37) wait(0.15) vel2.Parent=nil for i=1,8 do wait(math.random()/7) SlashTwo() end vel.Parent=nil attack=false end function DashForward() wait() --abscond(4) local vel = Instance.new("BodyVelocity") vel.Parent = Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2 vel.velocity = Head.CFrame.lookVector * 250 + (Vector3.new(0,1,0) * 63) local LastPoint = Torso.CFrame coroutine.resume(coroutine.create(function() for i=0,1,0.1 do wait() if holddash==true then local Point = Torso.CFrame effect2("Black",0,LastPoint,Point) LastPoint = Point end end end)) for i=0,1,0.3 do wait() vel.velocity = Head.CFrame.lookVector * 250 + (Vector3.new(0,1,0) * 63) --[[LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3,0.3,-0.3) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0.2,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) ]] end vel.Parent=nil end function DashBackwards() wait() --abscond(2) local vel = Instance.new("BodyVelocity") vel.Parent = Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2 vel.velocity = Head.CFrame.lookVector * -250 + (Vector3.new(0,1,0) * -63) print(vel.velocity) local LastPoint = Torso.CFrame coroutine.resume(coroutine.create(function() for i=0,1,0.1 do wait() if holddash==true then local Point = Torso.CFrame effect2("Black",0,LastPoint,Point) LastPoint = Point end end end)) for i=0,1,0.3 do wait() vel.velocity = Head.CFrame.lookVector * -250 + (Vector3.new(0,1,0) * -63) --[[LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.3,0.3,-0.3) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0.2,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) ]] end vel.Parent=nil end function CarnageDash() --attack=true wait() local vel = Instance.new("BodyVelocity") vel.Parent = Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2 vel.velocity = Head.CFrame.lookVector * 150 + (Vector3.new(0,1,0) * 37) coroutine.resume(coroutine.create(function() while dashing==true do wait() Walking(0.15) end end)) while dashing==true do wait(0.08) vel.velocity = Head.CFrame.lookVector * 150 + (Vector3.new(0,1,0) * 37) coroutine.resume(coroutine.create(function() --ss(1) equipsound(1.3) --for i=1,2 do wld13.Part0 = LeftArm wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8) * CFrame.new(-1,0,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7,0,0) * CFrame.new(0,1.2,-1) SlashEffect(prt6,0,-6,-1,0,3.14,0,BrickColor.new("Black"),1.5,1,2) for i=0,1,0.8 do wait() LW.C0 = CFrame.new(-1.5-0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5*i) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) if wld13.Part0==LeftArm then wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.8-0.2*i) * CFrame.new(-1,0,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.2*i,0,0) * CFrame.new(0,1.2,-1) end end local ppart = part(1,workspace,0,1,BrickColor.new("Navy blue"),"DerpPart",Vector3.new(1,1,1)) ppart.Anchored=true ppart.CFrame=Head.CFrame*CFrame.new(0,0,-5)*CFrame.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) coroutine.resume(coroutine.create(function(PART) wait(1) PART.Parent=nil end),ppart) SlashEffect(ppart,0,-6,-3,-1.57,math.random(-50,50),0,BrickColor.new("Black"),2,2,4) for i=0,1,0.8 do wait() LW.C0 = CFrame.new(-1.5-0.5+0.5*i,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5,0,0.4) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5-0.5*i) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,1,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.2,0,0) --wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.6) * CFrame.new(-1,0,0) --wld13.C1 = CFrame.fromEulerAnglesXYZ(0.5,0,0) * CFrame.new(0,2,-1) --end end end)) end vel.Parent=nil wld13.Part0 = prt13 wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.2,0) wld13.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) --attack=false end function DownwardSlash() attack=true wait() local vel = Instance.new("BodyVelocity") vel.Parent = Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*2 vel.velocity = Vector3.new(0,1,0) * 40 gairo.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gairo.P = 10000000 --gairo.D = 2000 gairo.Parent = Torso gairo.cframe=Torso.CFrame for i=0,1,0.1 do wait() --gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(0,0,0.3*i) gairo.cframe=Torso.CFrame*CFrame.fromEulerAnglesXYZ(-0.1*i,0,0.2*i) end vel.velocity = Vector3.new(0,1,0) * 0 for i=1,20 do wait(0.05) coroutine.resume(coroutine.create(function() Slash() end)) end vel.Parent=nil gairo.Parent=nil attack=false end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function MMMAGIC(part,x1,y1,z1,x2,y2,z2,color) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function UltimaMMMAGIC(part,x1,y1,z1,x2,y2,z2,color) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(x1,y1,z1) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(1,1,1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function MOREMAGIX(part,cframe,x,y,z,color) p2=Instance.new("Part") p2.Name="Blast" p2.TopSurface=0 p2.BottomSurface=0 p2.CanCollide=false p2.Anchored=true p2.BrickColor=color p2.Size=Vector3.new(x,y,z) p2.formFactor="Symmetric" p2.CFrame=part.CFrame*CFrame.new(0,cframe,0) p2.Parent=workspace m=Instance.new("BlockMesh") m.Parent=p2 m.Name="BlastMesh" coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.Transparency=loll/20 part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end part.Parent=nil end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10)) end function EVENMOARMAGIX(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) msh1.MeshType = "Sphere" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color if Style == "WingBlade" and element == "Dark" then S.BrickColor=BrickColor.new("Black") end S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function WaveEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(x1,y1,z1) msh1.MeshId = "http://www.roblox.com/asset/?id=20329976" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(1,1,1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function BlastEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(x1,y1,z1) msh1.MeshId = "http://www.roblox.com/asset/?id=1323306" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(1,1,1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end LastPoint = Torso function effect(Color,Ref,LP,P1,returnn) local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Transparency=0.7 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 = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) if returnn then return effectsg end coroutine.resume(coroutine.create(function() con1=effectsg.Touched:connect(function(hit) Damagefunc2(hit,5,1) end) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - effectsg.Position; local mag = targ.magnitude; if mag <= 6 then Damagefunc1(head,5,1) end end end end if not returnn then for i = 0 , 1 , 0.2 do wait() local dir = effectsg.CFrame.lookVector+Vector3.new(0,0,0) local hit2,pos = rayCast(effectsg.Position,effectsg.CFrame.lookVector,10,Character) if hit2 ~= nil then if hit2.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit2.Parent.Humanoid Damagefunc1(hit2,5,5) end end effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i) end wait() effectsg.Parent = nil end end)) end function effect2(Color,Ref,LP,P1,returnn) local effectsmsh = Instance.new("BlockMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Transparency=0.4 effectsg.Size = Vector3.new(1,1,1) 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(5,mg,5) effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) if returnn then return effectsg end coroutine.resume(coroutine.create(function() con1=effectsg.Touched:connect(function(hit) Damagefunc2(hit,5,1) end) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - effectsg.Position; local mag = targ.magnitude; if mag <= 6 then Damagefunc1(head,5,1) end end end end if not returnn then for i = 0 , 1 , 0.2 do wait() effectsg.Transparency=effectsg.Transparency+0.1 end wait() effectsg.Parent = nil end end)) end function SlashEffect(part,x1,y1,z1,x2,y2,z2,color,size,power,repeats) p2=Instance.new("Part") p2.Name="Blast" p2.TopSurface=0 p2.BottomSurface=0 p2.CanCollide=false p2.Anchored=true p2.BrickColor=color p2.Size=Vector3.new(2,2,2) p2.formFactor="Symmetric" p2.CFrame=part.CFrame*CFrame.fromEulerAnglesXYZ(x2,y2,z2)*CFrame.new(x1,y1,z1) p2.Parent=workspace p2.Transparency=1 m=Instance.new("BlockMesh") m.Parent=p2 m.Name="BlastMesh" local LastPoint = p2.CFrame coroutine.resume(coroutine.create(function(part,dir) for loll=1, repeats do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.CFrame=part.CFrame*CFrame.new(0,2.5*size,0)*CFrame.fromEulerAnglesXYZ(0.6*power,0,0) local Point = part.CFrame effect("White",0.5,LastPoint,Point) LastPoint = Point wait(0) end part.Parent=nil end),p2,0) end --SlashEffect(workspace.Fenrier.Torso,0,-6,-3,-1.57,math.random(-1,1)+math.random(),0,BrickColor.new("Black"),1.5,1.5) function ss(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" --SlashSound.SoundId = "http://roblox.com/asset/?id=10209645" SlashSound.Parent = workspace SlashSound.Volume = .5 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function equipsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = workspace SlashSound.Volume = .3 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function abscond(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2767090" SlashSound.Parent = workspace SlashSound.Volume = 1 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function magicsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511" SlashSound.Parent = workspace SlashSound.Volume = .5 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function critsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2801263" SlashSound.Parent = workspace SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function spikesound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=3264793" SlashSound.Parent = workspace SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end Damagefunc1=function(hit,Damage,Knockback) if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) if hit.Parent==nil then return end CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if mana < 400 then mana = mana + math.random(10,20) end if mana > 400 then mana = 400 end Damage=Damage --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) -- print(c.Value) if math.random(0,99)+math.random()<=5 then CRIT=true Damage=Damage*1.5 --[[ Knockback=Knockback*2 r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] critsound(2) end Damage=Damage+math.random(0,10) -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2)) h.Health=h.Health-Damage showDamage(hit.Parent,Damage,.5) vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05 if Knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.25) --[[ r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] game:GetService("Debris"):AddItem(r,.5) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false hitDeb=true AttackPos=6 end end end Damagefunc1=function(hit,Damage,Knockback) if hit.Parent==nil then return end -- CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) Damage=Damage --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- print("NOPE.AVI") if math.random(0,99)+math.random()<=5 then CRIT=true Damage=Damage*1.5 --[[ Knockback=Knockback*2 r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] end Damage=Damage+math.random(0,10) -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2)) h:TakeDamage(Damage) showDamage(hit.Parent,Damage,.5) vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05 if Knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.25) --[[ r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso game:GetService("Debris"):AddItem(r,.5)]] CRIT=false hitDeb=true AttackPos=6 end end end Damagefunc2=function(hit,Damage,Knockback) if hit.Parent==nil then return end -- CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) Damage=Damage --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- print("NOPE.AVI") if math.random(0,99)+math.random()<=5 then CRIT=true Damage=Damage*1.5 --[[ Knockback=Knockback*2 r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] end Damage=Damage+math.random(0,10) -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2)) h:TakeDamage(Damage) showDamage(hit.Parent,Damage,.5) vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback vp.velocity=Torso.CFrame.lookVector*Knockback if Knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,2) --[[ r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso game:GetService("Debris"):AddItem(r,.5)]] CRIT=false hitDeb=true AttackPos=6 end end end showDamage=function(Char,Dealt,du) 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=BrickColor:Red() if CRIT==true then c.BrickColor=BrickColor.new("Really red") end 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(1.25,1.5,1.25) end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) 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 hold = false function ob1d(mouse) if attack == true then return end hold = true Slash() --[[if combo == 0 then combo = 1 onehit() coroutine.resume(coroutine.create(function() wait(0.5) if attack == false then combo = 0 Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) elseif combo == 1 then combo = 2 twohit() coroutine.resume(coroutine.create(function() wait(0.5) if attack == false then combo = 0 Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) elseif combo == 2 then combo = 3 threehit() wait(0.5) combo = 0 Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ]] end function ob1u(mouse) hold = false end buttonhold = false function Key(key,mouse) if key=="k" then if sitting==false then sitting=true normattack=true Sit() elseif sitting==true then sitting=false UnSit() normattack=false end end pcall(function() act.key[key:lower()] = true end) local kk = key:lower() coroutine.resume(coroutine.create(function() if kk == "w" or kk == "a" or kk == "s" or kk == "d" then while act.key["w"] == true or act.key["a"] == true or act.key["s"] == true or act.key["d"] == true do wait() end walking = false end end)) if kk == "w" or kk == "a" or kk == "s" or kk == "d" then if walking == true then return end if normattack==true then return end while act.key["w"] == true or act.key["a"] == true or act.key["s"] == true or act.key["d"] == true do Walking(0.1) wait() end walking = false Stance() end if attack == true then return end if key == "y" then holddash=true DashForward() end if key == "h" then holddash=true DashBackwards() end if key=="g" then dashing=true CarnageDash() end if key=="q" then DownwardSlash() end if punched==true then if key=="c" then normattack=true WinrarDash() normattack=false end elseif kicked==true then if key=="z" then normattack=true normattack=false end else if key=="z" then normattack=true Punch() normattack=false end if key=="x" then normattack=true Kick() normattack=false end end --[[if key=="c" then normattack=true WinrarDash() normattack=false end]] RWL.C0 = CFrame.new(0.5,-1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LWL.C0 = CFrame.new(-0.5-0.6,-1.5+0.3,-0.3) * CFrame.fromEulerAnglesXYZ(0.5,0,-0.7+0.2) LWL.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) Stance() end function Key2(key,mouse) pcall(function() act.key[key:lower()] = false end) if key=="f" then holddash=false end if key=="g" then dashing=false end end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(function(key) Key(key,mouse) end) mouse.KeyUp:connect(function(key) Key2(key,mouse) end) --mouse.KeyDown:connect(key,mouse) --mouse.KeyUp:connect(key2,mouse) MMouse=mouse player = Player ch = Character RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] -- RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso --_G.R = RW -- LW.Part0 = ch.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso --_G.L = LW -- RHP = ch.Torso["Right Hip"] LHP = ch.Torso["Left Hip"] -- RWL.Part0 = ch.Torso RWL.C0 = CFrame.new(0, -1.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RWL.C1 = CFrame.new(-0.5, 0.5, 0) RWL.Part1 = ch["Right Leg"] RWL.Parent = ch.Torso --_G.R = RW -- LWL.Part0 = ch.Torso LWL.C0 = CFrame.new(0, -1.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LWL.C1 = CFrame.new(0.5, 0.5, 0) LWL.Part1 = ch["Left Leg"] LWL.Parent = ch.Torso --_G.L = LW -- equipanim() end function ds(mouse) hideanim() RW.Parent = nil LW.Parent = nil RWL.Parent = nil LWL.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso RHP.Parent = player.Character.Torso LHP.Parent = player.Character.Torso end Bin.Selected:connect(s) Bin.Deselected:connect(ds) --[[function onRunning(speed) if attack == true then return end if speed>0 then walking = true for i = 0,1,0.1 do wait() if attack == false then --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end else walking = false for i = 0,1,0.1 do wait() if attack == false then --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end end Character.Humanoid.Running:connect(onRunning) ]] local BladeHealth=Character.Humanoid.MaxHealth/2 coroutine.resume(coroutine.create(function() for i=0,1,0.1 do wait() Character.Humanoid.Maxhealth=BladeHealth end end)) while true do wait(0) fentext3.Size = UDim2.new(mana*0.007,0,0.200000006,0) fentext.Text = "Mana("..mana..")" fentext3.BackgroundColor3 = Color3.new(1,1,1) end