--MADE BY OneLegend (NOT THE SCRIPT) REGULAR SCRIPT: Go to line 8 and put your name where it says "jassm22" Plrs = game:GetService("Players") me = Plrs.jassm22 char = me.Character Modelname = "xWep" Toolname = "Drage" Able = true Selected = false Deb = true Hurt = false CritMultiplier = 1.6 ComboOn = false AbleToBreak = false CounterKey = false Attack = 1 AddDamage = 0 AddDamageX = 1 AddShield = 0 Dmgs = {Smash = {"Smash", 25, 2, 3, false}, Slash = {"Slash", 18, 1, 3, false}, SideSlash = {"SideSlash", 18, 1, 3, false}, DoubleSlash = {"Double Slash", 20, 1, 2, false}, Spin = {"Spin Slash", 30, 2, 5, true, 30}, Boom = {"Boom", 60, 6, 6, true, 50, 16}, RageMode = {"RAGE", 8, 1.35, 1, 50}, Counter = {"Counter", 25, 1, 1, true, 15}, RageSlash = {"Rage Slash", 40, 3, 7, true, 30}} RageMode = false Mode = Dmgs.Slash AbleAll = true necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Aim = false LineColor = "White" EffectColor3 = "Bright red" EffectColor2 = "White" EffectColor = "Pastel Blue" MainColor = "Navy blue" BladeColor = "Pastel Blue" BlockBars = {} MaxRage = 100 Rage = MaxRage CritChance = 5 --Percent for _, v in pairs(char:children()) do if v.Name == "Block" then v:remove() end end BlockRealPowa = 4 Block = Instance.new("BoolValue") Block.Name = "Block" Block.Value = false BlockPower = Instance.new("IntValue") BlockPower.Name = "BlockPower" BlockPower.Value = BlockRealPowa BlockPower.Parent = Block Block.Parent = char CA = CFrame.Angles CN = CFrame.new MR = math.rad MP = math.pi MD = math.deg MH = math.huge MRA = math.random EffPos = CFrame.new(0, 0.5, 0) Sounds = { Equip = {"rbxasset://sounds//unsheath.wav", 0.7, 0.6}, Hit = {"http://www.roblox.com/asset/?id=2801263", 0.9, 0.6}, Block = {"", 1, 0.5}, Slash = {"rbxasset://sounds//swordslash.wav", 2, 0.8}, SmashHit = {"rbxasset://sounds\\metal.ogg", 1.5, 0.8}, Jump = {"rbxasset://sounds/swoosh.wav", 1, 1}, Boom = {"http://www.roblox.com/asset?id=1369158", 1.2, 1}, SmashBoom = {"http://www.roblox.com/asset/?id=2760979", 0.25, 1}, Jump2 = {"http://www.roblox.com/asset/?id=2101148", 2, 1}, GoRage = {"http://www.roblox.com/asset/?id=2767090", 1, 1}, Shout = {"http://www.roblox.com/asset/?id=2676305", 1.1, 0.8}, RageOff = {"http://www.roblox.com/asset/?id=3264793", 1.6, 0.6}, } Add = { Sphere = function(P) local m = Instance.new("SpecialMesh",P) m.MeshType = "Sphere" return m end, BP = function(P) local bp = Instance.new("BodyPosition",P) bp.maxForce = Vector3.new(MH, MH, MH) bp.P = 14000 return bp end, BG = function(P) local bg = Instance.new("BodyGyro",P) bg.maxTorque = Vector3.new(MH, MH, MH) bg.P = 14000 return bg end, Mesh = function(P, ID, x, y, z) local m = Instance.new("SpecialMesh") m.MeshId = ID m.Scale = Vector3.new(x, y, z) m.Parent = P return m end, Head = function(P) local s = Instance.new("SpecialMesh") s.MeshType = "Head" s.Parent = P return s end, Sound = function(P, ID, vol, pitch) local s = Instance.new("Sound") s.SoundId = ID s.Volume = vol s.Pitch = pitch s.Parent = P return s end } function RC(Pos, Dir, Max, Ignore) return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore) end function RayC(Start, En, MaxDist, Ignore) return RC(Start, (En - Start), MaxDist, Ignore) end function Notime(func, tim) coroutine.resume(coroutine.create(function() if tim then wait(tim) end func() end)) end function waitChild(parent, name) local child = parent:findFirstChild(name) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name == name then return child end end end function ComputePos(pos1, pos2) local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z) return CFrame.new(pos1, pos3) end function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break) local p = Instance.new("Part") p.formFactor = "Custom" p.Anchored = Anchor p.CanCollide = Collide p.Transparency = Tran p.Reflectance = Ref p.BrickColor = BrickColor.new(Color) p.TopSurface = 0 p.BottomSurface = 0 p.Size = Vector3.new(X, Y, Z) if Break then p:BreakJoints() else p:MakeJoints() end p.Parent = Parent p.Locked = true return p end function Weld(p0, p1, x, y, z, a, b, c) local w = Instance.new("Weld") w.Parent = p0 w.Part0 = p0 w.Part1 = p1 w.C1 = CN(x,y,z) * CA(a,b,c) return w end torso = char.Torso neck = torso.Neck hum = char.Humanoid Rarm = char["Right Arm"] Larm = char["Left Arm"] Rleg = char["Right Leg"] Lleg = char["Left Leg"] hc = Instance.new("Humanoid") hc.Health = 0 hc.MaxHealth = 0 function getHumanoid(c) local h = nil for i,v in pairs(c:children()) do if v:IsA("Humanoid") and c ~= char then if v.Health > 0 then h = v end end end return h end function getCharacters(where, pos, dist) local chars = {} for _, v in pairs(where:children()) do local hum = getHumanoid(v) local tors = v:findFirstChild("Torso") if tors ~= nil and hum ~= nil then local anypart = nil for _,k in pairs(v:children()) do if k:IsA("BasePart") then if (k.Position - pos).magnitude <= dist then anypart = k break end end end if anypart then table.insert(chars, {v, tors, hum}) end end end return chars end function PlaySound(id, pitch, vol) local s = Add.Sound(nil, id, vol, pitch) if pitch ~= nil then if tonumber(pitch) then s.Pitch = tonumber(pitch) end end if vol ~= nil then if tonumber(vol) then s.Volume = tonumber(vol) end end s.Parent = torso s.PlayOnRemove = true Notime(function() wait() s:remove() end) end function playz(sound) PlaySound(sound[1], sound[2], sound[3]) end PlrGui = waitChild(me, "PlayerGui") for _, v in pairs(char:children()) do if v.Name == Modelname then v:remove() end end for _, v in pairs(PlrGui:children()) do if v.Name == "HealthGUI" or v.Name == "MyGui" then v:remove() end end function EditGui(obj, parent, size, position, bgcolor, bordercolor, transparency, text, textcolor, auto) obj.Size = size obj.Position = position obj.BackgroundColor3 = bgcolor obj.BorderColor3 = bordercolor obj.BackgroundTransparency = transparency if obj:IsA("TextLabel") or obj:IsA("TextButton") then obj.Text = text obj.TextColor3 = textcolor end if obj:IsA("ImageButton") or obj:IsA("TextButton") then obj.AutoButtonColor = auto obj.MouseButton1Down:connect(function() RemoveOptions() end) end obj.Parent = parent end C3 = Color3.new UD = UDim2.new Sc = Instance.new("ScreenGui", PlrGui) Sc.Name = "MyGui" Fr = Instance.new("Frame") EditGui(Fr, Sc, UD(0, 60, 0, 250), UD(1, -70, 0.5, -125), C3(0.1, 0.2, 0.5), C3(), 0) HealthBack = Instance.new("Frame") EditGui(HealthBack, Fr, UD(0, 25, 1, -20), UD(0, 3, 0, 10), C3(0.2, 0, 0), C3(), 0) RageBack = Instance.new("Frame") EditGui(RageBack, Fr, UD(0, 25, 1, -20), UD(1, -27, 0, 10), C3(0.2, 0, 0), C3(), 0) local hp = hum.Health/hum.MaxHealth if hp > 1 then hp = 1 elseif hp < 0 then hp = 0 end HealthBar = Instance.new("ImageLabel") EditGui(HealthBar, HealthBack, UD(1, 0, hp, 0), UD(0, 0, 0, 0), C3(0.1, 0.65, 0), C3(), 0) HealthBar.Image = "http://www.roblox.com/asset/?id=50051953" RageBar = Instance.new("ImageLabel") EditGui(RageBar, RageBack, UD(1, 0, Rage/MaxRage, 0), UD(0, 0, 0, 0), C3(1, 0.6, 0.15), C3(), 0) RageBar.Image = "http://www.roblox.com/asset/?id=50051953" RageAmount = Instance.new("TextLabel") EditGui(RageAmount, RageBack, UD(1, 0, 0, 0), UD(0, 0, 0, 0), C3(1, 0.6, 0.15), C3(), 0, Rage, C3(1,1,1)) RageAmount.TextYAlignment = "Top" AimButton = Instance.new("TextButton") EditGui(AimButton, Fr, UD(1, 0, 0, 35), UD(0, 0, 1, 0), C3(0.9, 0.2, 0.3), C3(), 0, "AIM: OFF", C3(), true) AimButton.TextWrap = true AimButton.Font = "ArialBold" AimButton.FontSize = "Size14" AimButton.MouseButton1Down:connect(function() if Aim then Aim = false AimButton.Text = "AIM: OFF" AimButton.BackgroundColor3 = C3(0.9, 0.2, 0.3) else Aim = true AimButton.Text = "AIM: ON" AimButton.BackgroundColor3 = C3(0.3, 0.85, 0.1) end end) for i = 1, BlockRealPowa do local gui = Instance.new("ImageLabel") EditGui(gui, Fr, UD(0, 16, 0, 16), UD(0, -18, 0.5, 20*(i-1)-((BlockRealPowa*20)/2)), C3(), C3(), 1) gui.Image = "http://www.roblox.com/asset/?id=48908046" table.insert(BlockBars, gui) end BlockPower.Changed:connect(function() for _, v in pairs(BlockBars) do v.Image = "" end for i = 1, BlockPower.Value do local gui = BlockBars[i] if gui then gui.Image = "http://www.roblox.com/asset/?id=48908046" end end end) Mo = Instance.new("Model") Mo.Name = Modelname RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0) LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0) RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0) LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0) RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0) LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0) RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0) LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0) HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) HBW = Weld(Rarm, HB, 0, 0, 1, MP/2, 0, 0) HW = Weld(HB, nil, 0, 0, 0, 0, 0, 0) SW = Weld(Larm, nil, -0.5, 0, 0.3, MP/2, 0, 0) TH = Weld(torso, nil, 0, 2.5, 0, MR(145), 0, 0) TH.C0 = CN(0, -0.3, 0.75) * CA(0, MP/2, 0) Weapon = Instance.new("Model") Weapon.Name = "Weapon" Handle = Part(Weapon, false, false, 0, 0, MainColor, 0.4, 1.8, 0.4) Add.Head(Handle) Tip1 = Part(Weapon, false, false, 0, 0, "Deep blue", 0.45, 1.2, 0.45) Add.Head(Tip1) Weld(Handle, Tip1, 0, 0, 0, 0, 0, 0) Tip2 = Part(Weapon, false, false, 0, 0, "Bright blue", 0.5, 0.5, 0.5) Weld(Handle, Tip2, 0, 0.9, 0, 0, 0, 0) Add.Mesh(Tip2, "http://www.roblox.com/asset/?id=9756362", 0.75, 0.5, 0.75) Tip3 = Part(Weapon, false, false, 0, 0, "Deep blue", 0.7, 0.3, 1.2) Weld(Handle, Tip3, 0, -0.9, 0, 0, 0, 0) Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=9756362", 0.7, 0.35, 1.35) Tip4 = Part(Weapon, false, false, 0, 0, "Deep blue", 0.6, 0.2, 1.8) Weld(Handle, Tip4, 0, -0.9, 0, 0, 0, 0) Tip5 = Part(Weapon, false, false, 0, 0, "Bright blue", 0.6, 0.6, 0.3) Weld(Tip4, Tip5, 0, -0.4, -0.85, MR(-15), 0, 0) Tip6 = Part(Weapon, false, false, 0, 0, "Bright blue", 0.6, 0.6, 0.3) Weld(Tip4, Tip6, 0, -0.4, 0.85, MR(15), 0, 0) Blades = {} for i = 0, 180, 180 do for x = -20, 20, 40 do local lol = i-90 local lol2 = math.abs(lol/480) local lol3 = x/90 local Blade1 = Part(Weapon, false, false, 0, 0.3, BladeColor, 0.2, 3.5, 0.6) Instance.new("BlockMesh",Blade1).Scale = Vector3.new(0.2, 1, 0.99) local w = Weld(Tip4, Blade1, lol2, 0, -lol3, 0, 0, 0) w.C0 = CN(0, 1.7, 0) * CA(0, MR(i+x), 0) table.insert(Blades, Blade1) end end Tip7 = Part(Weapon, false, false, 0, 0.3, BladeColor, 0.3, 1.3, 0.7) Add.Mesh(Tip7, "http://www.roblox.com/asset/?id=9756362", 0.31, 1.4, 0.8) Weld(Tip4, Tip7, 0, -3.45, 0, 0, 0, 0) table.insert(Blades, Tip7) TH.Part1 = Handle Shield = Instance.new("Model") Shield.Name = "Shield" SHandle = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.9, 0.4) SW.Part1 = SHandle for i = 65, 115, 25 do local STip1 = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.5, 0.4) local w = Weld(SHandle, STip1, 0.8, 0, 0, 0, 0, 0) w.C0 = CN(-0.5, 0.2, 0) * CA(0, 0, MR(i)) end for i = -65, -115, -25 do local STip1 = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.5, 0.4) local w = Weld(SHandle, STip1, 0.8, 0, 0, 0, 0, 0) w.C0 = CN(-0.5, -0.2, 0) * CA(0, 0, MR(i)) end SHandle2 = Part(Weapon, false, false, 0, 0, "Really black", 0.2, 0.9, 0.4) Weld(SHandle, SHandle2, 1, 0, 0, 0, 0, 0) ShieldMain = Part(Weapon, false, false, 0, 0, "Medium grey", 0.3, 3.5, 1.1) ShieldW = Weld(SHandle2, ShieldMain, 0, 0, 0, 0, 0, 0) ShieldW.C0 = CN(0, -0.2, 0) * CA(0, MR(-5), 0) STip1 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 0.4, 1.15) Weld(ShieldMain, STip1, 0, -1.75, 0, 0, 0, 0) STip2 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 0.4, 1.15) Weld(ShieldMain, STip2, 0, 1.75, 0, 0, 0, 0) for i = -15, 15, 30 do local ShieldPlate = Part(Weapon, false, false, 0, 0, "Medium grey", 0.3, 3.5, 1.1) local w = Weld(ShieldMain, ShieldPlate, 3.5, 0, 0, 0, 0, 0) w.C0 = CN(3.5, 0, 0) * CA(0, math.rad(i), 0) for x = -1.75, 1.75, 1.75*2 do local STip3 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 0.4, 1.15) Weld(ShieldPlate, STip3, 0, x, 0, 0, 0, 0) end local i2 = i/40 local STip3 = Part(Weapon, false, false, 0, 0, "Navy blue", 0.35, 3.9, 0.4) Weld(ShieldPlate, STip3, 0, 0, -i2, 0, 0, 0) end Weapon.Parent = Mo Shield.Parent = Mo Mo.Parent = char function ShowDamage(Dmg, Par, Crit, block) local Pos = Par.CFrame * CN(0, 2.5, 0) local M = Instance.new("Model") local Loldmg = Dmg if Loldmg < 0 then Loldmg = 0 end if tostring(Loldmg):sub(1,1) == "-" then Loldmg = tostring(Loldmg):sub(2) end M.Name = Loldmg local Col = "Bright red" if Crit then Col = "Bright yellow" elseif block then Col = "Bright blue" end local P = Part(M, false, false, 0, 0, Col, 0.8, 0.3, 0.8, true) P.CFrame = CN(Par.Position) P.Name = "Head" local BP = Add.BP(P) BP.position = Pos.p BP.maxForce = Vector3.new(math.huge, math.huge, math.huge) BP.P = 11000 Add.BG(P) local H = hc:clone() H.Parent = M H.MaxHealth = 0 H.Health = 0 M.Parent = workspace Notime(function() wait(1.5) M:remove() end) end function Damage(P, Hum, dmg, crit, block) if Hum then if Hum.Health > 0 then local Damg = dmg if crit then Damg = dmg*CritMultiplier end Damg = math.ceil(((Damg+AddDamage)*AddDamageX)-0.5) Hum.Health = Hum.Health - Damg ShowDamage(Damg, P, crit, block) end end end function ShieldDamage(mode, blockval, blockpowerval, crit) if blockval and blockpowerval then local ShieldDmg = mode[3]+AddShield if crit then ShieldDmg = mode[4]+AddShield end if blockpowerval then blockpowerval.Value = blockpowerval.Value - ShieldDmg if blockpowerval.Value < 1 then blockval.Value = false end end end end function getBlock(c) local block, blockpow = nil local blockin = false for _,v in pairs(c:children()) do if v.Name == "Block" and v:IsA("BoolValue") then block = v blockin = v.Value local bp = v:findFirstChild("BlockPower") if bp then blockpow = bp end end end return block, blockpow, blockin end function TouchDamage(hit) local Hum = getHumanoid(hit.Parent) if Hum and Deb and Hurt then Deb = false local Crit = false local BlockVal, BlockPowaVal, Blawk = getBlock(Hum.Parent) local BlockPowa = 0 local blocksound = Sounds.SmashHit if math.random(1,100/CritChance) == 1 then Crit = true end local Damg = math.random(Mode[2]/3, Mode[2]) if Blawk then Damg = 0 ShieldDamage(Mode, BlockVal, BlockPowaVal, Crit) if BlockPowaVal then if BlockPowaVal.Value < 1 then blocksound = Sounds.Equip end end end if Mode[5] == false and RageMode == false and Blawk == false then Rage = Rage + math.ceil(Damg*0.75-0.5) end if Blawk then PlaySound(blocksound[1], blocksound[2]-0.15, blocksound[3]) else PlaySound(Sounds.Hit[1], Sounds.Hit[2], Sounds.Hit[3]) end Damage(hit, Hum, Damg, Crit, Blawk) if Mode == Dmgs.Spin then Notime(function() wait(0.35) Deb = true end) end end end for _, v in pairs(Blades) do v.Touched:connect(TouchDamage) end if script.Parent.className ~= "HopperBin" then H = Instance.new("HopperBin", me.Backpack) H.Name = Toolname script.Parent = H end Bin = script.Parent EffectOn = false function StartEffect(color) EffectOn = true local lastPoint = Tip7.CFrame * EffPos.p Notime(function() while EffectOn do wait() local pos = Tip7.CFrame * EffPos.p local magn = (lastPoint - pos).magnitude local col = LineColor if color and col ~= EffectColor3 then col = color end local p = Part(workspace, true, false, 0.1, 0, col, 0.3, 1, 0.3, true) local mesh = Add.Head(p) mesh.Scale = Vector3.new(1, magn+0.1, 1) p.CFrame = CN(lastPoint, pos) * CA(-MP/2, 0, 0) * CN(0, magn/2+0.05, 0) lastPoint = pos Notime(function() wait(0.05) for i = 0, 1, 0.12 do p.Transparency = 0.1+0.9*i mesh.Scale = Vector3.new(1-1*i, magn+0.1-0.1*i, 1-1*i) wait() end p:remove() end) end end) end function EndEffect() EffectOn = false end function Detach() RAW.Part1 = nil LAW.Part1 = nil RLW.Part1 = nil LLW.Part1 = nil RAW.C0 = CN() LAW.C0 = CN() RLW.C0 = CN() LLW.C0 = CN() end function Normalize() RAW.C0 = CA(MR(40), MR(50), 0) LAW.C0 = CA(MR(20), MR(-20), MR(-20)) HW.C0 = CA(0, 0, 0) neck.C0 = necko end SelectAnim = function() RAW.Part1 = Rarm HW.Part1 = nil TH.Part1 = Handle for i = 0.1, 1, 0.14 do RAW.C0 = CA(MR(220*i), MR(-30*i), MR(-35*i)) * CN(0.4*i, 0, 0) neck.C0 = necko * CA(MR(-10*i), 0, MR(-60*i)) wait() end PlaySound(Sounds.Equip[1], Sounds.Equip[2], Sounds.Equip[3]) HW.C0 = CN(0.4, 0, 0) * CA(MR(-60), MR(10), MR(100)) HW.Part1 = Handle TH.Part1 = nil LAW.Part1 = Larm for i = 0.09, 1, 0.11 do RAW.C0 = CA(MR(220-70*i), MR(-30+25*i), MR(-35+70*i)) * CN(0.4-0.4*i, 0, 0) HW.C0 = CN(0.4-0.4*i, 0, 0) * CA(MR(-60+40*i), MR(10-10*i), MR(100-40*i)) LAW.C0 = CA(MR(20*i), MR(-20*i), MR(-20*i)) neck.C0 = necko * CA(MR(-10+10*i), 0, MR(-60+40*i)) wait() end for i = 0.14, 1, 0.25 do RAW.C0 = CA(MR(150-60*i), MR(-5+15*i), MR(35-10*i)) HW.C0 = CA(MR(-20+20*i), 0, MR(60-30*i)) neck.C0 = necko * CA(0, 0, MR(-60+40+5*i)) wait() end for i = 0.1, 1, 0.14 do RAW.C0 = CA(MR(90-50*i), MR(10+40*i), MR(25-25*i)) HW.C0 = CA(0, 0, MR(30-30*i)) neck.C0 = necko * CA(0, 0, MR(-15+15*i)) wait() end Normalize() end DeselectAnim = function() for i = 0.09, 1, 0.14 do RAW.C0 = CA(MR(40+100*i), MR(50-50*i), MR(20*i)) LAW.C0 = CA(MR(20-20*i), MR(-20+20*i), MR(-20+20*i)) HW.C0 = CN(0.4*i, 0, 0) * CA(MR(-30*i), MR(5*i), MR(20*i)) neck.C0 = necko * CA(MR(-5*i), 0, MR(-35*i)) wait() end LAW.Part1 = nil for i = 0.08, 1, 0.14 do RAW.C0 = CA(MR(140+80*i), MR(-30*i), MR(20-55*i)) HW.C0 = CN(0.4, 0, 0) * CA(MR(-30-30*i), MR(5+5*i), MR(20+80*i)) neck.C0 = necko * CA(MR(-5-10*i), 0, MR(-35-25*i)) wait() end HW.Part1 = nil TH.Part1 = Handle for i = 0.09, 1, 0.18 do RAW.C0 = CA(MR(220-220*i), MR(-30+30*i), MR(20-55+35*i)) neck.C0 = necko * CA(MR(-5-10+15*i), 0, MR(-35-25+60*i)) wait() end neck.C0 = necko Detach() end function setatk(s, e) Notime(function() Attack = e wait(0.25) Attack = s end) end Attacks = { function() Attack = 1 Able = false for i = 0.1, 1, 0.2 do RAW.C0 = CA(MR(40+90*i), MR(50-60*i), 0) HW.C0 = CA(0, 0, 0) LAW.C0 = CA(MR(20+55*i), MR(-20), MR(-20+60*i)) neck.C0 = necko * CA(MR(-10*i), 0, MR(-25*i)) wait() end PlaySound(Sounds.Slash[1], Sounds.Slash[2], Sounds.Slash[3]) for i = 0.16, 1, 0.33 do RAW.C0 = CA(MR(130+5*i), MR(-10-20*i), 0) HW.C0 = CA(0, 0, 0) LAW.C0 = CA(MR(75+5*i), MR(-20), MR(40+5*i)) neck.C0 = necko * CA(MR(-10-5*i), 0, MR(-25-5*i)) wait() end Hurt = true Deb = true StartEffect() Mode = Dmgs.Slash for i = 0.11, 1, 0.22 do RAW.C0 = CA(MR(135-115*i), MR(-30), MR(-50*i)) * CN(0, -0.7*i, 0) HW.C0 = CA(MR(-70*i), 0, 0) LAW.C0 = CA(MR(80-120*i), MR(-20+20*i), MR(45-45*i)) neck.C0 = necko * CA(MR(-15+30*i), 0, MR(-30+45*i)) wait() end EndEffect() Hurt = false setatk(1,2) Able = true for i = 0.2, 1, 0.25 do RAW.C0 = CA(MR(20-18*i), MR(-30), MR(-50-3*i)) * CN(0, -0.7-0.05*i, 0) HW.C0 = CA(MR(-70-5*i), 0, 0) neck.C0 = necko * CA(MR(15+3*i), 0, MR(15+3*i)) wait() end wait(0.1) for i = 0.1, 1, 0.15 do if Able == false then return end RAW.C0 = CA(MR(2+38*i), MR(-30+80*i), MR(-53+53*i)) * CN(0, -0.75+0.75*i, 0) HW.C0 = CA(MR(-75+75*i), 0, 0) LAW.C0 = CA(MR(-40+60*i), MR(-20+20-20*i), MR(-20*i)) neck.C0 = necko * CA(MR(15+3-18*i), 0, MR(15+3-18*i)) wait() end Normalize() end, function() Attack = 2 Able = false PlaySound(Sounds.Slash[1], Sounds.Slash[2]+0.1, Sounds.Slash[3]) for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(10+80*i), MR(-30+30*i), MR(-55+35*i)) * CN(0, -0.75+0.35*i, 0) LAW.C0 = CA(MR(-40), 0, 0) HW.C0 = CA(MR(-75+75*i), 0, MR(90*i)) neck.C0 = necko * CA(MR(18-13*i), 0, MR(18+22*i)) wait() end Hurt = true Deb = true StartEffect() Mode = Dmgs.SideSlash for i = 0.09, 1, 0.17 do RAW.C0 = CA(MR(90-40*i), 0, MR(-20+110*i)) * CN(0, -0.4+0.4*i, 0) HW.C0 = CA(0, MR(-65*i), MR(90)) LAW.C0 = CA(MR(-40+120*i), MR(-20*i), MR(50*i)) * CN(0, -0.6*i, 0) neck.C0 = necko * CA(MR(5), 0, MR(40-90*i)) wait() end EndEffect() Hurt = false Deb = false setatk(1,3) Able = true for i = 0.12, 1, 0.25 do RAW.C0 = CA(MR(50-5*i), 0, MR(90+10*i)) HW.C0 = CA(0, MR(-65-5*i), MR(90)) LAW.C0 = CA(MR(-40+120), MR(-20), MR(50+5*i)) * CN(0, -0.6, 0) neck.C0 = necko * CA(MR(5), 0, MR(40-90-5*i)) wait() end wait(0.08) for i = 0.05, 1, 0.1 do if Able == false then return end RAW.C0 = CA(MR(45-5*i), MR(50*i), MR(100-100*i)) * CN(0, 0, 0) HW.C0 = CA(0, MR(-70+70*i), MR(90-90*i)) LAW.C0 = CA(MR(-40+120-60*i), MR(-20), MR(55-75*i)) * CN(0, -0.6+0.6*i, 0) neck.C0 = necko * CA(MR(5-5*i), 0, MR(-55+55*i)) wait() end Normalize() end, function() Able = false for i = 0.05, 1, 0.08 do RAW.C0 = CA(MR(50+130*i), 0, MR(90-125*i)) * CN(0, -1*i, 0) HW.C0 = CA(0, MR(-65-35*i), MR(90-90*i)) LAW.C0 = CA(MR(80+100*i), MR(-20+20*i), MR(50-15*i)) * CN(0, -0.6-0.4*i, 0) neck.C0 = necko * CA(MR(5-25*i), 0, MR(-50+50*i)) wait() end PlaySound(Sounds.Slash[1], Sounds.Slash[2]+0.05, Sounds.Slash[3]) for i = 0.13, 1, 0.25 do RAW.C0 = CA(MR(180+10*i), 0, MR(-35)) * CN(0, -1, 0) HW.C0 = CA(0, MR(-100), 0) LAW.C0 = CA(MR(180+10*i), 0, MR(35)) * CN(0, -1, 0) neck.C0 = necko * CA(MR(5-25-5*i), 0, 0) wait() end StartEffect() Hurt = true Deb = true Mode = Dmgs.Smash for i = 0.06, 1, 0.12 do RAW.C0 = CA(MR(190-160*i), 0, MR(-35)) * CN(0, -1+0.2*i, 0) HW.C0 = CA(MR(-20*i), MR(-100-40*i), MR(40*i)) LAW.C0 = CA(MR(190-160*i), 0, MR(35)) * CN(0, -1+0.2*i, 0) neck.C0 = necko * CA(MR(-25+45*i), 0, 0) wait() end PlaySound(Sounds.SmashHit[1], Sounds.SmashHit[2], Sounds.SmashHit[3]) EndEffect() Hurt = false Deb = false for i = 0.2, 1, 0.5 do RAW.C0 = CA(MR(30+15*i), 0, MR(-35)) * CN(0, -0.8+0.4*i, 0) HW.C0 = CA(MR(-20), MR(-140), MR(40)) LAW.C0 = CA(MR(30+15*i), 0, MR(35)) * CN(0, -0.8+0.4*i, 0) neck.C0 = necko * CA(MR(20), 0, 0) wait() end setatk(1,4) Able = true for i = 0.16, 1, 0.33 do if not Able then return end RAW.C0 = CA(MR(30+15-15*i), 0, MR(-35)) * CN(0, -0.8+0.4-0.2*i, 0) HW.C0 = CA(MR(-20), MR(-140), MR(40)) LAW.C0 = CA(MR(30+15-15*i), 0, MR(35)) * CN(0, -0.8+0.4-0.2*i, 0) neck.C0 = necko * CA(MR(20), 0, 0) wait() end for i = 0.05, 1, 0.1 do if not Able then return end RAW.C0 = CA(MR(30+10*i), MR(50*i), MR(-35+35*i)) * CN(0, -0.8+0.4-0.2+0.6*i, 0) HW.C0 = CA(MR(-20+20*i), MR(-140+140*i), MR(40-40*i)) LAW.C0 = CA(MR(30+15-15-10*i), MR(-20*i), MR(35-55*i)) * CN(0, -0.8+0.4-0.2+0.6*i, 0) neck.C0 = necko * CA(MR(20-20*i), 0, 0) wait() end Normalize() end, function() Able = false for i = 0.06, 1, 0.12 do RAW.C0 = CA(MR(30), MR(-20*i), MR(-35-25*i)) * CN(0, -0.8, 0) HW.C0 = CA(MR(-20-60*i), MR(-140-40*i), MR(40-40*i)) LAW.C0 = CA(MR(30-110*i), 0, MR(35-35*i)) * CN(0, -0.8+0.8*i, 0) neck.C0 = necko * CA(MR(20-15*i), 0, MR(10*i)) wait() end Mode = Dmgs.DoubleSlash StartEffect() playz(Sounds.Slash) Hurt = true Deb = true for i = 0.07, 1, 0.14 do RAW.C0 = CA(MR(30+120*i), MR(-20), MR(-60+80*i)) * CN(0, -0.8+0.8*i, 0) HW.C0 = CA(MR(-80+60*i), MR(180), 0) LAW.C0 = CA(MR(-50+100*i), 0, MR(30*i)) neck.C0 = necko * CA(MR(5-25*i), 0, MR(10-30*i)) wait() end EndEffect() Hurt = false for i = 0.17, 1, 0.33 do RAW.C0 = CA(MR(150+15*i), MR(-20), MR(20+5*i)) HW.C0 = CA(MR(-20), MR(180), 0) LAW.C0 = CA(MR(50+5*i), 0, MR(30+10*i)) neck.C0 = necko * CA(MR(-20-5*i), 0, MR(-20)) wait() end for i = 0.13, 1, 0.25 do RAW.C0 = CA(MR(165-15*i), MR(-20+50*i), MR(25-75*i)) HW.C0 = CA(MR(-20-20*i), MR(180), 0) LAW.C0 = CA(MR(55+45*i), 0, MR(40-30*i)) neck.C0 = necko * CA(MR(-25), 0, MR(-20+35*i)) wait() end StartEffect() Hurt = true Deb = true playz(Sounds.Slash) for i = 0.08, 1, 0.16 do RAW.C0 = CA(MR(150-110*i), MR(30), MR(-50+65*i)) HW.C0 = CA(MR(-40-40*i), MR(180), 0) LAW.C0 = CA(MR(100-50*i), MR(-30*i), MR(10+30*i)) * CN(0, -1.1*i, 0) neck.C0 = necko * CA(MR(-25+45*i), 0, MR(15-30*i)) wait() end EndEffect() Hurt = false for i = 0.13, 1, 0.25 do RAW.C0 = CA(MR(40-5*i), MR(30), MR(15+5*i)) HW.C0 = CA(MR(-80-5*i), MR(180), 0) LAW.C0 = CA(MR(50), MR(-30), MR(40)) * CN(0, -1.1-0.1*i, 0) neck.C0 = necko * CA(MR(20+5*i), 0, MR(-15-5*i)) wait() end for i = 0.09, 1, 0.16 do RAW.C0 = CA(MR(35+5*i), MR(30+20*i), MR(20-20*i)) HW.C0 = CA(MR(-85+85*i), MR(180+180*i), 0) LAW.C0 = CA(MR(50-30*i), MR(-30+10*i), MR(40-60*i)) * CN(0, -1.2+1.2*i, 0) neck.C0 = necko * CA(MR(25-25*i), 0, MR(-20+20*i)) wait() end Normalize() Able = true Attack = 1 end } SpinSlash = function(plaic) if Rage < Dmgs.Spin[6] then return end Rage = Rage - Dmgs.Spin[6] local cf = torso.CFrame local CF = ComputePos(cf.p, cf * CN(0, 0, -2)) if plaic then CF = ComputePos(cf.p, plaic) end AbleAll = false local bg = Add.BG(torso) bg.cframe = CF for i = 0.07, 1, 0.14 do RAW.C0 = CA(MR(40+50*i), MR(50-65*i), 0) HW.C0 = CA(0, 0, MR(90*i)) LAW.C0 = CA(MR(20-20*i), MR(-20+20*i), MR(-20-60*i)) neck.C0 = necko * CA(0, 0, MR(-30*i)) bg.cframe = CF * CA(0, MR(30*i), 0) wait() end StartEffect() Hurt = true Deb = true Mode = Dmgs.Spin Notime(function() while Hurt do PlaySound(Sounds.Slash[1], Sounds.Slash[2]+0.35, Sounds.Slash[3]) wait(0.15) end end) for i = 0.04, 1, 0.06 do RAW.C0 = CA(MR(90-10*i), MR(-15), MR(90*i)) HW.C0 = CA(0, MR(-70*i), MR(90)) LAW.C0 = CA(MR(90*i), 0, MR(-20-60+120*i)) * CN(0, -0.7*i, 0) neck.C0 = necko * CA(0, 0, MR(-30+20*i)) bg.cframe = CF * CA(0, MR(30-380*i), 0) wait() end EndEffect() for i = 0.09, 1, 0.17 do RAW.C0 = CA(MR(80), MR(-15), MR(90)) HW.C0 = CA(0, MR(-70-10*i), MR(90)) LAW.C0 = CA(MR(90), 0, MR(-20-60+120+20*i)) * CN(0, -0.7, 0) neck.C0 = necko * CA(0, 0, MR(-10+60*i)) bg.cframe = CF * CA(0, MR(-350-60*i), 0) wait() end Hurt = false Deb = false for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(80-40*i), MR(-15+65*i), MR(90-90*i)) HW.C0 = CA(0, MR(-80+80*i), MR(90-90*i)) LAW.C0 = CA(MR(90-70*i), MR(-20*i), MR(60-80*i)) * CN(0, -0.7+0.7*i, 0) neck.C0 = necko * CA(0, 0, MR(-10+60-50*i)) bg.cframe = CF * CA(0, MR(-410+50*i), 0) wait() end bg:remove() Normalize() AbleAll = true end Flawp = function(plaic) local cf = torso.CFrame local CF = ComputePos(cf.p, cf * CN(0, 0, -2)) if plaic then CF = ComputePos(cf.p, plaic) end local cf2 = CF * CN(0, -1.1, -1) local Dist = 8 local Hit1, Pos1 = RayC(CF.p, (CF * CN(0, -1, 0)).p, 4, char) local Hit2, Pos2 = RayC((CF * CN(0, 0, -Dist*2)).p, (CF * CN(0, -1, -Dist*2)).p, 4, char) local Hit3, Pos3 = RayC(CF.p, (CF * CN(0, 0, -Dist*2)).p, Dist*2, char) if Rage < Dmgs.Boom[6] then return end if Hit1 and Hit2 then Rage = Rage - Dmgs.Boom[6] local bp = Add.BP(torso) bp.position = cf.p local bg = Add.BG(torso) bg.cframe = CF AbleAll = false RLW.Part1 = Rleg LLW.Part1 = Lleg for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(40+30*i), MR(50-50*i), MR(25*i)) LAW.C0 = CA(MR(20+50*i), MR(-20+20*i), MR(-20-5*i)) HW.C0 = CA(MR(25*i), 0, 0) RLW.C0 = CN(0, 1*i, -1*i) LLW.C0 = CA(MR(-90*i), 0, 0) * CN(0, 0.5*i, -0.2*i) neck.C0 = necko * CA(MR(20*i), 0, 0) bp.position = CF * CN(0, -1*i, -1*i).p wait() end local Center = cf2 * CN(0, 0, -Dist) hum.PlatformStand = true PlaySound(Sounds.Jump[1], Sounds.Jump[2], Sounds.Jump[3]) for i = 0.06, 1, 0.1 do RAW.C0 = CA(MR(70-160*i), 0, MR(25+15*i)) LAW.C0 = CA(MR(70-160*i), 0, MR(-25-15*i)) HW.C0 = CA(MR(25), 0, 0) RLW.C0 = CN(0, 1-1*i, -1+1*i) LLW.C0 = CA(MR(-90+70*i), 0, 0) * CN(0, 0.5+0.7*i, -0.2-0.3*i) neck.C0 = necko * CA(MR(20-50*i), 0, 0) bp.position = Center * CA(MR(180-45*i), 0, 0) * CN(0, 0, -Dist).p bg.cframe = CF * CA(MR(-90*i), 0, 0) wait() end for i = 0.06, 1, 0.1 do RAW.C0 = CA(MR(-90-90*i), 0, MR(40+50*i)) LAW.C0 = CA(MR(-90-90*i), 0, MR(-40-50*i)) HW.C0 = CA(MR(25-25*i), 0, MR(-90*i)) RLW.C0 = CN(0, 0, 0) LLW.C0 = CA(MR(-20+20*i), 0, 0) * CN(0, 1.2-1.2*i, -0.5+0.5*i) bp.position = Center * CA(MR(135-45*i), 0, 0) * CN(0, 0, -Dist).p bg.cframe = CF * CA(MR(-90-90*i), 0, 0) wait() end StartEffect() for i = 0.06, 1, 0.1 do RAW.C0 = CA(MR(180+10*i), 0, MR(90-130*i)) * CN(0, -1*i, 0) LAW.C0 = CA(MR(180+10*i), 0, MR(-90+130*i)) * CN(0, -1*i, 0) HW.C0 = CA(0, 0, MR(-90-90*i)) RLW.C0 = CN(0, 0, 0) LLW.C0 = CA(0, 0, 0) * CN(0, 0, 0) bp.position = Center * CA(MR(90-45*i), 0, 0) * CN(0, 0, -Dist).p bg.cframe = CF * CA(MR(-180-90*i), 0, 0) wait() end playz(Sounds.Slash) for i = 0.06, 1, 0.1 do RAW.C0 = CA(MR(190-100*i), 0, MR(-40)) * CN(0, -1-0.2*i, 0) LAW.C0 = CA(MR(190-80*i), MR(-25*i), MR(40-15*i)) * CN(0, -1-0.2*i, 0) HW.C0 = CA(0, MR(-45*i), MR(-180)) RLW.C0 = CN(0, 1*i, -1*i) LLW.C0 = CA(MR(-20-70*i), 0, 0) * CN(0, 1.2-0.7*i, -0.5+0.3*i) neck.C0 = necko * CA(MR(-30+60*i), 0, 0) bp.position = Center * CA(MR(45-45*i), 0, 0) * CN(0, 0, -Dist).p bg.cframe = CF * CA(MR(-270-90*i), 0, 0) wait() end Mode = Dmgs.Boom EndEffect() RAW.C0 = CA(MR(90), 0, MR(-40)) * CN(0, -1.2, 0) LAW.C0 = CA(MR(110), MR(-25), MR(25)) * CN(0, -1.2, 0) HW.C0 = CA(0, MR(-45), MR(-180)) RLW.C0 = CN(0, 1, -1) LLW.C0 = CA(MR(-90), 0, 0) * CN(0, 0.5, -0.2) bp.position = Center * CN(0, 0, -Dist).p bg.cframe = CF * CA(0, 0, 0) local PosEff = Center * CN(0, -2, -Dist-2.5) Notime(function() playz(Sounds.Boom) local disst = Dmgs.Boom[7] local chars = getCharacters(workspace, PosEff.p, disst) for _,v in pairs(chars) do local c, t, h = v[1], v[2], v[3] local d = (t.Position - PosEff.p).magnitude local bl, bp, blo = getBlock(c) if blo then ShieldDamage(Dmgs.Boom, bl, bp, false) end d = d/4 if d < 1 then d = 1 end Damage(t, h, Dmgs.Boom[2]/d, false, false) for _,k in pairs(c:children()) do if k:IsA("BasePart") then k.Velocity = CFrame.new(PosEff.p, k.Position).lookVector * 40 + Vector3.new(0, 50, 0) end end h.PlatformStand = true Notime(function() h.PlatformStand = false end, 0.2) end local eff = Instance.new("Model",workspace) eff.Name = "Effect" local wave = Part(eff, true, false, 0, 0, EffectColor, 1, 1, 1, true) wave.CFrame = PosEff local wavem = Add.Mesh(wave, "http://www.roblox.com/asset/?id=20329976", 3, 2, 3) local ball = Part(eff, true, false, 0, 0, EffectColor2, 1, 1, 1, true) ball.CFrame = PosEff local ballm = Add.Sphere(ball) ballm.Scale = Vector3.new(2, 5, 2) local diamond = Part(eff, true, false, 0, 0, EffectColor, 1, 1, 1, true) diamond.CFrame = PosEff local diamondm = Add.Mesh(diamond, "http://www.roblox.com/asset/?id=9756362", 7, 0.5, 7) for i = 0, 1, 0.05 do wait() wave.CFrame = PosEff * CFrame.Angles(0, MR(180*i), 0) wave.Transparency = i wavem.Scale = Vector3.new(3+(disst*1.15)*i, 2+(disst/1.4)*i, 3+(disst*1.15)*i) ball.Transparency = i ballm.Scale = Vector3.new(1+(disst*2)*i, 5+(disst*1.2)*i, 1+(disst*2)*i) diamond.Transparency = i diamondm.Scale = Vector3.new(7-6.5*i, 0.5+(disst*2)*i, 7-6.5*i) end wait() eff:remove() end) wait(0.4) for i = 0.07, 1, 0.1 do RAW.C0 = CA(MR(90+50*i), 0, MR(-40)) * CN(0, -1.2+0.4*i, -0.4*i) LAW.C0 = CA(MR(110+30*i), MR(-25+25*i), MR(25+15*i)) * CN(0, -1.2+0.4*i, -0.4*i) HW.C0 = CA(MR(-30*i), MR(-45+45*i), MR(-180-30*i)) * CN(0, -0.7*i, 0) RLW.C0 = CN(0, 1-1*i, -1+1*i) LLW.C0 = CA(MR(-90+90*i), 0, 0) * CN(0, 0.5-0.5*i, -0.2+0.2*i) neck.C0 = necko * CA(MR(30-15*i), 0, 0) bp.position = Center * CN(0, 1.4*i, -Dist-1*i).p wait() end bp:remove() bg:remove() hum.PlatformStand = false for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(140-100*i), MR(50*i), MR(-40+40*i)) * CN(0, -0.8+0.8*i, -0.4+0.4*i) LAW.C0 = CA(MR(140-190*i), 0, MR(40-80*i)) * CN(0, -0.8+0.8*i, -0.4+0.4*i) HW.C0 = CA(MR(-30+30*i), 0, MR(-210-150*i)) * CN(0, -0.7+0.7*i, 0) RLW.C0 = CN() LLW.C0 = CN() neck.C0 = necko * CA(MR(15-15*i), 0, 0) bp.position = Center * CN(0, 1.4-0.4*i, -Dist-1-0.3*i).p wait() end RLW.Part1 = nil LLW.Part1 = nil for i = 0.1, 1, 0.2 do LAW.C0 = CA(MR(-50+70*i), MR(-20*i), MR(-40+20*i)) wait() end Normalize() AbleAll = true end end function Raeg() if Rage < Dmgs.RageMode[5] then return end if RageMode == false and AbleAll and Able then AbleAll = false local CF = ComputePos(torso.Position, torso.CFrame * CN(0, 0, -2)) for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(40-70*i), MR(50-45*i), MR(10*i)) LAW.C0 = CA(MR(20-50*i), MR(-20+15*i), MR(-20+10*i)) HW.C0 = CA(MR(20*i), 0, 0) wait() end for i = 0.12, 1, 0.25 do RAW.C0 = CA(MR(-30-10*i), MR(5-5*i), MR(10-5*i)) LAW.C0 = CA(MR(-30-10*i), MR(-5+5*i), MR(-10+5*i)) HW.C0 = CA(MR(20+5*i), 0, 0) wait() end hum.Jump = true playz(Sounds.Jump2) CF = ComputePos(torso.Position, torso.CFrame * CN(0, 0, -2)) local p = Part(workspace, true, false, 0, 0, "Bright red", 0.2, 0.2, 0.2, true) p.CFrame = CF * CN(0, -2, 0) local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 3, 1) Notime(function() for i = 0, 1, 0.08 do wait() m.Scale = Vector3.new(1+5*i, 3-2.5*i, 1+5*i) p.Transparency = i end p:remove() end) for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(-40+220*i), 0, MR(5+35*i)) LAW.C0 = CA(MR(-40+220*i), 0, MR(-5-35*i)) HW.C0 = CA(MR(25-115*i), MR(90*i), MR(45*i)) wait() end for i = 0.12, 1, 0.25 do RAW.C0 = CA(MR(180+8*i), 0, MR(40)) LAW.C0 = CA(MR(180+8*i), 0, MR(-40)) HW.C0 = CA(MR(-90), MR(90), MR(45)) wait() end for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(188-98*i), 0, MR(40-80*i)) * CN(0, -1*i, 0) LAW.C0 = CA(MR(188-98*i), 0, MR(-40+80*i)) * CN(0, -1*i, 0) HW.C0 = CA(MR(-90+90*i), MR(90+45*i), MR(45-45*i)) wait() end playz(Sounds.GoRage) local p2 = Part(workspace, false, false, 1, 0, EffectColor3, 1, 1, 1, true) Weld(Tip4, p2, 0, -2, 0, 0, 0, 0) local m2 = Add.Sphere(p2) m2.Scale = Vector3.new(0.2, 2, 0.5) for i = 0, 1, 0.06 do p2.Transparency = 1-1*i m2.Scale = Vector3.new(0.2+0.7*i, 2+3*i, 0.5+1.6*i) wait() end for _,v in pairs(Blades) do v.BrickColor = BrickColor.new(EffectColor3) end wait(0.5) for i = 0, 1, 0.1 do p2.Transparency = i wait() end p2:remove() playz(Sounds.Shout) for i = 0.1, 1, 0.1 do RAW.C0 = CA(MR(90-50*i), MR(50*i), MR(-40+40*i)) * CN(0, -1+1*i, 0) LAW.C0 = CA(MR(90-70*i), MR(-20*i), MR(-40+80-60*i)) * CN(0, -1+1*i, 0) HW.C0 = CA(0, MR(135+45*i), 0) wait() end Normalize() AbleAll = true RageMode = true AddDamage = Dmgs.RageMode[2] AddDamageX = Dmgs.RageMode[3] AddShield = Dmgs.RageMode[4] LineColor = EffectColor3 Notime(function() repeat wait() Rage = Rage - 0.45 until Rage < 1 RageMode = false AddDamage = 0 AddShield = 0 AddDamageX = 1 LineColor = "White" local p3 = Part(workspace, false, false, 1, 0, BladeColor, 1, 1, 1, true) Weld(Tip4, p3, 0, -2, 0, 0, 0, 0) local m3 = Add.Sphere(p3) m3.Scale = Vector3.new(0.85, 4.9, 1.8) playz(Sounds.RageOff) for i = 0.1, 1, 0.1 do p3.Transparency = 1-1*i wait() end p.Transparency = 0 for _,v in pairs(Blades) do v.BrickColor = BrickColor.new(BladeColor) end wait(0.2) for i = 0.2, 1, 0.2 do p3.Transparency = 1*i m3.Scale = Vector3.new(0.85+2*i, 4.9+9*i, 1.8+4.5*i) wait() end p3:remove() end) end end function RageSlash(plaic) if Rage < Dmgs.RageSlash[6] then return end local cf = torso.CFrame local CF = ComputePos(cf.p, cf * CN(0, 0, -2)) if plaic then CF = ComputePos(cf.p, plaic) local bg = Add.BG(torso) bg.cframe = CF Notime(function() bg:remove() end, 0.4) end Rage = Rage - Dmgs.RageSlash[6] AbleAll = false for i = 0.05, 1, 0.1 do RAW.C0 = CA(MR(40+105*i), MR(50-50*i), MR(-35*i)) * CN(0.15*i, -1*i, 0) LAW.C0 = CA(MR(20+125*i), MR(-20+20*i), MR(-20+55*i)) * CN(-0.15*i, -1*i, 0) HW.C0 = CA(0, MR(-35*i), 0) neck.C0 = necko * CA(MR(-20*i), 0, 0) wait() end for i = 0.09, 1, 0.18 do RAW.C0 = CA(MR(145+55*i), 0, MR(-35)) * CN(0.15, -1, 0) LAW.C0 = CA(MR(145+55*i), 0, MR(35)) * CN(-0.15, -1, 0) HW.C0 = CA(0, MR(-35), 0) neck.C0 = necko * CA(MR(-20-20*i), 0, 0) wait() end PlaySound(Sounds.Slash[1], Sounds.Slash[2]-0.7, Sounds.Slash[3]) for i = 0.12, 1, 0.25 do RAW.C0 = CA(MR(200+10*i), 0, MR(-35)) * CN(0.15, -1, 0) LAW.C0 = CA(MR(200+10*i), 0, MR(35)) * CN(-0.15, -1, 0) HW.C0 = CA(0, MR(-35), 0) neck.C0 = necko * CA(MR(-20-20-5*i), 0, 0) wait() end Mode = Dmgs.RageSlash StartEffect("Neon orange") Hurt = true Deb = true for i = 0.07, 1, 0.14 do RAW.C0 = CA(MR(210-160*i), 0, MR(-35)) * CN(0.15, -1, 0) LAW.C0 = CA(MR(210-150*i), MR(-30*i), MR(35)) * CN(-0.15, -1, 0) HW.C0 = CA(MR(-70*i), MR(-35), MR(-35*i)) neck.C0 = necko * CA(MR(-45+80*i), 0, 0) wait() end EndEffect() Hurt = false for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(50-15*i), 0, MR(-35)) * CN(0.15, -1, 0) LAW.C0 = CA(MR(60-15*i), MR(-30), MR(35)) * CN(-0.15, -1, 0) HW.C0 = CA(MR(-70-15*i), MR(-35), MR(-35-7*i)) neck.C0 = necko * CA(MR(-45+80+5*i), 0, 0) wait() end for i = 0.07, 1, 0.14 do RAW.C0 = CA(MR(35+5*i), MR(50*i), MR(-35+35*i)) * CN(0.15-0.15*i, -1+1*i, 0) LAW.C0 = CA(MR(45-25*i), MR(-30+10*i), MR(35-55*i)) * CN(-0.15+0.15*i, -1+1*i, 0) HW.C0 = CA(MR(-70-15+85*i), MR(-35+35*i), MR(-35-7+42*i)) neck.C0 = necko * CA(MR(-45+80+5-40*i), 0, 0) wait() end Normalize() AbleAll = true end --RAW ORIGINAL = CA(MR(40), MR(50), 0) --LAW ORIGINAL = CA(MR(20), MR(-20), MR(-20)) --HW ORIGINAL = CA(0, 0, 0) function Counter() local cf = torso.CFrame local CF = CFrame.new(cf.p, cf * CN(0, 0, -2).p) local bg = Add.BG(torso) bg.cframe = CF for i = 0.1, 1, 0.2 do RAW.C0 = CA(MR(-50+50*i), MR(-35), MR(80*i)) LAW.C0 = CA(MR(90-20*i), 0, MR(80-20*i)) * CN(-0.75+0.25*i, -0.8+0.5*i, 0) HW.C0 = CA(MR(20-60*i), 0, 0) bg.cframe = CF * CA(0, MR(-35*i), 0) neck.C0 = necko * CA(0, 0, MR(35*i)) wait() end StartEffect() Hurt = true Deb = true Mode = Dmgs.Counter playz(Sounds.Slash) for i = 0.09, 1, 0.18 do RAW.C0 = CA(0, MR(-35+130*i), MR(80)) * CN(0, -0.3*i, 0) LAW.C0 = CA(MR(70-130*i), 0, MR(60-60*i)) * CN(-0.5+0.5*i, -0.3+0.3*i, 0) HW.C0 = CA(MR(-40+40*i), 0, 0) bg.cframe = CF * CA(0, MR(-35+80*i), 0) neck.C0 = necko * CA(0, 0, MR(35-80*i)) wait() end EndEffect() Hurt = false for i = 0.12, 1, 0.25 do RAW.C0 = CA(0, MR(95+10*i), MR(80)) * CN(0, -0.3, 0) LAW.C0 = CA(MR(-60-10*i), 0, 0) HW.C0 = CA(MR(5*i), 0, 0) bg.cframe = CF * CA(0, MR(45+5*i), 0) neck.C0 = necko * CA(0, 0, MR(-45-5*i)) wait() end for i = 0.06, 1, 0.12 do RAW.C0 = CA(MR(40*i), MR(105-55*i), MR(80-80*i)) * CN(0, -0.3+0.3*i, 0) LAW.C0 = CA(MR(-70+90*i), MR(-20*i), MR(-20*i)) HW.C0 = CA(MR(5-5*i), 0, 0) bg.cframe = CF * CA(0, MR(50-50*i), 0) neck.C0 = necko * CA(0, 0, MR(-50+50*i)) wait() end Normalize() bg:remove() end function Bloc() if AbleAll and Able then AbleAll = false Block.Value = true for i = 0, 1, 0.15 do if not Block then break end RAW.C0 = CA(MR(40-90*i), MR(50-85*i), 0) LAW.C0 = CA(MR(20+70*i), MR(-20+20*i), MR(-20+100*i)) * CN(-0.75*i, -0.8*i, 0) HW.C0 = CA(MR(20*i), 0, 0) wait() end RAW.C0 = CA(MR(40-90), MR(50-85), 0) LAW.C0 = CA(MR(20+70), MR(-20+20), MR(-20+100)) * CN(-0.75, -0.8, 0) HW.C0 = CA(MR(20), 0, 0) PlaySound(Sounds.SmashHit[1], Sounds.SmashHit[2]-0.6, Sounds.SmashHit[3]) repeat wait() if BlockPower.Value < 1 then Block.Value = false BlockPower.Value = BlockRealPowa end until Block.Value == false if CounterKey and Rage >= Dmgs.Counter[6] then Rage = Rage - Dmgs.Counter[6] Counter() else for i = 1, 0, -0.2 do RAW.C0 = CA(MR(40-90*i), MR(50-85*i), 0) LAW.C0 = CA(MR(20+70*i), MR(-20+20*i), MR(-20+100*i)) * CN(-0.75*i, -0.8*i, 0) HW.C0 = CA(MR(20*i), 0, 0) wait() end Normalize() end AbleAll = true end end function Clicked(mousepos) if Block.Value == false and Able and AbleAll then if Aim then Notime(function() local bg = Add.BG(torso) bg.cframe = ComputePos(torso.Position, mousepos) bg.P = 5500 wait(0.4) bg:remove() end) end Attacks[Attack]() end end function KeyDown(key, mouse) key = key:lower() if Able then local aimplace = nil if Aim then aimplace = mouse.Hit.p end if key == string.char(48) then Notime(function() local k = nil repeat k = mouse.KeyUp:wait() until k == string.char(48) Block.Value = false end) Bloc() elseif key == "e" then if Block.Value == false and AbleAll then SpinSlash(aimplace) end elseif key == "r" then if Block.Value == false and AbleAll then Flawp(aimplace) end elseif key == "f" then if Block.Value == false and AbleAll then Raeg() end elseif key == "t" then Notime(function() local k = nil CounterKey = true repeat k = mouse.KeyUp:wait() until k == "t" CounterKey = false end) elseif key == "q" then if Block.Value == false and AbleAll then local a = nil if Aim then a = mouse.Hit.p end RageSlash(a) end end end end Select = function(mouse) SelectAnim() Selected = true mouse.Button1Down:connect(function() if Able then Clicked(mouse.Hit.p) end end) mouse.KeyDown:connect(function(key) KeyDown(key, mouse) end) end Deselect = function(mouse) Selected = false DeselectAnim() end Bin.Selected:connect(Select) Bin.Deselected:connect(Deselect) Notime(function() local parent = char.Parent while char.Parent == parent do wait() if Rage > MaxRage then Rage = MaxRage elseif Rage < 0 then Rage = 0 end RageBar.Size = UD(1, 0, Rage/MaxRage, 0) RageBar.Position = UD(0, 0, 1-(Rage/MaxRage), 0) RageAmount.Text = math.floor(Rage) local hp2 = hum.Health/hum.MaxHealth if hp2 > 1 then hp2 = 1 elseif hp2 < 0 then hp2 = 0 end HealthBar.Size = UD(1, 0, hp2, 0) if Block.Value then hum.WalkSpeed = 10 elseif RageMode and Block.Value then hum.WalkSpeed = 16 elseif RageMode then hum.WalkSpeed = 19 else hum.WalkSpeed = 16 end end end)