wait(0.5) Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false attackdebounce = false isblarghing = false MMouse = nil combo = 0 combospeed = 0 gun = false shoot = false stop = false local Run = false local hitfloor, posfloor = nil, nil local idle = 0 local Effects = {} local Weapon = {} local Welds = {} local decreaseatk = 0 local decreasedef = 0.5 local decreasemvmt = 0 local Mode = "Defensive" local GuardStance = false local Target = nil local manualguardend = false local equipped = false local Charge = 0 local Charging = false local prop = Instance.new("RocketPropulsion") local move1 = "(Z)\nRapid fire" local move2 = "(X)\nFlamming wheel" local move3 = "(C)\nSky lasers" local move4 = "(V)\nBlazing star" local cooldowns = {} local cooldown1 = 0 table.insert(cooldowns, cooldown1) local cooldown2 = 0 table.insert(cooldowns, cooldown2) local cooldown3 = 0 table.insert(cooldowns, cooldown3) local cooldown4 = 0 table.insert(cooldowns, cooldown4) local cooldown5 = 0 table.insert(cooldowns, cooldown5) local cooldownsadd = {} local cooldownadd1 = 100 table.insert(cooldownsadd, cooldownadd1) local cooldownadd2 = 100 table.insert(cooldownsadd, cooldownadd2) local cooldownadd3 = 100 table.insert(cooldownsadd, cooldownadd3) local cooldownadd4 = 100 table.insert(cooldownsadd, cooldownadd4) local cooldownadd5 = 100 table.insert(cooldownsadd, cooldownadd5) local cooldownmax = 100 player = nil RSH = nil canwalkanim = true RW = Instance.new("Motor") LW = Instance.new("Motor") RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" LH = Torso["Left Hip"] RH = Torso["Right Hip"] TorsoColor = Torso.BrickColor TorsoRed = TorsoColor.Color.r TorsoGreen = TorsoColor.Color.g NewCol = "Black" print(BrickColor.new(NewCol)) local mdec2 = Instance.new("NumberValue", Decrease) mdec2.Name = "DecreaseMvmt" mdec2.Value = 0.1 local Animate = Humanoid.Animator local canjump = true removeControl = function() canjump = false end resumeControl = function() canjump = true end so = function(id, par, vol, pit) local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 if id == "RandSlash" then num = math.random(1, 4) if num == 1 then id = "200633108" else if num == 2 then id = "200633148" else if num == 3 then id = "200633196" else if num == 4 then id = "200633281" end end end end end sou.SoundId = "http://www.roblox.com/asset/?id=" .. id coroutine.resume(coroutine.create(function(Sound) swait() Sound:play() end), sou) game:GetService("Debris"):AddItem(sou, 6) end Player.Character.Humanoid.Changed:connect(function() if canjump == false then Player.Character.Humanoid.Jump = false end end) swait = function(num) if num == 0 or num == nil then Player.PlayerGui.Pacemaker.Heartbeat.Event:wait() else for i = 0, num do Player.PlayerGui.Pacemaker.Heartbeat.Event:wait() end end end ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 40 tf = 0 allowframeloss = true tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end local Stats = Instance.new("BoolValue") Stats.Name = "Stats" Stats.Parent = Character local Atk = Instance.new("NumberValue") Atk.Name = "Damage" Atk.Parent = Stats Atk.Value = 1 local Def = Instance.new("NumberValue") Def.Name = "Defense" Def.Parent = Stats Def.Value = 1 local Mvmt = Instance.new("NumberValue") Mvmt.Name = "Movement" Mvmt.Parent = Stats Mvmt.Value = 50 local Stun = Instance.new("NumberValue") Stun.Name = "Stun" Stun.Parent = Stats Stun.Value = 0 local StunT = Instance.new("NumberValue") StunT.Name = "StunThreshold" StunT.Parent = Stats StunT.Value = 100 local Rooted = Instance.new("BoolValue") Rooted.Name = "Rooted" Rooted.Parent = Stats Rooted.Value = false local Stunned = Instance.new("BoolValue") Stunned.Name = "Stunned" Stunned.Parent = Stats Stunned.Value = false local Stagger = Instance.new("BoolValue") Stagger.Name = "Stagger" Stagger.Parent = Stats Stagger.Value = false local StaggerHit = Instance.new("BoolValue") StaggerHit.Name = "StaggerHit" StaggerHit.Parent = Stats StaggerHit.Value = false local RecentEnemy = Instance.new("ObjectValue") RecentEnemy.Name = "RecentEnemy" RecentEnemy.Parent = Stats RecentEnemy.Value = nil local Decrease = Instance.new("BoolValue") Decrease.Name = "Decrease" Decrease.Parent = Stats Decrease.Value = false local passive = Instance.new("NumberValue", Decrease) passive.Name = "DecreaseMvmt" passive.Value = 0.1 local passive2 = Instance.new("NumberValue", Decrease) passive2.Name = "DecreaseDef" passive2.Value = 0 local mana = Instance.new("NumberValue") mana.Name = "Mana" mana.Parent = Stats mana.Value = 0 NoOutline = function(Part) Part.TopSurface = 10 end part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size, material, anchor) local fp = it("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Material = "SmoothPlastic" fp.Size = size fp.Position = Torso.Position NoOutline(fp) if material then fp.Material = material end if anchor then fp.Anchored = anchor end fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid ~= "nil" then mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid end end mesh.Offset = offset mesh.Scale = scale return mesh end weld = function(parent, part0, part1, c0) local weld = it("Motor") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end gui = function(GuiType, parent, text, backtrans, backcol, pos, size) local gui = it(GuiType) gui.Parent = parent gui.Text = text gui.BackgroundTransparency = backtrans gui.BackgroundColor3 = backcol gui.SizeConstraint = "RelativeXY" gui.TextXAlignment = "Center" gui.TextYAlignment = "Center" gui.Position = pos gui.Size = size gui.Font = "SourceSans" gui.FontSize = "Size14" gui.TextWrapped = false gui.TextStrokeTransparency = 0 gui.TextColor = BrickColor.new("White") return gui end DecreaseStat = function(Model, Stat, Amount, Duration) if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount d = Instance.new("NumberValue", Model.Stats.Decrease) dur = Instance.new("NumberValue", d) dur.Name = "Duration" dur.Value = Duration game:GetService("Debris"):AddItem(d, 20) if Stat == "Damage" then d.Name = "DecreaseAtk" else if Stat == "Defense" then d.Name = "DecreaseDef" else if Stat == "Movement" then d.Name = "DecreaseMvmt" end end end if Model:findFirstChild("Torso") ~= nil then display = "" if Stat == "Damage" then if Amount > 0 then display = "-Damage" else display = "+Damage" end else if Stat == "Defense" then if Amount > 0 then display = "-Defense" else display = "+Defense" end else if Stat == "Movement" then if Amount > 0 then display = "-Movement" else display = "+Movement" end end end end showDamage(Model, display, "Debuff") end d.Value = Amount end end GetDist = function(Part1, Part2, magni) local targ = Part1.Position - Part2.Position local mag = targ.magnitude if mag <= magni then return true else return false end end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp end MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = nil for _,d in pairs(c:children()) do if d.className == "Model" and ranged ~= true then head = d:findFirstChild("Hitbox") if d.Parent == Character then break end if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(head.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(9999999) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 9999999) else if hitnum == 5 then so("199149119", ref, 9999999) end end end end end StaggerHit.Value = true end end end do if d.className == "Part" then head = d if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then if stun == nil then stun = math.random(5, 10) end local Rang = nil if Ranged == false then Rang = true end local stag = nil if shbash == true then stag = true end Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) end end end do end end end end end end MagniBuff = function(Part, magni, Dec, DecAm, Dur, others) if Player.Neutral == true then DecreaseStat(Character, Dec, DecAm / 2, Dur) end for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = c:findFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if others == nil and mag <= magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then DecreaseStat(head.Parent, Dec, DecAm, Dur) end end end if Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and mag <= magni and head.Parent ~= Character and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then DecreaseStat(head.Parent, Dec, DecAm, Dur) end end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0) LastPoint = Point effect = function(Color, Ref, LP, P1, returnn) if LP == nil or P1 == nil then return end local Effectsmsh = Instance.new("CylinderMesh") Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) Effectsmsh.Name = "Mesh" local Effectsg = Instance.new("Part") NoOutline(Effectsg) Effectsg.formFactor = 3 Effectsg.CanCollide = false Effectsg.Name = "Eff" Effectsg.Locked = true Effectsg.Anchored = true Effectsg.Size = Vector3.new(0.5, 1, 0.5) Effectsg.Parent = workspace Effectsmsh.Parent = Effectsg Effectsg.BrickColor = BrickColor.new(Color) Effectsg.Reflectance = Ref local point1 = P1 local mg = point1.p.magnitude Effectsg.Size = Vector3.new(0.5, mg, 0.5) Effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(900), 0, 0) Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) game:GetService("Debris"):AddItem(Effectsg, 2) if returnn then return Effectsg end if not returnn then table.insert(Effects, {Effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh}) end end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) return prt end MagicSpike = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "1033714", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe prt.Material = "Neon" msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh}) else if Type == 2 then table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh}) end end return prt end MagicCloud = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "1095708", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.Material = material prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * cf(x2, y2, z2) local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicOrb = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Material = material prt.CFrame = cframe bp = Instance.new("BodyPosition", prt) bp.Position = pos2 bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge) coroutine.resume(coroutine.create(function() while prt.Parent == workspace do wait() MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05) end MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05) end)) local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh}) return prt end MagicOrb2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Material = material prt.CFrame = cframe bp = Instance.new("BodyPosition", prt) bp.Position = pos2 bp.MaxForce = Vector3.new(1000,1000,1000) coroutine.resume(coroutine.create(function() while prt.Parent == workspace do wait() MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05) end MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05) end)) local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh}) return prt end MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe prt.Material = material local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end ClangEffect = function(brickcolor, cframe, duration, decrease, size, power) local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil}) end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) if hit.Parent == nil then return end if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(hit.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if Player.Neutral == false then if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then return end if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end end c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game:service("Players").LocalPlayer c.Parent = h RecentEnemy.Value = hit.Parent game:GetService("Debris"):AddItem(c, 0.5) minim = minim * Atk.Value maxim = maxim * Atk.Value Damage = 0 if minim == maxim then Damage = maxim else Damage = math.random(minim, maxim) end blocked = false enblock = nil Stats = hit.Parent:findFirstChild("Stats") if Stats ~= nil then invis = Stats:findFirstChild("Invisibility") isinvis = Stats:findFirstChild("IsInvisible") if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then invis.Value = 0 end enblock = Stats:findFirstChild("Block") if enblock ~= nil and enblock.Value == true then blocked = true end if Stats:findFirstChild("Defense") ~= nil then Damage = Damage / Stats.Defense.Value if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then hitnum = math.random(1, 5) if hitnum == 1 then so("199149321", hit, 1, 1) else if hitnum == 2 then so("199149338", hit, 1, 1) else if hitnum == 3 then so("199149367", hit, 1, 1) else if hitnum == 4 then so("199149409", hit, 1, 1) else if hitnum == 5 then so("199149452", hit, 1, 1) end end end end end else if ranged == false or ranged == nil and blocked ~= true then hitnum = math.random(1, 6) if hitnum == 1 then so("199149137", hit, 1, 1) else if hitnum == 2 then so("199149186", hit, 1, 1) else if hitnum == 3 then so("199149221", hit, 1, 1) else if hitnum == 4 then so("199149235", hit, 1, 1) else if hitnum == 5 then so("199149269", hit, 1, 1) else if hitnum == 6 then so("199149297", hit, 1, 1) end end end end end end end end if Damage <= 3 and staghit == true and ranged ~= true then StaggerHit.Value = true end end if Stats:findFirstChild("Stun") ~= nil then if blocked == true then incstun = incstun / 2 end if Stats.Stun.Value < Stats.StunThreshold.Value then Stats.Stun.Value = Stats.Stun.Value + incstun end end if Stats:findFirstChild("Stagger") ~= nil and stagger == true then Stats.Stagger.Value = true end end if blocked == true then showDamage(hit.Parent, "Block", "Damage") if ranged ~= true then enblock.Value = false Stagger.Value = true hitnum = math.random(1, 2) if hitnum == 1 then so("199148933", hit, 1, 1) else if hitnum == 2 then so("199148947", hit, 1, 1) end end end else Damage = math.floor(Damage) coroutine.resume(coroutine.create(function(Hum, Dam) hit.Parent.Humanoid:TakeDamage(Damage) end), h, Damage) if Type ~= "Magic" then showDamage(hit.Parent, Damage, "Damage") end if Type == "Magic" then showDamage(hit.Parent, Damage, "Magic") end if DecreaseState ~= nil then if DecreaseState == "Temporal" then DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration) DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration) else if DecreaseState == "Temporal2" then DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration) DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration) else DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration) end end end if Type == "NormalDecreaseMvmt1" then DecreaseStat(hit.Parent, "Movement", 0.1, 200) end if Type == "Knockdown" then hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit rl = Instance.new("BodyAngularVelocity") rl.P = 3000 rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000 rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) rl.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) game:GetService("Debris"):AddItem(rl, 0.5) else do if Type == "Knockdown2" then hum = hit.Parent.Humanoid local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) else do if Type == "Normal" or Type == "NormalDecreaseMvmt1" then vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = Vector3.new(math.huge, 0, math.huge) if KnockbackType == 1 then vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05 else if KnockbackType == 2 then vp.velocity = Property.CFrame.lookVector * knockback end end game:GetService("Debris"):AddItem(vp, 0.5) if knockback > 0 then vp.Parent = hit.Parent.Torso end end debounce = Instance.new("BoolValue") debounce.Name = "DebounceHit" debounce.Parent = hit.Parent debounce.Value = true game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, 0.5) CRIT = false end end end end end end end showDamage = function(Char, Dealt, Type) m = Instance.new("Model") m.Name = "Effect" c = Instance.new("Part") c.Transparency = 1 c.Name = "Head" c.TopSurface = 0 c.BottomSurface = 0 c.formFactor = "Plate" c.Size = Vector3.new(1, 0.4, 1) b = Instance.new("BillboardGui", c) b.Size = UDim2.new(5, 0, 5, 0) b.AlwaysOnTop = true damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) if Type == "Damage" then damgui.Font = "SourceSans" if Dealt == "Block" then damgui.TextColor3 = BrickColor.new("Bright blue").Color else if Dealt < 3 then damgui.TextColor3 = BrickColor.new("White").Color else if Dealt >= 3 and Dealt < 20 then damgui.TextColor3 = BrickColor.new("Bright yellow").Color else damgui.TextColor3 = BrickColor.new("Really red").Color damgui.Font = "SourceSansBold" end end end else if Type == "Debuff" then damgui.TextColor3 = BrickColor.new("White").Color else if Type == "Interrupt" then damgui.TextColor3 = BrickColor.new("New Yeller").Color end end end damgui.TextScaled = true ms = Instance.new("CylinderMesh") ms.Scale = Vector3.new(0.8, 0.8, 0.8) ms.Parent = c c.Reflectance = 0 Instance.new("BodyGyro").Parent = c c.Parent = m if Char:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) else if Char.Parent:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) end end f = Instance.new("BodyPosition") f.P = 2000 f.D = 100 f.maxForce = Vector3.new(545000, 545000, 545000) if Type == "Damage" then f.position = c.Position + Vector3.new(0, 3, 0) else if Type == "Debuff" or Type == "Interrupt" then f.position = c.Position + Vector3.new(0, 5, 0) end end f.Parent = c game:GetService("Debris"):AddItem(m, 5) table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100}) c.CanCollide = false m.Parent = workspace c.CanCollide = false end StunAnim = function() attack = true removeControl() Stunned.Value = true showDamage(Character, "Stunned", "Interrupt") local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 2.6 for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25) end local gairost = Instance.new("BodyGyro") gairost.Parent = RootPart gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge gairost.P = 20000 gairost.cframe = cf(0, 0, 0) for i = 0, 1, 0.1 do swait() if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3) end for i = 1, 70 do swait() gairost.cframe = RootPart.CFrame if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end end for i = 0, 1, 0.2 do swait() Stun.Value = 0 gairost.cframe = RootPart.CFrame Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3) end resumeControl() gairost.Parent = nil dec.Parent = nil Stun.Value = 0 combo = 0 Stunned.Value = false attack = false for i = 1, 10 do swait() Stun.Value = 0 end end modelzorz = Instance.new("Model", Character) modelzorz.Name = "Gauntlet" if game.PlaceId == 599869747 then modelzorz.Parent = workspace end local lprt1 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "LaserPart01", vt()) local lprt2 = part(3, modelzorz, 0, 0, BrickColor.new("Neon orange"), "LaserPart02", vt()) local lprt3 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "LaserPart03", vt()) local lprt4 = part(3, modelzorz, 0, 0, BrickColor.new("Neon orange"), "LaserPart04", vt()) msh1 = mesh("SpecialMesh", lprt1, "Cylinder", "nil", vt(0, 0, 0), vt(8, 8, 8)) msh2 = mesh("SpecialMesh", lprt2, "Cylinder", "nil", vt(0, 0, 0), vt(8.1, 6, 6)) msh3 = mesh("SpecialMesh", lprt3, "Cylinder", "nil", vt(0, 0, 0), vt(8, 8, 8)) msh4 = mesh("SpecialMesh", lprt4, "Cylinder", "nil", vt(0, 0, 0), vt(8.1, 6, 6)) local wld1 = weld(lprt1, LeftArm, lprt1, CFrame.new(0,-1,0) * angles(0,1.6,1.6)) local wld2 = weld(lprt2, LeftArm, lprt2, CFrame.new(0,-1,0) * angles(0,1.6,1.6)) local wld3 = weld(lprt3, RightArm, lprt3, CFrame.new(0,-1,0) * angles(0,1.6,1.6)) local wld4 = weld(lprt4, RightArm, lprt4, CFrame.new(0,-1,0) * angles(0,1.6,1.6)) lprt2.Material = "Neon" lprt4.Material = "Neon" for i,v in pairs(modelzorz:children()) do if v:IsA("Part") then v.Transparency = 1 end end StaggerAnim = function() attack = true removeControl() showDamage(Character, "Staggered", "Interrupt") for i = 0, 1, 0.35 do swait() Torso.Velocity = RootPart.CFrame.lookVector * -40 Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.4, -0.2, 0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) end for i = 0, 1, 0.2 do swait() Torso.Velocity = RootPart.CFrame.lookVector * -40 Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.4, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.6) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.9) * euler(0, 0.7, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.5, -0.2, 0.5), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, 0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(0.6, 0, -0.4), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.3, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.2, 0) * euler(-0.4, 0, 1.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.8) * euler(0, -1.57, 0) * euler(0, 0.2, -0.1), 0.3) end for i = 1, 40 do swait() if StunT.Value <= Stun.Value then break end end do resumeControl() combo = 0 attack = false end end StaggerHitt = function() attack = true for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.2, -0.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) end attack = false end local Color1 = Torso.BrickColor local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe = it("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255, 255, 255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17, 17, 17) fenframe.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe.Position = UDim2.new(0.95, 0, 0.7, 0) local fenframe2 = it("Frame") fenframe2.Parent = fengui fenframe2.BackgroundColor3 = Color3.new(255, 255, 255) fenframe2.BackgroundTransparency = 1 fenframe2.BorderColor3 = Color3.new(17, 17, 17) fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0) fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0) local fenframe3 = it("Frame") fenframe3.Parent = fengui fenframe3.BackgroundColor3 = Color3.new(255, 255, 255) fenframe3.BackgroundTransparency = 1 fenframe3.BorderColor3 = Color3.new(17, 17, 17) fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0) fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0) local fenframe4 = it("Frame") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(255, 255, 255) fenframe4.BackgroundTransparency = 1 fenframe4.BorderColor3 = Color3.new(17, 17, 17) fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe4.Position = UDim2.new(0, 0, 0.7, 0) local pressedf = false local fenframe5 = it("Frame") fenframe5.Parent = fengui fenframe5.BackgroundColor3 = Color3.new(0, 0, 0) fenframe5.BackgroundTransparency = 1 fenframe5.BorderColor3 = Color3.new(0, 0, 0) fenframe5.Size = UDim2.new(1, 0, 1, 0) fenframe5.Position = UDim2.new(0, 0, 0, 0) fenframe5.ZIndex = 2 local tellbar = gui("TextLabel", fenframe5, "Press 'F' to Equip your Weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0)) tellbar.Font = "Arial" tellbar.TextScaled = true tellbar.TextTransparency = 1 tellbar.TextStrokeTransparency = 1 tellbar.ZIndex = 2 local fnumb = 0 local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0)) local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove1.ZIndex = 2 local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove2.ZIndex = 2 local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove3.ZIndex = 2 local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove4.ZIndex = 2 local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local mananum = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local passivenum = 0 local walk = 0 local walkforw = true Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Prototype: Annihilator gauntlets" local Parent = Tool Bin = Tool if Bin.Name == "Techno" then Bin.Name = "Prototype: Annihilator gauntlets" end combo = 0 ob1d = function(mouse) if GuardStance == true and MMouse.Target ~= nil then if MMouse.Target.Parent.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent.Parent:findFirstChild("Torso") ~= nil then Target = MMouse.Target.Parent.Parent GuardStance = false end if MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent:findFirstChild("Torso") ~= nil then Target = MMouse.Target.Parent GuardStance = false end end if gun then shoot = true gun = false end if attack == true or equipped == false then return end hold = true if combo == 0 then combo = 1 attackone() else if combo == 1 then combo = 2 attacktwo() else if combo == 2 then combo = 3 attackthree() else if combo == 3 then combo = 0 attackfour() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then swait() end end if attack == false then combo = 0 end end)) end ob1u = function(mouse) hold = false end do1 = function() if mana.Value < 10 then return end if cooldowns[1] ~= cooldownmax then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end cooldowns[1] = 0 mana.Value = mana.Value - 10 for i = 1,3 do attack = true for i = 1,5 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.2) * euler(0,0,-1.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -1) * euler(-0.5, 0, -1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -1.6), 0.3) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(-0.3, 1.6, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0.3, 1.6, 0), 0.3) end RootPart.Velocity = RootPart.CFrame.lookVector * -50 Laser1() so("156572165", Torso, 1, 0.75) for i = 1,5 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.2) * euler(0,0,-1.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -1) * euler(-0.5, 0, -1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -1.6), 0.3) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0.3, 1.6, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(-0.3, 1.6, 0), 0.3) end canwalkanim = true end attack = false end do2 = function() if cooldowns[2] ~= cooldownmax then return end if mana.Value < 15 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end mana.Value = mana.Value - 15 cooldowns[2] = 0 attack = true for i = 1,30 do wait() RootPart.Velocity = RootPart.CFrame.lookVector * 50 so("200632136", Torso, 1, 1) MagicBlock(BrickColor.new("Neon orange"), lprt1.CFrame,1,1,1,1,1,1,0.05,1) MagicBlock(BrickColor.new("Neon orange"), lprt1.CFrame,1,1,1,1,1,1,0.05,1) MagniDamage(lprt3, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.3, 2, (math.random(10, 15)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,1.6,i), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0,0,1.6), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.6), 0.4) RH.C0 = clerp(RH.C0, cf(1, -1, -0) * euler(0, 1.57, 0) * euler(-0, 0, 0), 0.4) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0, 0, 0), 0.4) end attack = false end do3 = function() if cooldowns[3] ~= cooldownmax then return end if mana.Value < 30 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end cooldowns[3] = 0 mana.Value = mana.Value - 30 attack = true for i = 1,50 do wait() so("200632136", Torso, 1, 2) Laser2(Torso) so("156572165", Torso, 1, 1) MagniDamage(lprt3, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.1, 2, (math.random(6, 9)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,i), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0,0,1.6), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.6), 0.4) RH.C0 = clerp(RH.C0, cf(1, -1, -0) * euler(0, 1.57, 0) * euler(-0, 0, 0), 0.4) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0, 0, 0), 0.4) end attack = false end do4 = function() if cooldowns[4] ~= cooldownmax then return end if mana.Value < 50 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end cooldowns[4] = 0 mana.Value = mana.Value - 50 attack = true dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 for i = 1,50 do wait() MagicBlock(BrickColor.new("Neon orange"), lprt1.CFrame,1,1,1,0.5,0.5,0.5,0.05,1) MagicBlock(BrickColor.new("Neon orange"), lprt3.CFrame,1,1,1,0.5,0.5,0.5,0.05,1) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0) * euler(0,0,-0), 0.3) RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0) * euler(1.6, -0.3, -0.2), 0.3) LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0) * euler(1.6, 0.3, 0.2), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, -0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end dec:Remove() Star() so("156572165", Torso, 1, 0.75) attack = false end attackone = function() attack = true for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,-0.6), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6,0,-0.4), 0.15) LW.C0 = clerp(LW.C0, cf(-1.6, 0.6, -0.5) * euler(0.6, 0, -0.2), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, -0.1) * euler(0, 1.57, 0) * euler(-0, 0.6, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0.1) * euler(0, -1.57, 0) * euler(-0, 0.6, 0), 0.2) end so("200632136", LeftArm, 1, 1) for i = 1,15 do wait() MagniDamage(lprt3, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(10, 15)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,1), 0.4) RW.C0 = clerp(RW.C0, cf(0.2, 0.5, -0.8) * euler(1.6,0,-1), 0.4) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6 , 0) * euler(-0.5, 0, -0.2), 0.4) RH.C0 = clerp(RH.C0, cf(0.6, -1.1, 0) * euler(0, 1.57, 0) * euler(0, -0.9, 0), 0.4) LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0) * euler(0, -1.57, 0) * euler(-0,-0.9, 0), 0.4) end attack = false end attacktwo = function() attack = true for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0.6), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.6 , 0) * euler(0.6,0,0.2), 0.15) LW.C0 = clerp(LW.C0, cf(-1.6, 0.5, -0.5) * euler(1.6, 0, 0.4), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0, -0.6, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0, -0.6, 0), 0.2) end so("200632136", RightArm, 1, 1) for i = 1,15 do wait() MagniDamage(lprt1, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(8, 13)), nil, true) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,-1), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.6 , 0) * euler(-0.5,0,0.2), 0.4) LW.C0 = clerp(LW.C0, cf(-0.2, 0.5, -0.8) * euler(1.6, 0, 1), 0.4) RH.C0 = clerp(RH.C0, cf(0.6, -1.1, 0) * euler(0, 1.57, 0) * euler(0, 0.9, 0), 0.4) LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0) * euler(0, -1.57, 0) * euler(-0, 0.9, 0), 0.4) end attack = false end attackthree = function() attack = true dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 so("300563970", Torso, 1, 1) for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0.5, 0, 0.3), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.3) * euler(0,0,-0.3), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0) * euler(-0.5, 0, 0.3), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.5, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, -0) * euler(-0.5, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end so("200632136", Torso, 1, 2) Laser2(RootPart) for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0.5, 0, 0.3), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.3) * euler(0.6,0,-0.3), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0) * euler(-0.5, 0, 0.3), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0, -0.5) * euler(0.5, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, -0) * euler(0.5, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0.5, -1.57, 0) * euler(0, 0, 0), 0.3) end dec:Remove() attack = false end attackfour = function() attack = true for i = 1,20 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.2) * euler(0,0,-1.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -1) * euler(-0.5, 0, -1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -1.6), 0.3) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(-0.3, 1.6, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0.3, 1.6, 0), 0.3) end RootPart.Velocity = RootPart.CFrame.lookVector * -100 Laser1() so("156572165", Torso, 1, 0.75) for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.2) * euler(0,0,-1.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -1) * euler(-0.5, 0, -1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -1.6), 0.3) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0.3, 1.6, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(-0.3, 1.6, 0), 0.3) end canwalkanim = true attack = false end add = 0 Laser1 = function() table.insert(Effects, {RootPart.CFrame.lookVector, "Shoot", 30, lprt1.Position + Vector3.new(0,0,0), 13, 15, 0, 1}) table.insert(Effects, {RootPart.CFrame.lookVector, "Shoot", 30, lprt3.Position + Vector3.new(0,0,0), 13, 15, 0, 1}) end LaserShot = function() table.insert(Effects, {Head.CFrame.lookVector, "Shoot", 30, lprt1.Position + Vector3.new(0,0,0), 13, 15, 0, 1}) table.insert(Effects, {Head.CFrame.lookVector, "Shoot", 30, lprt3.Position + Vector3.new(0,0,0), 13, 15, 0, 1}) end Laser2 = function(part) table.insert(Effects, {part.CFrame.lookVector, "Shoot", 30, part.Position + Vector3.new(0,0,0), 13, 15, 0, 2}) end Star = function() table.insert(Effects, {RootPart.CFrame.lookVector, "Shoot", 30, RootPart.Position, 36, 48, 0, 3}) end equipanim = function() attack = true for i,v in pairs(modelzorz:children()) do coroutine.resume(coroutine.create(function() if v:IsA("Part") then if v.BrickColor ~= BrickColor.new("Bright blue") then for i = 1,10 do wait() v.Transparency = v.Transparency - 0.1 end end if v.BrickColor == BrickColor.new("Bright blue") then for i = 1,5 do wait() v.Transparency = v.Transparency - 0.1 end end end end)) end end hideanim = function() attack = true for i,v in pairs(modelzorz:children()) do coroutine.resume(coroutine.create(function() if v:IsA("Part") then if v.BrickColor ~= BrickColor.new("Bright blue") then for i = 1,10 do wait() v.Transparency = v.Transparency + 0.1 end end if v.BrickColor == BrickColor.new("Bright blue") then for i = 1,5 do wait() v.Transparency = v.Transparency + 0.1 end end end end)) end for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0, 0, 0), 0.3) end end buttonhold = false fenbarmove1.MouseButton1Click:connect(do1) fenbarmove2.MouseButton1Click:connect(do2) fenbarmove3.MouseButton1Click:connect(do3) fenbarmove4.MouseButton1Click:connect(do4) eul = 0 equipped = false function GunStance() if mana.Value < 10 then return end attack=true gun=true Mvmt.Value=Mvmt.Value-.4 for i=1,10 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, -0.2) * euler(0,0,-1.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -1) * euler(-0, 0, -1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0, 0, -1.6), 0.3) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(-0, 1.6, 0), 0.3) end RootJoint.C0=RootCF*cf(0,0,-.2)*euler(0,0,-1.57) LW.C0=cf(-1.5,0.5,0)*euler(1.57,0,-1.57) gairo=Instance.new("BodyGyro") gairo.Parent=RootPart gairo.maxTorque=Vector3.new(math.huge,math.huge,math.huge) gairo.P=20e+003 gairo.cframe=RootPart.CFrame local offset=nil while gun==true do swait() local gunpos=vt(MMouse.Hit.p.x,Head.Position.Y,MMouse.Hit.p.z) offset=(Torso.Position.y-MMouse.Hit.p.y)/60 mag=(Torso.Position-MMouse.Hit.p).magnitude/80 offset=offset/mag gairo.cframe=cf(Head.Position,gunpos) Neck.C0=clerp(Neck.C0,necko*euler(0,offset/2,1.57),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(offset,0,0),.2) RW.C1=clerp(RW.C1,cf(0,0.5,0)*euler(0,0,-offset),.2) end Mvmt.Value=Mvmt.Value+.4 if shoot==true then mana.Value = mana.Value - 10 RootPart.Velocity = RootPart.CFrame.lookVector * -100 LaserShot() so("156572165", Torso, 1, 0.75) end gairo.Parent=nil shoot=false attack=false end key = function(key) if key == "e" and gun ~= false then gun = false end if attack == true then return end if key == "f" then pressedf = true fnumb = 0 attack = true if equipped == false then equipped = true RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "Right Shoulder" RW.Part0 = ch.Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso LW.Name = "Left Shoulder" LW.Part0 = ch.Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso Animate.Parent = nil equipanim() else equipped = false hideanim() LH.C1 = LHC1 RH.C1 = RHC1 Animate.Parent = Humanoid swait(0) RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end attack = false end if equipped == false then return end if key == "e" then GunStance() end if key == "z" and equipped then do1() end if key == "x" and equipped then do2() end if key == "c" and equipped then do3() end if key == "v" and equipped then do4() end if attack == false then RecentEnemy.Value = nil end end key2 = function(key) if key == "x" and equipped then Charge = 0 Charging = false end end s = function(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player = Player ch = Character MMouse = mouse end ds = function(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Techno loaded.") local mananum = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local passivenum = 0 local walk = 0 local walkforw = true local sine = 0 local change = 1 local val = 0 while 1 do swait() if Humanoid.Health <= 0 then attack = true resumeControl() end do if fnumb < 21 then fnumb = fnumb + 1 if pressedf == false then fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025 tellbar.TextTransparency = tellbar.TextTransparency - 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05 else if fnumb == 20 then fenframe5.Parent = nil print("daigui") end fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025 tellbar.TextTransparency = tellbar.TextTransparency + 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05 end end passivenum = passivenum + 1 if 80 <= passivenum then passivenum = 0 end if Stagger.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerAnim() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if StaggerHit.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerHitt() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Mvmt.Value end if StunT.Value <= Stun.Value and stunanim == false then coroutine.resume(coroutine.create(function() stunanim = true while attack == true do swait() end StunAnim() Stun.Value = 0 stunanim = false end)) end local stunnum2 = 20 if Mode == "Defensive" then stunnum2 = 20 else stunnum2 = 60 end if stunnum2 <= stunnum then if 0 < Stun.Value then Stun.Value = Stun.Value - 1 end stunnum = 0 end stunnum = stunnum + 1 if 0.3 <= donum then handidle = true else if donum <= 0 then handidle = false end end if handidle == false then donum = donum + 0.002 else donum = donum - 0.002 end if (500 <= idle and attack ~= false) or Anim == "Walk" and canwalkanim then if walkforw == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, -0, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) else RH.C1 = clerp(RH.C1, RHC1 * cf(-0, 0, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(-0, -0, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) end else RH.C1 = clerp(RH.C1, RHC1, 0.2) LH.C1 = clerp(LH.C1, LHC1, 0.2) RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) end local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character) if equipped == true then if attack == false then idle = idle + 1 else idle = 0 end if 1 < RootPart.Velocity.y and hitfloor == nil then Anim = "Jump" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2) end else if RootPart.Velocity.y < -1 and hitfloor == nil then Anim = "Fall" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2) end else if torvel < 1 and hitfloor ~= nil then Anim = "Idle" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.6 , 0) * euler(-donum, 0, 0.2 - donum/4), 0.15) LW.C0 = clerp(LW.C0, cf(-1, 0.5 + donum/4, -0.5) * euler(1 - donum/2, 0, 1), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end else if 2 < torvel and hitfloor ~= nil then Anim = "Walk" walk = walk + 1 if 15 - 5 * Mvmt.Value <= walk then walk = 0 if walkforw == true then walkforw = false else if walkforw == false then walkforw = true end end end if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 8))), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.1), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.1), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2) end end end end end end if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[2]=="Shoot" then add = add + 0.5 local Look=Thing[1] local hit,pos = rayCast(Thing[4],Look*50,50,modelzorz) local mag=(Thing[4]-pos).magnitude if Thing[8] == 1 then MagicCylinder(BrickColor.new("Neon orange"), "Neon",CFrame.new((Thing[4]+pos)/2,pos)*angles(1.57,0,0),1,mag*5,1,1,0,1,0.1) end if Thing[8] == 2 then MagicCylinder(BrickColor.new("Neon orange"), "Neon",CFrame.new(Thing[4])*angles(0,1.57,0),1,mag*50,1,5,0,5,0.1) end if Thing[8] == 3 then MagicCylinder(BrickColor.new("Neon orange"), "Neon",CFrame.new(Thing[4])*angles(add,0,add),1,mag*30,1,5,0,5,0.1) end if Thing[8] == 1 then Thing[4]=Thing[4]+(Look*20) Thing[3]=Thing[3]-1 end if Thing[8] == 2 then Thing[4]=Thing[4]+(Look*5) Thing[3]=Thing[3]-0.1 end if Thing[8] == 3 then Thing[4]=Thing[4]+(Look*1) Thing[3]=Thing[3]-0.05 end if hit~=nil and hit.Name~="Effect" and hit.Parent ~= Character and hit.Parent ~= modelzorz and hit.Parent ~= modelzorz then Thing[3]=0 local ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Effect", vt()) ref.Anchored = true ref.CFrame = hit.CFrame if Thing[8]==1 then MagniDamage(ref, 9999999, math.random(9999999), "Normal", ref, 9999999 (math.random(15, 20)), nil, true) elseif Thing[8]==2 then MagniDamage(ref, 9999999, math.random(9999999), "Normal", ref, 9999999 (math.random(20, 30)), nil, true) elseif Thing[8]==3 then MagniDamage(ref, 9999999, math.random(9999999), "Normal", ref, 9999999 nil, true) end ref=part(3,workspace,0,1,BrickColor.new("Cyan"),"Reference",vt()) ref.Anchored=true ref.CFrame=cf(pos) if Thing[8] == 1 then MagicCircle(BrickColor.new("Lime green"), "Neon",cf(pos),5,5,5,3,3,3,0.03) end if Thing[8] == 2 then MagicCircle(BrickColor.new("Lime green"), "Neon",cf(pos),5,5,5,10,10,10,0.03) end if Thing[8] == 3 then MagicCircle(BrickColor.new("Lime green"), "Neon",cf(pos),5,5,5,50,50,50,0.03) end game:GetService("Debris"):AddItem(ref,1) end if Thing[3]<=0 then table.remove(Effects,e) end end do do if Thing[2] == "CylinderClang" then if Thing[3] <= 1 then Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[7] = Thing[1].CFrame effect("New Yeller", 0, Thing[8], Thing[7]) Thing[8] = Thing[7] Thing[3] = Thing[3] + Thing[4] else Part.Parent = nil table.remove(Effects, e) end end if Thing[2] == "Wave" then if Thing[4] <= Thing[5] then Thing[1].CFrame = Thing[1].CFrame * cf(0, 0, -Thing[3]) Thing[4] = Thing[4] + 1 MagniDamage(Thing[1], 7, 4, 7, 0, "Normal", RootPart, 0.5, 1, (math.random(7, 8)), nil, nil, true) else Thing[6].Parent = nil Thing[7].Parent = nil Thing[8].Enabled = false Part.Transparency = 1 table.remove(Effects, e) end end if Thing[2] == "FireWave" then if Thing[3] <= Thing[4] then Thing[1].CFrame = Thing[1].CFrame * euler(0, 1, 0) Thing[3] = Thing[3] + 1 Thing[6].Scale = Thing[6].Scale + vt(Thing[5], 0, Thing[5]) else Part.Parent = nil table.remove(Effects, e) end end if Thing[2] == "showDamage" then if Thing[6] < Thing[5] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[7] then Thing[4].position = Thing[4].position + vt(0, -0.2, 0) Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[8] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[9] then Thing[6] = Thing[6] + 1 Thing[4].position = Thing[4].position + vt(0, 0.2, 0) Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1 Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1 else Thing[1].Parent = nil table.remove(Effects, e) end end end end end if Thing[2] ~= "Shoot" and Thing[2] ~= "DecreaseStat" and Thing[2] ~= "Wave" and Thing[2] ~= "FireWave" and Thing[2] ~= "showDamage" then if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Fire" then Thing[1].CFrame = cf(Thing[1].Position) + vt(0, 0.2, 0) Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[10] Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end end end end end end end else Part.Parent = nil table.remove(Effects, e) end end -- DECOMPILER ERROR at PC5807: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC5807: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC5807: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC5807: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC5807: LeaveBlock: unexpected jumping out IF_STMT end end end end end end do fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true) fenbarmana4.Text = "Mana(" .. mana.Value .. ")" fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0) fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true) fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")" fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) for _,c in pairs(Decrease:children()) do if (c:findFirstChild("Duration")) ~= nil then c.Duration.Value = c.Duration.Value - 1 if c.Duration.Value <= 0 then c.Parent = nil end end if c.Name == "DecreaseAtk" then decreaseatk = decreaseatk + c.Value else if c.Name == "DecreaseDef" then decreasedef = decreasedef + c.Value else if c.Name == "DecreaseMvmt" then decreasemvmt = decreasemvmt + c.Value end end end end Atk.Value = 1 - (decreaseatk) if Atk.Value <= 0 then Atk.Value = 0 end Def.Value = 1 - (decreasedef) if Def.Value <= 0 then Def.Value = 9999999 end Mvmt.Value = 1 - (decreasemvmt) if Mvmt.Value <= 0 then Mvmt.Value = 0 end decreaseatk = 0 decreasedef = 0 decreasemvmt = 0 AtkVal = Atk.Value * 999999 AtkVal = math.floor(AtkVal) AtkVal = AtkVal / 999999 fenbardamage.Text = "Damage\n(" .. AtkVal .. ")" DefVal = Def.Value * 100 DefVal = math.floor(DefVal) DefVal = DefVal / 9999999 fenbardef.Text = "Defense\n(" .. DefVal .. ")" MvmtVal = Mvmt.Value * 100 MvmtVal = math.floor(MvmtVal) MvmtVal = MvmtVal / 100 if Rooted.Value == true then MvmtVal = 0 end fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")" if StunT.Value <= Stun.Value then fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true) else fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true) end fenbarstun3.Text = "Stun(" .. Stun.Value .. ")" if 100 <= mana.Value then mana.Value = 9999999 else if mananum <= 9 then mananum = mananum + 1 else if 8 <= mananum then mananum = 0 mana.Value = mana.Value + 9999999 end end end for i = 1, #cooldowns do if cooldownmax <= cooldowns[i] then cooldowns[i] = cooldownmax else cooldowns[i] = cooldowns[i] + cooldownsadd[i] end end end end end