plr=game.Players.personsadminlol char=plr.Character char.Humanoid.WalkSpeed=67 pcall(function() char.MainParts:Remove() end) bin=Instance.new("HopperBin",plr.Backpack) bin.Name="Pheonix Sword" script.Parent=bin attacking=false pcall(function() workspace.MainParts:Destroy() end) function makepart(name,parent,s1,s2,s3,color) p=Instance.new("Part",parent) p.Name=name p.formFactor="Custom" p.Anchored=false p.Locked=true p.CanCollide=false p.Size=Vector3.new(s1,s2,s3) p.BrickColor=BrickColor.new(color) p:BreakJoints() return p end function cylinder(part) bm=Instance.new("CylinderMesh",part) return bm end function blockmesh(part) bm=Instance.new("BlockMesh",part) return bm end function specmesh(part,type,s1,s2,s3) spec=Instance.new("SpecialMesh",part) spec.MeshType=type spec.Scale=Vector3.new(s1,s2,s3) return spec end chosen="Really black" main=Instance.new("Model",char) main.Name="MainParts" handle = makepart("Handle",main,.2,2,.2,"Really black") cylinder(handle) wd1=Instance.new("Weld",handle) wd1.Part1=handle wd1.Part0=nil handlep = makepart("HandlePart",main,.22,0.02,.22,chosen) cyl1 = cylinder(handlep) cyl1.Scale=Vector3.new(1,.5,1) w1=Instance.new("Weld",handlep) w1.Part1=handle w1.Part0=handlep w1.C1=CFrame.new(0,1,0) * CFrame.Angles(0,0,0) handlep2 = makepart("HandlePart2",main,.25,.25,.25,chosen) specmesh(hanelp2,"Sphere",1,1,1) w1=Instance.new("Weld",handlep2) w1.Part1=handlep w1.Part0=handlep2 w1.C1=CFrame.new(0,.05,0) * CFrame.Angles(0,0,0) handlep3 = makepart("HandlePart3",main,.22,0.02,.22,chosen) cyl1 = cylinder(handlep3) cyl1.Scale=Vector3.new(1,.3,1) w1=Instance.new("Weld",handlep3) w1.Part1=handle w1.Part0=handlep3 w1.C1=CFrame.new(0,-.5,0) * CFrame.Angles(0,0,0) handlep4 = makepart("HandlePart4",main,.24,0.02,.24,chosen) cyl1 = cylinder(handlep4) cyl1.Scale=Vector3.new(1,.3,1) w1=Instance.new("Weld",handlep4) w1.Part1=handle w1.Part0=handlep4 w1.C1=CFrame.new(0,-.54,0) * CFrame.Angles(0,0,0) handlep5 = makepart("HandlePart5",main,.26,0.02,.26,chosen) cyl1 = cylinder(handlep5) cyl1.Scale=Vector3.new(1,.3,1) w1=Instance.new("Weld",handlep5) w1.Part1=handle w1.Part0=handlep5 w1.C1=CFrame.new(0,-.57,0) * CFrame.Angles(0,0,0) handlep6 = makepart("HandlePart6",main,.02,0.02,.02,chosen) bm6=blockmesh(handlep6) bm6.Scale=Vector3.new(2,2.6,1.3) w1=Instance.new("Weld",handlep6) w1.Part1=handle w1.Part0=handlep6 w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0) handlep7 = makepart("HandlePart7",main,.02,0.02,.02,chosen) bm7=blockmesh(handlep7) bm7.Scale=Vector3.new(3,1.6,1.3) w1=Instance.new("Weld",handlep7) w1.Part1=handle w1.Part0=handlep7 w1.C1=CFrame.new(.5,-.84,0) * CFrame.Angles(0,0,0) handlep8 = makepart("HandlePart8",main,.02,0.02,.02,chosen) bm8=blockmesh(handlep8) bm8.Scale=Vector3.new(3,1.6,1.3) w1=Instance.new("Weld",handlep8) w1.Part1=handle w1.Part0=handlep8 w1.C1=CFrame.new(-.5,-.84,0) * CFrame.Angles(0,0,0) handlep11 = makepart("HandlePart11",main,.02,0.02,.02,"Really black") bm11=blockmesh(handlep11) bm11.Scale=Vector3.new(1.4,1.4,1.61) w1=Instance.new("Weld",handlep11) w1.Part1=handle w1.Part0=handlep11 w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0) bladep1 = makepart("BladePart1",main,.02,4,.02,"Really black") bp1=blockmesh(bladep1) bp1.Scale=Vector3.new(4,1,.5) w1=Instance.new("Weld",bladep1) w1.Part1=handle w1.Part0=bladep1 w1.C1=CFrame.new(0,-3,0) * CFrame.Angles(0,0,0) bladep2 = makepart("BladePart2",main,.02,.02,.02,chosen) bp2=specmesh(bladep2,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep2) w1.Part1=handle w1.Part0=bladep2 w1.C1=CFrame.new(-0.2,-4.6,0) w1.C0=CFrame.Angles(0,math.rad(90),0) bladep3 = makepart("BladePart3",main,.02,.02,.02,chosen) bp3=specmesh(bladep3,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep3) w1.Part1=handle w1.Part0=bladep3 w1.C1=CFrame.new(0.2,-4.6,0) w1.C0=CFrame.Angles(0,math.rad(270),0) bladep4 = makepart("BladePart4",main,.02,.02,.02,chosen) bp4=specmesh(bladep4,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep4) w1.Part1=handle w1.Part0=bladep4 w1.C1=CFrame.new(0.2,-4.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0) bladep5 = makepart("BladePart5",main,.02,.02,.02,chosen) bp5=specmesh(bladep5,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep5) w1.Part1=handle w1.Part0=bladep5 w1.C1=CFrame.new(-0.2,-4.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0) bladep6 = makepart("BladePart6",main,.02,.02,.02,chosen) bp6=cylinder(bladep6) bp6.Scale=Vector3.new(1,.6,1) w1=Instance.new("Weld",bladep6) w1.Part1=handle w1.Part0=bladep6 w1.C1=CFrame.new(0,-4.45,0) w1.C0=CFrame.Angles(math.rad(90),0,math.rad(90)) bladep7 = makepart("BladePart7",main,.02,.02,.02,chosen) bp7=blockmesh(bladep7) bp7.Scale=Vector3.new(.6,16.6,.6) w1=Instance.new("Weld",bladep7) w1.Part1=handle w1.Part0=bladep7 w1.C1=CFrame.new(0,-2.72,0) bladep8 = makepart("BladePart8",main,.02,.02,.02,"red") bp8=specmesh(bladep8,"Wedge",.51,2,3) w1=Instance.new("Weld",bladep8) w1.Part1=handle w1.Part0=bladep8 w1.C1=CFrame.new(0.20,-5.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0) bladep9 = makepart("BladePart9",main,.02,.02,.02,"red") bp9=specmesh(bladep9,"Wedge",.51,2,3) w1=Instance.new("Weld",bladep9) w1.Part1=handle w1.Part0=bladep9 w1.C1=CFrame.new(-0.20,-5.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0) --[[ Ghost Sword ]] function ghost() main2=Instance.new("Model",char) main2.Name="GhostMainParts" handleg = makepart("Handle",main2,.2,2,.2,"Really black") cylinder(handleg) wd12=Instance.new("Weld",handleg) wd12.Part1=handleg wd12.Name="Weldd" wd12.Part0=nil handlep = makepart("HandlePart",main2,.22,0.02,.22,chosen) cyl1 = cylinder(handlep) cyl1.Scale=Vector3.new(1,.5,1) w1=Instance.new("Weld",handlep) w1.Part1=handleg w1.Part0=handlep w1.C1=CFrame.new(0,1,0) * CFrame.Angles(0,0,0) handlep2 = makepart("HandlePart2",main2,.25,.25,.25,chosen) specmesh(hanelp2,"Sphere",1,1,1) w1=Instance.new("Weld",handlep2) w1.Part1=handlep w1.Part0=handlep2 w1.C1=CFrame.new(0,.05,0) * CFrame.Angles(0,0,0) handlep3 = makepart("HandlePart3",main2,.22,0.02,.22,chosen) cyl1 = cylinder(handlep3) cyl1.Scale=Vector3.new(1,.3,1) w1=Instance.new("Weld",handlep3) w1.Part1=handleg w1.Part0=handlep3 w1.C1=CFrame.new(0,-.5,0) * CFrame.Angles(0,0,0) handlep4 = makepart("HandlePart4",main2,.24,0.02,.24,chosen) cyl1 = cylinder(handlep4) cyl1.Scale=Vector3.new(1,.3,1) w1=Instance.new("Weld",handlep4) w1.Part1=handleg w1.Part0=handlep4 w1.C1=CFrame.new(0,-.54,0) * CFrame.Angles(0,0,0) handlep5 = makepart("HandlePart5",main2,.26,0.02,.26,chosen) cyl1 = cylinder(handlep5) cyl1.Scale=Vector3.new(1,.3,1) w1=Instance.new("Weld",handlep5) w1.Part1=handleg w1.Part0=handlep5 w1.C1=CFrame.new(0,-.57,0) * CFrame.Angles(0,0,0) handlep6 = makepart("HandlePart6",main2,.02,0.02,.02,chosen) bm6=blockmesh(handlep6) bm6.Scale=Vector3.new(2,2.6,1.3) w1=Instance.new("Weld",handlep6) w1.Part1=handleg w1.Part0=handlep6 w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0) handlep7 = makepart("HandlePart7",main2,.02,0.02,.02,chosen) bm7=blockmesh(handlep7) bm7.Scale=Vector3.new(3,1.6,1.3) w1=Instance.new("Weld",handlep7) w1.Part1=handleg w1.Part0=handlep7 w1.C1=CFrame.new(.5,-.84,0) * CFrame.Angles(0,0,0) handlep8 = makepart("HandlePart8",main2,.02,0.02,.02,chosen) bm8=blockmesh(handlep8) bm8.Scale=Vector3.new(3,1.6,1.3) w1=Instance.new("Weld",handlep8) w1.Part1=handleg w1.Part0=handlep8 w1.C1=CFrame.new(-.5,-.84,0) * CFrame.Angles(0,0,0) handlep11 = makepart("HandlePart11",main2,.02,0.02,.02,"Really black") bm11=blockmesh(handlep11) bm11.Scale=Vector3.new(1.4,1.4,1.61) w1=Instance.new("Weld",handlep11) w1.Part1=handleg w1.Part0=handlep11 w1.C1=CFrame.new(0,-.84,0) * CFrame.Angles(0,0,0) bladep1 = makepart("BladePart1",main2,.02,4,.02,"red") bp1=blockmesh(bladep1) bp1.Scale=Vector3.new(4,1,.5) w1=Instance.new("Weld",bladep1) w1.Part1=handleg w1.Part0=bladep1 w1.C1=CFrame.new(0,-3,0) * CFrame.Angles(0,0,0) bladep2 = makepart("BladePart2",main2,.02,.02,.02,chosen) bp2=specmesh(bladep2,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep2) w1.Part1=handleg w1.Part0=bladep2 w1.C1=CFrame.new(-0.2,-4.6,0) w1.C0=CFrame.Angles(0,math.rad(90),0) bladep3 = makepart("BladePart3",main2,.02,.02,.02,chosen) bp3=specmesh(bladep3,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep3) w1.Part1=handleg w1.Part0=bladep3 w1.C1=CFrame.new(0.2,-4.6,0) w1.C0=CFrame.Angles(0,math.rad(270),0) bladep4 = makepart("BladePart4",main2,.02,.02,.02,chosen) bp4=specmesh(bladep4,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep4) w1.Part1=handleg w1.Part0=bladep4 w1.C1=CFrame.new(0.2,-4.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0) bladep5 = makepart("BladePart5",main2,.02,.02,.02,chosen) bp5=specmesh(bladep5,"Wedge",.6,1,1) w1=Instance.new("Weld",bladep5) w1.Part1=handleg w1.Part0=bladep5 w1.C1=CFrame.new(-0.2,-4.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0) bladep6 = makepart("BladePart6",main2,.02,.02,.02,chosen) bp6=cylinder(bladep6) bp6.Scale=Vector3.new(1,.6,1) w1=Instance.new("Weld",bladep6) w1.Part1=handleg w1.Part0=bladep6 w1.C1=CFrame.new(0,-4.45,0) w1.C0=CFrame.Angles(math.rad(90),0,math.rad(90)) bladep7 = makepart("BladePart7",main2,.02,.02,.02,chosen) bp7=blockmesh(bladep7) bp7.Scale=Vector3.new(.6,16.6,.6) w1=Instance.new("Weld",bladep7) w1.Part1=handleg w1.Part0=bladep7 w1.C1=CFrame.new(0,-2.72,0) bladep8 = makepart("BladePart8",main2,.02,.02,.02,"red") bp8=specmesh(bladep8,"Wedge",.51,2,3) w1=Instance.new("Weld",bladep8) w1.Part1=handleg w1.Part0=bladep8 w1.C1=CFrame.new(0.20,-5.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(90),0) bladep9 = makepart("BladePart9",main2,.02,.02,.02,"red") bp9=specmesh(bladep9,"Wedge",.51,2,3) w1=Instance.new("Weld",bladep9) w1.Part1=handleg w1.Part0=bladep9 w1.C1=CFrame.new(-0.20,-5.3,0) w1.C0=CFrame.Angles(math.rad(90),math.rad(270),0) return main2 end hold=false --[[Key/Mouse]] mode="normal" function select() mode="normal" equipanim() end function unselect() char.Humanoid.WalkSpeed=20 hideanim() end combo=0 bin.Selected:connect(function(mouse) select() mouse.Button1Down:connect(function() if combo==0 then slashanim() combo = 1 elseif combo==1 then slashanim2() combo = 0 end end) mouse.KeyDown:connect(function(key) hold=true if mode=="normal" then if key == "q" then move3() elseif key=="e" then move4() elseif key=="r" then move5() end end end) mouse.KeyUp:connect(function() hold=false end) end) bin.Deselected:connect(function() unselect() end) --[[DMG]] function damagesplat(dmg,hit) local mo = Instance.new("Model") mo.Name = dmg local pa = Instance.new("Part",mo) pa.formFactor = 3 pa.Size = Vector3.new(0.8,0.3,0.8) pa.BrickColor = BrickColor.new(chosen) pa.CanCollide=false pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0) pa.Name = "Head" cm=Instance.new("CylinderMesh",pa) local hah = Instance.new("Humanoid") hah.Parent = mo hah.MaxHealth = 0 hah.Health = 0 local bp = Instance.new("BodyPosition") bp.P = 14000 bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = hit.Position + Vector3.new(0, 5, 0) coroutine.resume(coroutine.create(function() wait() mo.Parent = workspace bp.Parent = pa wait(1.4) mo:remove() end)) end con = nil con2 = nil hitd=0 hitd2=0 function OT(hit) if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") local head = hit.Parent:findFirstChild("Head") if hum ~= nil then dm=math.random(10000,10000) hum:TakeDamage(dm) if head ~= nil then damagesplat(dm,head) end end hitd=1 end function OT2(hit) if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") local head = hit.Parent:findFirstChild("Head") if hum ~= nil then dm=math.random(10000,10000) hum:TakeDamage(dm) if head ~= nil then damagesplat(dm,head) end end hitd2=1 end function dmgcnnct(p) con = p.Touched:connect(OT) end function dmgcnnct2(p) con2 = p.Touched:connect(OT2) end function dmgdc2() if con2 ~= nil then con2:disconnect() hitd2=0 end end function dmgdc() if con ~= nil then con:disconnect() hitd=0 end end --[[Anims]]-- RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld") ch = char player=plr RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"] RW.Part0 = ch.Torso 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) RW.Parent = main -- 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.Parent = main -- RWL.Part0 = ch.Torso RWL.C0 = CFrame.new(1, -1, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RWL.C1 = CFrame.new(0.5, 1, 0) RWL.Parent = main -- LWL.Part0 = ch.Torso LWL.C0 = CFrame.new(-1, -1, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LWL.C1 = CFrame.new(-0.5, 1, 0) LWL.Parent = main function RWFunc() RW.Part1 = ch["Right Arm"] RSH.Part1 = nil end function LWFunc() LW.Part1 = ch["Left Arm"] LSH.Part1 = nil end function RWLFunc() RWL.Part1 = ch["Right Leg"] RHL.Part1 = nil ch["Right Leg"].Name = "RightLeg" RightLeg.CanCollide = false end function LWLFunc() LWL.Part1 = ch["Left Leg"] LHL.Part1 = nil ch["Left Leg"].Name = "LeftLeg" LeftLeg.CanCollide = true end function RWLRem() RightLeg.Name = "Right Leg" RWL.Part1 = nil RHL.Part1 = ch["Right Leg"] RightLeg.CanCollide = false end function LWLRem() LeftLeg.Name = "Left Leg" LWL.Part1 = nil LHL.Part1 = ch["Left Leg"] LeftLeg.CanCollide = false end function RWRem() RW.Part1 = nil RSH.Part1 = ch["Right Arm"] end function LWRem() LW.Part1 = nil LSH.Part1 = ch["Left Arm"] end local RAP = Instance.new("Part") RAP.formFactor = 0 RAP.CanCollide = false RAP.Name = "RAPart" RAP.Locked = true RAP.Size = Vector3.new(1,1,1) RAP.Parent = main RAP.Transparency = 1 local w = Instance.new("Weld") w.Parent = RAP w.Part0 = RAP w.Part1 = char["Right Arm"] w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0) local LAP = Instance.new("Part") LAP.formFactor = 0 LAP.CanCollide = false LAP.Name = "LAPart" LAP.Locked = true LAP.Size = Vector3.new(1,1,1) LAP.Parent = main LAP.Transparency = 1 local ww = Instance.new("Weld") ww.Parent = LAP ww.Part0 = LAP ww.Part1 = char["Left Arm"] ww.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0) function unequipweld() wd1.Part0 = char.Torso wd1.C1=CFrame.new(0,-1.5,-.6) * CFrame.Angles(0,0,.8) wd1.C0=CFrame.new(0,0,0) * CFrame.Angles(0,0,0) end unequipweld() function equipweld() wd1.Part0 = RAP wd1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wd1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2) end function hideanim() RWFunc() for i = 0 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1+0.5*i,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80+67*i), math.rad(45), math.rad(-45+90*i)) end for i = 0 , 1 , 0.15 do wait() RW.C0 = CFrame.new(1.5,0.5+0.5*i,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(147+103*i), math.rad(45), math.rad(45-35*i)) end unequipweld() wait(0.1) for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5,1-0.5*i,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(250-250*i), math.rad(45-45*i), math.rad(10-10*i)) end RWRem() LWRem() end function equipanim() RWFunc() for i = 0 , 1 , 0.1 do wait(.05) RW.C0 = CFrame.new(1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(250*i), math.rad(45*i), math.rad(-10*i)) end equipweld() for i = 0 , 1 , 0.2 do wait(.05) RW.C0 = CFrame.new(1.5,0.5+0.5*i,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(250-102.5*i), math.rad(45), math.rad(-10+27.5*i)) end for i = 0 , 1 , 0.15 do wait(.05) RW.C0 = CFrame.new(1.5,1-0.5*i,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(147-67*i), math.rad(45), math.rad(17.5+27.5*i)) end for i = 0 , 1 , 0.1 do wait(.05) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80), math.rad(35), math.rad(45-90*i)) end end function slashanim() RWFunc() if attacking==true then return end attacking=true for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1-0.5*i,0.5,-0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(80+10*i), math.rad(45+45*i), math.rad(-45+45*i)) RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-45*i), math.rad(10*i), math.rad(0)) end dmgcnnct(bladep1) for i = 0 , 1 , 0.3 do wait() RW.C0 = CFrame.new(0.5+1*i,0.5,-1+1*i) * CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(90), math.rad(0)) RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-45+135*i), math.rad(10+35*i), math.rad(0)) end for i = 0 , 1 , 0.2 do wait() RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(90), math.rad(0)) RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90+20*i), math.rad(45+5*i), math.rad(0)) end dmgdc() if mode=="normal" then wait(0.15) wait() for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(math.rad(90-10*i), math.rad(90-45*i), math.rad(-45*i)) RW.C1 = CFrame.new(0,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(110-110*i), math.rad(50-50*i), math.rad(0)) end end attacking=false end function test(f) local a,b=coroutine.resume(coroutine.create(f)) if not a then local h=Instance.new("Hint",workspace) h.Text="LOCAL: "..b wait(10) h:remove() end end function slashanim2() test(function() RWFunc() LWFunc() if attacking==true then return end attacking=true for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,0,math.rad(30*i)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,0,math.rad(-30*i)) end fake=ghost() fake.Handle.Weldd.Part0=LAP fake.Handle.Weldd.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0, 0) fake.Handle.Weldd.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2) for i,d in pairs(fake:GetChildren()) do d.Transparency=0.5 d.BrickColor=BrickColor.new("Really black") end for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(0+120*i),0,math.rad(30)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(0+120*i),0,math.rad(-30)) end dmgcnnct(bladep1) dmgcnnct2(fake.BladePart1) for i=0,1,0.2 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(120 - 120*i),0,math.rad(30 - 30*i)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(120 - 120*i),0,math.rad(-30 - -30*i)) end dmgdc() dmgdc2() for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,0,math.rad(0 + 90*i)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,0,math.rad(-0 + -90*i)) end dmgcnnct(bladep1) dmgcnnct2(fake.BladePart1) for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(0 + 60*i),math.rad(90 + 0)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(-0 + -60*i),math.rad(-80 + -0)) end dmgdc() dmgdc2() for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(60 - 60*i),math.rad(90 + 0)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(-60 - -60*i),math.rad(-80 + -0)) end for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(0,0,math.rad(90 - 90*i)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(0,0,math.rad(-90 - -90*i)) end fake:Remove() LWRem() for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80*i), math.rad(35*i), math.rad(-35 + -10*i)) end attacking=false end) end function move3() RWFunc() LWFunc() if attacking==true then return end attacking=true fake2=ghost() fake2.Handle.Weldd.Part0=LAP fake2.Handle.Weldd.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0, 0) fake2.Handle.Weldd.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2) for i,d in pairs(fake2:GetChildren()) do d.Transparency=0.5 d.BrickColor=BrickColor.new("Really black") end for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(50+50*i),0,math.rad(40+43*i)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(50+50*i),0,math.rad(-40+-43*i)) wd1.C0 = CFrame.Angles(0,0,math.rad(90*i)) fake2.Handle.Weldd.C0 = CFrame.Angles(0,0,math.rad(90*i)) end dmgcnnct(bladep1) dmgcnnct2(fake2.BladePart1) local TorsCF = char.Torso.CFrame local bg = Instance.new("BodyGyro",char.Torso) bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge) bg.P = bg.p * 25 bg.cframe = TorsCF char.Humanoid.WalkSpeed=30 for i=0,50,0.2 do wait() bg.cframe = TorsCF * CFrame.Angles(0,math.rad(180+180*i),0) end char.Humanoid.WalkSpeed=20 game.Debris:AddItem(bg,0.02) dmgdc() dmgdc2() for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(100 - 0*i),0,math.rad(-83 + 83*i)) LW.C0 = CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(100 - 0*i),0,math.rad(-83 + 83*i)) end fake2:Remove() LWRem() for i=0,1,0.1 do wait() wd1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90*i), math.rad(90 + 0*i)) * CFrame.new(0, 0, 0.2) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(100 + -20*i), math.rad(35*i), math.rad(-35 + -10*i)) end attacking=false end function move4() RWFunc() LWFunc() if attacking==true then return end attacking=true for i=0,1,0.1 do wait() RW.C0=CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(10 + 5*i),math.rad(50+50*i)) LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(80 + 0*i),math.rad(0+-50*i)) end for i=0,1,0.1 do wait() LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(80 + 0*i),math.rad(-50 + 150*i)) end function Burn(Part) if Part.Anchored == true and Part.Name == "Base" then return end if Part:IsDescendantOf(char) then return end if Part.Name =="Fireball" then return end local Fire = Instance.new("Fire") Fire.Heat = 2 Fire.Size = 5 Fire.Parent = Part Part:BreakJoints() Part.BrickColor = BrickColor.new("Really black") wait(2) game.Debris:AddItem(Part,0.02) end function Ignite(Part) if Part.Anchored == true and Part.Name == "Base" then return end if Part:IsDescendantOf(char) then return end if Part:FindFirstChild("Fire") == nil then Part.Anchored = false local Fire = Instance.new("Fire") Fire.Heat = 2 Fire.Size = 5 Fire.Parent = Part Part:BreakJoints() Part.Touched:connect(function(Hit) Burn(Hit) end) Part.BrickColor = BrickColor.new("Really black") end end for i = 1, 150 do local Source = char.Torso local Fireball = Instance.new("Part", Workspace) Fireball.Name = "Fireball" Fireball.CanCollide = false Fireball.TopSurface = 0 Fireball.BottomSurface = 0 Fireball.FormFactor = "Custom" Fireball.Shape = "Ball" Fireball.Size = Vector3.new(5, 5, 5) Fireball.CFrame = Source.CFrame * CFrame.new(0, 0, -5) local Velocity = Instance.new("BodyVelocity") Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge) Velocity.velocity = (Source.CFrame.lookVector * 50) + Vector3.new(math.random(-25,25), math.random(-10,10), math.random(-10,10)) Velocity.Parent = Fireball Ignite(Fireball) Fireball.BrickColor = BrickColor.new("Really black") coroutine.wrap(function() wait(math.random(1, 9) / 10) for i = 0, 1, 0.1 do Fireball.Transparency = i wait() end Fireball.Fire.Enabled = false Fireball.Anchored = true wait(1) Fireball:Remove() end)() wait() end for i=0,1,0.1 do wait() RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(15+15+50*i), math.rad(35*i), math.rad(100-140*i)) LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(80 - 80*i),math.rad(100-100*i)) end LWRem() attacking=false end function move5() RWFunc() LWFunc() if attacking==true then return end attacking=true fake3=ghost() fake3.Handle.Weldd.Part0=LAP fake3.Handle.Weldd.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0, 0) fake3.Handle.Weldd.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, -0.2) for i,d in pairs(fake3:GetChildren()) do d.Transparency=0.5 d.BrickColor=BrickColor.new("Really black") end for i=0,1,0.1 do wait() RW.C0=CFrame.new(1.5,.5,0) * CFrame.Angles(0,math.rad(-50+-50*i),math.rad(30+30*i)) LW.C0=CFrame.new(-1.5,.5,0) * CFrame.Angles(0,math.rad(50+50*i),math.rad(-30+-30*i)) end f=0 powermod=Instance.new("Model",char) powermod.Name="PowerMode" for i=0,3,0.1 do f=f+1 wait() ball=Instance.new("Part",powermod) ball.formFactor="Custom" ball.Shape="Ball" ball.TopSurface="Smooth" ball.BottomSurface="Smooth" ball.BrickColor=BrickColor.new(chosen) ball.Transparency=0.5 ball.Anchored=true ball.CanCollide=false ball.Size=Vector3.new(f,f,f) ball.CFrame=char.Torso.CFrame end wait(.1) powermod:Remove() function Burn(Part) if Part.Anchored == true and Part.Name == "Base" then return end if Part:IsDescendantOf(char) then return end if Part.Name =="Fireball" then return end local Fire = Instance.new("Fire") Fire.Heat = 2 Fire.Size = 5 Fire.Parent = Part Part:BreakJoints() Part.BrickColor = BrickColor.new("Really black") wait(2) game.Debris:AddItem(Part,0.02) end function Ignite(Part) if Part.Anchored == true and Part.Name == "Base" then return end if Part:IsDescendantOf(char) then return end if Part:FindFirstChild("Fire") == nil then Part.Anchored = false local Fire = Instance.new("Fire") Fire.Heat = 100 Fire.Size = 100 Fire.Parent = Part Part:BreakJoints() Part.Touched:connect(function(Hit) Burn(Hit) end) Part.BrickColor = BrickColor.new("Really black") end end for i = 1, 250 do local Source = char.Torso local Fireball = Instance.new("Part", Workspace) Fireball.Name = "Fireball" Fireball.CanCollide = false Fireball.TopSurface = 0 Fireball.BottomSurface = 0 Fireball.FormFactor = "Custom" Fireball.Shape = "Ball" Fireball.Size = Vector3.new(50, 50, 50) Fireball.CFrame = Source.CFrame * CFrame.new(0, 0, -30) local Velocity = Instance.new("BodyVelocity") Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge) Velocity.velocity = (Source.CFrame.lookVector * 250) + Vector3.new(math.random(-2,2), math.random(-2,2), math.random(-2,2)) Velocity.Parent = Fireball Ignite(Fireball) Fireball.BrickColor = BrickColor.new("Really black") coroutine.wrap(function() wait(math.random(1, 9) / 10) for i = 0, 1, 0.1 do Fireball.Transparency = i wait() end Fireball.Fire.Enabled = false Fireball.Anchored = true wait(1) Fireball:Remove() end)() wait(0.02) end fake3:Remove() LWRem() attacking=false end function swordmode() RWFunc() char.Humanoid.WalkSpeed=20 bin.Name="Pheonix Sword" hitdeb=1 hitdeb=0 wd1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wd1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(90), math.rad(90)) * CFrame.new(0, 0, 0.2) for i = 0 , 1 , 0.1 do wait() RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.rad(80), math.rad(35), math.rad(45-90*i)) end mode="normal" end --[[Filterd, May Error]]-- --[[Filterd, May Error]]-- local function WaitForChild(parent, child) while not parent:FindFirstChild(child) do parent.ChildAdded:wait() end return parent[child] end local Tool = script.Parent local Handle = WaitForChild(Tool, "Handle") local SkullFire = WaitForChild(Tool, "SkullFire") local sword = script.Parent.Handle local radius = 1 local angle = math.random()*math.pi*2 local NUM_SKULLS = 100 -- heh heh local StormEye = Instance.new("Part") StormEye.formFactor = "Custom" StormEye.Size = Vector3.new(3, 3, 3) StormEye.Transparency = 1 StormEye.CanCollide = false -- remove gravity from storm local newBF = Instance.new("BodyForce") local stormMass = (NUM_SKULLS+1)*.2*.2*.2 + 27 newBF.force = Vector3.new(0, stormMass*196.2, 0) newBF.Parent = StormEye local skullPart = Instance.new("Part") skullPart.formFactor = "Custom" skullPart.Size = Vector3.new(.2, .2, .2) skullPart.Transparency = 1 skullPart.BrickColor = BrickColor.new("Really black") skullPart.CanCollide = false skullPart.Reflectance = 0 SkullFire:Clone().Parent = skullPart local skullMotor = Instance.new("Motor6D") skullMotor.Part0 = StormEye -- Handle skullMotor.Part1 = skullPart skullMotor.MaxVelocity = .1 skullMotor.C0 = CFrame.Angles(math.pi/2, 0, 0) skullMotor.C1 = CFrame.Angles(math.pi/2, 0, 0) + radius*Vector3.new(math.sin(angle), 0, math.cos(angle)) local skullParts = {skullPart} local skullMotors = {skullMotor} local miniDebounce = false for i = 1, NUM_SKULLS do table.insert(skullParts, skullPart:Clone()) table.insert(skullMotors, skullMotor:Clone()) radius = math.sqrt(i) + 4 angle = math.random()*math.pi*2 skullMotors[i+1].Part1 = skullParts[i+1] skullMotors[i+1].C1 = CFrame.Angles(math.pi/2, 0, 0) + radius*Vector3.new(math.sin(angle), -math.sqrt(i)*2/radius, math.cos(angle)) skullMotors[i+1].Parent = skullParts[i+1] end local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 local StormSound = Instance.new("Sound") StormSound.SoundId = "http://www.roblox.com/asset/?id=101173442" StormSound.Parent = sword StormSound.Volume = 1 function DarkKill(character, humanoid, attacker) if (character:FindFirstChild("ForceField") ~= nil) then return end local childs = character:GetChildren() local colors = {} tagHumanoid(humanoid, attacker) humanoid.Health = 0 for i=1,#childs do if (childs[i].className == "Part") then colors[i] = childs[i].BrickColor childs[i].BrickColor = BrickColor.new(26) childs[i].CanCollide = true childs[i].Anchored = true end end wait(.25) for i=1,#childs do if (childs[i].className == "Part") then local b = Instance.new("BodyVelocity") b.velocity = Vector3.new(math.random() - .5, 0, math.random() - .5).unit * 80 b.maxForce = Vector3.new(1e5,1e5,1e5) b.Parent = childs[i] end end for i=1,#childs do if (childs[i].className == "Part") then childs[i].Anchored = false end end end local staffSpin = WaitForChild(Tool, "staffspin") local spinSwing = nil local newBodyPosition = Instance.new("BodyPosition") newBodyPosition.P = 100000 newBodyPosition.maxForce = Vector3.new(1, 1, 1)*newBodyPosition.P newBodyPosition.Parent = StormEye local spinForce = Instance.new("BodyAngularVelocity") spinForce.P = 1000000 spinForce.angularvelocity = Vector3.new(0,20,0) spinForce.maxTorque = Vector3.new(spinForce.P,spinForce.P,spinForce.P) local stayUpright = Instance.new("BodyGyro") stayUpright.P = 1000000 stayUpright.maxTorque = Vector3.new(1, 0, 1) * stayUpright.P stayUpright.cframe = CFrame.new() local damage = 20 slash_damage = 18 lunge_damage = 36 function blow(hit, damageToTake) local hitParent = hit.Parent if not hitParent then return end local humanoid = hitParent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == Handle or joint.Part1 == Handle)) then hum.Health = hum.Health + (damage * .4) if humanoid.Health > damage then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) else DarkKill(humanoid.Parent, humanoid, vPlayer) end end end end end for i = 1, #skullParts do skullParts[i].Touched:connect(function(hitPart) blow(hitPart, 25) end) end local debounce = false local spinCount = 0 local spinDebounce = false function onSpin() if debounce or spinDebounce then return end local Torso = Tool.Parent:FindFirstChild("Torso") if not Torso then return end spinDebounce = true spinCount = spinCount + 1 if spinCount > 3 then onWhirlwind() spinCount = 0 else delay(3, function() spinCount = spinCount - 1 end) spinForce.Parent = Torso stayUpright.Parent = Torso spinSwing:Play() wait(.5) spinForce.Parent = nil stayUpright.Parent = nil end spinDebounce = false end function onWhirlwind() if not Tool.Parent then return end local Torso = Tool.Parent:FindFirstChild("Torso") local Humanoid = Tool.Parent:FindFirstChild("Humanoid") if debounce or not Torso or not Humanoid then return end debounce = true spinForce.Parent = Torso stayUpright.Parent = Torso StormSound:Play() for i = 1, #skullParts do skullParts[i].Parent = StormEye skullMotors[i].Parent = skullParts[i] if math.random() > .5 then skullMotors[i].DesiredAngle = skullMotors[i].CurrentAngle + 5000 else skullMotors[i].DesiredAngle = skullMotors[i].CurrentAngle - 5000 end skullMotors[i].MaxVelocity = .05+math.random()*.15 end StormEye.CFrame = CFrame.new(Torso.CFrame.p) --StormEye.Velocity = Torso.CFrame.lookVector * 25 newBodyPosition.position = Torso.CFrame.p - Vector3.new(0, 3, 0) local timeWaited Humanoid.WalkSpeed = 8 delay(0, function() while skullMotors[1].Parent do timeWaited = wait(.01) Humanoid.WalkSpeed = Humanoid.WalkSpeed + timeWaited * 7 newBodyPosition.position = Torso.CFrame.p - Vector3.new(0, 3, 0) end Humanoid.WalkSpeed = 16 end) StormEye.Parent = workspace for i = 1, 5 do wait(1) spinSwing:Play() end spinForce.Parent = nil stayUpright.Parent = nil for i = 1, #skullMotors do skullMotors[i].Parent = nil skullParts[i].Velocity = 40*(skullParts[i].CFrame.p - Torso.CFrame.p).unit end for i = 0, 30 do end StormEye.Parent = nil wait(3) for i = 1, #skullMotors do skullMotors[i].Parent = skullParts[i] end debounce = false end local leftSword = Handle:Clone() leftSword.CanCollide = false local leftSwordWeld = Instance.new("ManualWeld") leftSwordWeld.Part1 = leftSword leftSwordWeld.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0) leftSwordWeld.C1 = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0) local NewAnimateScript = WaitForChild(Tool, "NewAnimate") local Character = nil function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) leftSwordWeld.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0) leftSwordWeld.C1 = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) leftSwordWeld.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0) leftSwordWeld.C1 = CFrame.new(0, 0, -1.5, 0, -1, -0, -1, 0, -0, 0, 0, -1) end local Mouse = nil function onKeyDown(key) if key == "z" or key == "Z" then if miniDebounce then onSpin() end end end function onEquipped(mouse) if mouse then Mouse = mouse Mouse.KeyDown:connect(onKeyDown) end Character = Tool.Parent if not Character then return end local Humanoid = Character:FindFirstChild("Humanoid") if not Humanoid then return end spinSwing = Humanoid:LoadAnimation(staffSpin) local oldAnimateScript = Character:FindFirstChild("Animate") if oldAnimateScript then oldAnimateScript.Disabled = true end NewAnimateScript.Parent = Character NewAnimateScript.Disabled = false UnsheathSound:Play() local LeftArm = Character:FindFirstChild("Left Arm") leftSwordWeld.Part0 = LeftArm leftSword.Parent = Character leftSwordWeld.Parent = leftSword end function onUnequipped() leftSwordWeld.Parent = nil leftSword.Parent = nil NewAnimateScript.Disabled = true NewAnimateScript.Parent = Tool local oldAnimateScript = Character:FindFirstChild("Animate") if oldAnimateScript then oldAnimateScript.Disabled = false end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid game.Debris:AddItem(creator_tag, 1) end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() if miniDebounce then return end miniDebounce = true LungeSound:Play() damage = lunge_damage local newAttack = Instance.new("StringValue") newAttack.Name = "toolanim" newAttack.Value = "Lunge" newAttack.Parent = Tool local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage miniDebounce = false end local r = game:GetService("RunService") Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local humanoid = Character:FindFirstChild("Humanoid") if humanoid == nil then print("Humanoid not found") return end local t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t Tool.Enabled = true end Handle.Touched:connect(function(hitPart) blow(hitPart, damage) end) leftSword.Touched:connect(function(hitPart) blow(hitPart, damage) end) Tool.Activated:connect(onActivated) Tool.Equipped:connect(onEquipped) Tool.Unequipped:connect(onUnequipped)