if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end local Player,game,owner = owner,game local RealPlayer = Player do print("FE Compatibility code by Mokiros") local rp = RealPlayer script.Parent = rp.Character --RemoteEvent for communicating local Event = Instance.new("RemoteEvent") Event.Name = "UserInput_Event" --Fake event to make stuff like Mouse.KeyDown work local function fakeEvent() local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end} t.connect = t.Connect return t end --Creating fake input objects with fake variables local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} local CAS = {Actions={},BindAction=function(self,name,fun,touch,...) CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil end} --Merged 2 functions into one by checking amount of arguments CAS.UnbindAction = CAS.BindAction --This function will trigger the events that have been :Connect()'ed local function te(self,ev,...) local t = m[ev] if t and t._fakeEvent then for _,f in pairs(t.Functions) do f(...) end end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=rp then return end m.Target = io.Target m.Hit = io.Hit if not io.isMouse then local b = io.UserInputState == Enum.UserInputState.Begin if io.UserInputType == Enum.UserInputType.MouseButton1 then return m:TrigEvent(b and "Button1Down" or "Button1Up") end for _,t in pairs(CAS.Actions) do for _,k in pairs(t.Keys) do if k==io.KeyCode then t.Function(t.Name,io.UserInputState,io) end end end m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false) end end) Event.Parent = NLS([==[ local Player = game:GetService("Players").LocalPlayer local Event = script:WaitForChild("UserInput_Event") local Mouse = Player:GetMouse() local UIS = game:GetService("UserInputService") local input = function(io,a) if a then return end --Since InputObject is a client-side instance, we create and pass table instead Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) local h,t --Give the server mouse data 30 times every second, but only if the values changed --If player is not moving their mouse, client won't fire events while wait(1/30) do if h~=Mouse.Hit or t~=Mouse.Target then h,t=Mouse.Hit,Mouse.Target Event:FireServer({isMouse=true,Target=t,Hit=h}) end end]==],Player.Character) ----Sandboxed game object that allows the usage of client-side methods and services --Real game object local _rg = game --Metatable for fake service local fsmt = { __index = function(self,k) local s = rawget(self,"_RealService") if s then return s[k] end end, __newindex = function(self,k,v) local s = rawget(self,"_RealService") if s then s[k]=v end end, __call = function(self,...) local s = rawget(self,"_RealService") if s then return s(...) end end } local function FakeService(t,RealService) t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService return setmetatable(t,fsmt) end --Fake game object local g = { GetService = function(self,s) return self[s] end, Players = FakeService({ LocalPlayer = FakeService({GetMouse=function(self)return m end},Player) },"Players"), UserInputService = FakeService(UIS,"UserInputService"), ContextActionService = FakeService(CAS,"ContextActionService"), } rawset(g.Players,"localPlayer",g.Players.LocalPlayer) g.service = g.GetService setmetatable(g,{ __index=function(self,s) return _rg:GetService(s) or typeof(_rg[s])=="function" and function(_,...)return _rg[s](_rg,...)end or _rg[s] end, __newindex = fsmt.__newindex, __call = fsmt.__call }) --Changing owner to fake player object to support owner:GetMouse() game,owner = g,g.Players.LocalPlayer end -- Remake of Armatae by Mii_BrawIer wait(.1) local play = game.Players.LocalPlayer local char = play.Character local LeftArm = char["Left Arm"] local RightArm = char["Right Arm"] local LeftLeg = char["Left Leg"] local RightLeg = char["Right Leg"] local spawned = false local debounce = false local asdrot = 0 local bouncing = false local mode = "Combo" local mana = 200 local change = 0 local rage = false local explosion = false local golden = false local equipped = true local parry = true local equipcheck = false local charge = 1 local orb = false local throwing = false local sped = 1 local riding = false local sine = 0 local torsovel = 0 local sit = false local ult = false local charging = false local combo = 1 local Anim = "wot" local attack = false local NeckCF = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) char.Humanoid.Animator:Destroy() char.Animate:Destroy() local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14) local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0) local LHCF = (CFrame.fromEulerAnglesXYZ(0, -1.6, 0)) RSH = nil RW = Instance.new("Weld") LW = Instance.new("Weld") RH = char.Torso["Right Hip"] LH = char.Torso["Left Hip"] RSH = char.Torso["Right Shoulder"] LSH = char.Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "RW" RW.Part0 = char.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = RightArm RW.Parent = char.Torso LW.Name = "LW" LW.Part0 = char.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = LeftArm LW.Parent = char.Torso clerp = function(a, b, t) return a:lerp(b, t) end local model = Instance.new("Model", char) model.Name = "weapon parts go here!" local weapon = Instance.new("Model", model) weapon.Name = "weapon" local nolagplease = Instance.new("Model", char) nolagplease.Name = "block spam goes here" block = function(cfram,size,expansize,transp,color,kind) local p = Instance.new("Part", nolagplease) p.CFrame = cfram p.Size = Vector3.new(1,1,1) local pm = Instance.new("BlockMesh", p) pm.Scale = size p.Anchored = true p.Material = "Neon" p.CanCollide = false p.BrickColor = color if kind == 3 then pm:Destroy() p.Size = size p.CanCollide = true p.Touched:connect(function(hit) if debounce == false then if hit.Parent.Humanoid then debounce = true hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 5 wait() debounce = false end end end) end coroutine.resume(coroutine.create(function() while p.Transparency < 1 do if kind == 3 then p.Transparency = p.Transparency + transp p.Size = p.Size + expansize else p.Transparency = p.Transparency + transp pm.Scale = pm.Scale + expansize end if kind == 1 then p.CFrame = p.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,180)),math.rad(math.random(0,180)),math.rad(math.random(0,180))) end wait() end p:Destroy() end)) end local wave = function(cframe,color,v1,v2,trans,typ) local p = Instance.new("Part", nolagplease) p.BrickColor = color p.Transparency = 0 p.Anchored = true p.CFrame = cframe if typ == 1 then p.CFrame = p.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,180)),math.rad(math.random(0,180)),math.rad(math.random(0,180))) end p.CanCollide = false local pm = Instance.new("SpecialMesh", p) pm.MeshType = "FileMesh" pm.MeshId = "http://www.roblox.com/asset/?id=20329976" pm.Scale = v1 coroutine.resume(coroutine.create(function() while p.Transparency < 1 do wait() pm.Scale = pm.Scale + v2 p.Transparency = p.Transparency + trans if typ == 1 then p.CFrame = p.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,180)),math.rad(math.random(0,180)),math.rad(math.random(0,180))) end end p:Remove() end)) end local screengu = Instance.new("ScreenGui", play.PlayerGui) screengu.Enabled = true local fram = Instance.new("Frame",screengu) fram.Position = UDim2.new(0.83,0,.46, 0) fram.Size = UDim2.new(0.156, 0,0.487, 0) fram.Style = "RobloxRound" local makegui = function(pos1,pos2,tex) local a = Instance.new("TextLabel",fram) a.Size = UDim2.new(1, 0,.05, 0) a.Text = tex a.Position = UDim2.new(pos1,0,pos2,0) a.TextScaled = true a.TextColor3 = char.Torso.Color a.TextXAlignment = "Left" a.BackgroundTransparency = 1 coroutine.resume(coroutine.create(function() if tex == "[X]" then while true do if equipcheck == false then if equipped == true then a.Text = "[X] Spin Attack [35]" elseif equipped == false then if parry == true then a.Text = "[X] Parry [35]" elseif parry == false then a.Text = "[X] Forced Parry [15]" end end else a.Text = "[X] Hexagon Trap [150]" end wait(.1) end end if tex == "[E]" then while true do if ult == false then if equipped == true then a.Text = "[E] Unequip" elseif equipped == false then a.Text = "[E] Equip" end end if ult == true then a.Text = "[E] Exit Ult" end wait(.1) end end if tex == "[C]" then while true do if ult == false then a.Text = "[C] Orbs [7/s]" end if ult == true then if equipcheck == true then a.Text = "[C] Orbs [11/s]" else a.Text = "[C] Ultimate Orbs [11/s]" end end wait(.1) end end if tex == "[H]" then while true do if equipped == true then if ult == false then a.Text = "[H] Sword Ult Mode [200]" end elseif equipped == false then if ult == false then a.Text = "[H] Magic Ult Mode [200]" else if equipcheck == false then a.Text = "[H] Magic Ult [400]" else a.Text = "[H] Sword Ult [400]" end end end wait(.1) end end if tex == "[Z]" then while true do if ult == false then a.Text = "[Z] Shield Dash [25]" else if equipcheck == true then a.Text = "[Z] Sword Bounce [25]" end end wait(.1) end end end)) end local bar = Instance.new("Frame",screengu) bar.Position = UDim2.new(.83,0,.385,0) bar.Size = UDim2.new(0.156,0,0.055,0) bar.Style = "RobloxRound" local neg = Instance.new("Frame", bar) neg.Position = UDim2.new(0,0,0,0) neg.Size = UDim2.new(1,0,0.6,0) neg.BackgroundColor3 = Color3.fromRGB(0,0,0) neg.BorderColor3 = char.Torso.Color local a = Instance.new("TextBox",neg) a.Size = UDim2.new(1, 0,1, 0) a.Position = UDim2.new(0, 0, 1, 0) a.TextXAlignment = "Center" coroutine.resume(coroutine.create(function() while true do a.Text = "Mana : "..math.floor(mana).."" wait() end end)) a.TextScaled = true a.TextColor3 = char.Torso.Color a.BackgroundTransparency = 1 local manabar = Instance.new("Frame", neg) manabar.Position = UDim2.new(0,0,0,0) manabar.Size = UDim2.new(0,0,0,0) manabar.BackgroundColor3 = char.Torso.Color manabar.BorderColor3 = Color3.fromRGB(0,0,0) coroutine.resume(coroutine.create(function() while true do manabar.Size = UDim2(0,mana*1.4,0,30) wait() end end)) makegui(0,0,"[E]") makegui(0,.12,"[Z]") makegui(0,.18,"[X]") makegui(0,.24,"[C]") makegui(0,.36,"[H]") makegui(0,.36,"[H]") part = function(wel,cancollid,size,shape,r,g,b,transp,mat,weldpart,c0,nam) local mat2 = "wow" if mat == 1 then mat2 = "Marble" end if mat == 2 then mat2 = "Granite" end if mat == 3 then mat2 = "Metal" end if mat == 4 then mat2 = "SmoothPlastic" end if mat == 5 then mat2 = "Wood" end if mat == 6 then mat2 = "Neon" end if shape ~= "Wedge" then local q = Instance.new("Part", weapon) q.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) q.Shape = shape q.Size = size q.Transparency = transp q.Color = Color3.new(r,g,b) q.Material = mat2 if r == 1 and g == 0 and b == 0 then q.BrickColor = char.Torso.BrickColor end q.FrontSurface = "Smooth" q.BackSurface = "Smooth" q.LeftSurface = "Smooth" q.RightSurface = "Smooth" q.BottomSurface = "Smooth" q.TopSurface = "Smooth" if cancollid == 1 then q.CanCollide = false end q.Name = nam if wel == 1 then local qw = Instance.new("Weld", q) qw.Part0 = weldpart qw.Part1 = q qw.C0 = c0 end end if shape == "Wedge" then local q = Instance.new("WedgePart", weapon) q.Size = size q.Transparency = transp q.Color = Color3.new(r,g,b) if r == 1 and g == 0 and b == 0 then q.BrickColor = char.Torso.BrickColor end q.Material = mat2 if cancollid == 1 then q.CanCollide = false end q.Name = nam local qw = Instance.new("Weld", q) qw.Part0 = weldpart qw.Part1 = q qw.C0 = c0 end end local sword1 = Instance.new("Part", weapon) sword1.CanCollide = false sword1.Transparency = 1 sword1.BrickColor = BrickColor.new("Institutional white") local mesh1 = Instance.new("SpecialMesh", sword1) mesh1.MeshType = "FileMesh" mesh1.MeshId = "rbxasset://fonts/sword.mesh" local weld1 = Instance.new("Weld", sword1) weld1.Part0 = char.Torso weld1.Part1 = sword1 weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) local sword2 = Instance.new("Part", weapon) sword2.CanCollide = false sword2.Transparency = 1 sword2.BrickColor = BrickColor.new("Institutional white") local mesh2 = Instance.new("SpecialMesh", sword2) mesh2.MeshType = "FileMesh" mesh2.MeshId = "rbxasset://fonts/sword.mesh" local weld2 = Instance.new("Weld", sword2) weld2.Part0 = char.Torso weld2.Part1 = sword2 weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) local sword11 = Instance.new("Part", weapon) sword11.CanCollide = false sword11.Transparency = 1 sword11.BrickColor = BrickColor.new("Institutional white") local mesh11 = Instance.new("SpecialMesh", sword11) mesh11.MeshType = "FileMesh" mesh11.MeshId = "rbxasset://fonts/sword.mesh" local weld11 = Instance.new("Weld", sword11) weld11.Part0 = char.Torso weld11.Part1 = sword11 weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) local sword21 = Instance.new("Part", weapon) sword21.CanCollide = false sword21.Transparency = 1 sword21.BrickColor = BrickColor.new("Institutional white") local mesh21 = Instance.new("SpecialMesh", sword21) mesh21.MeshType = "FileMesh" mesh21.MeshId = "rbxasset://fonts/sword.mesh" local weld21 = Instance.new("Weld", sword21) weld21.Part0 = char.Torso weld21.Part1 = sword21 weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) local sword12 = Instance.new("Part", weapon) sword12.CanCollide = false sword12.Transparency = 1 sword12.BrickColor = BrickColor.new("Institutional white") local mesh12 = Instance.new("SpecialMesh", sword12) mesh12.MeshType = "FileMesh" mesh12.MeshId = "rbxasset://fonts/sword.mesh" local weld12 = Instance.new("Weld", sword12) weld12.Part0 = char.Torso weld12.Part1 = sword12 weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4) local sword22 = Instance.new("Part", weapon) sword22.CanCollide = false sword22.Transparency = 1 sword22.BrickColor = BrickColor.new("Institutional white") local mesh22 = Instance.new("SpecialMesh", sword22) mesh22.MeshType = "FileMesh" mesh22.MeshId = "rbxasset://fonts/sword.mesh" local weld22 = Instance.new("Weld", sword22) weld22.Part0 = char.Torso weld22.Part1 = sword22 weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4) part(1,1,Vector3.new(1,1,1),"Block",0,0,0,1,2,LeftArm,CFrame.new(0,-1,0),"ST") part(1,1,Vector3.new(1.3333345651627,0.66666728258133,1.3333345651627),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,RightArm,CFrame.new(0,0.0033329725265503,-0.0028928816318512)*CFrame.fromOrientation(0,0,0),"Handle2") part(1,1,Vector3.new(0.50000047683716,0.66666728258133,0.50000047683716),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0,0.086666345596313,-0.71837568283081)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(0.16666682064533,0.8333340883255,0.8333340883255),"Wedge",1,0,0,0,6,weapon.Handle2,CFrame.new(0.41666704416275,0.16999989748001,-1.2528940439224)*CFrame.fromOrientation(0,-1.5707963267949,1.5707963267949),"Wedge") part(1,1,Vector3.new(0.16666682064533,0.66666728258133,0.66666728258133),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-0.33333364129066,0.25333324074745,-1.0028936862946)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge") part(1,1,Vector3.new(0.50000047683716,1.0000009536743,1.0000009536743),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-0.50000047683716,-0.080000340938568,-1.5028941631317)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge") part(1,1,Vector3.new(0.50000047683716,1.0000009536743,1.0000009536743),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0.50000047683716,-0.080000340938568,-1.5028941631317)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge") part(1,1,Vector3.new(0.16666682064533,0.8333340883255,0.8333340883255),"Wedge",1,0,0,0,6,weapon.Handle2,CFrame.new(-0.41666704416275,0.16999989748001,-1.2528940439224)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge") part(1,1,Vector3.new(0.16666682064533,0.66666728258133,0.66666728258133),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0.33333364129066,0.25333324074745,-1.0028936862946)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge") part(1,1,Vector3.new(1.666668176651,0.50000047683716,1.666668176651),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0,0.0033329725265503,-0.0028928816318512)*CFrame.fromOrientation(0,0,0),"Block") part(1,1,Vector3.new(2.0000019073486,0.50000071525574,2.0000019073486),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0,-0.080000519752502,-0.0028928816318512)*CFrame.fromOrientation(0,0,0),"Block") part(1,1,Vector3.new(0.66666728258133,0.50000047683716,1.0000009536743),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(-0.88214945793152,0.0033442378044128,0.87925684452057)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(1.0000009536743,0.50000047683716,1.0000009536743),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-1.0000009536743,-0.079989075660706,0.9971079826355)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(0.33333364129066,0.58333384990692,0.8333340883255),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(0.84344428777695,0.045011043548584,0.82033109664917)*CFrame.fromOrientation(0,0.78539816339745,0),"Block") part(1,1,Vector3.new(0.66666728258133,0.66666728258133,0.66666728258133),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0,0.086666345596313,0.080440580844879)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(1.0000009536743,0.50000047683716,1.0000009536743),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(1.0000009536743,-0.079989075660706,0.9971079826355)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(0.91666752099991,0.50000047683716,0.66666728258133),"Block",1,0,0,0,6,weapon.Handle2,CFrame.new(0.91161245107651,0.0033442378044128,0.90871953964233)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(0.33333364129066,0.58333384990692,0.8333340883255),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle2,CFrame.new(-0.82322382926941,0.045011043548584,0.82033109664917)*CFrame.fromOrientation(0,-0.78539816339745,0),"Block") part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.29704913496971),"Block",0.63921570777893,0.63529413938522,0.64705884456635,1,1,LeftArm,CFrame.new(0.15389770269394,-0.20993836224079,-0.37024655938148)*CFrame.fromOrientation(0.75258595481783,2.3242549329229,1.9734437799037),"Handle") part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.14852456748486),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0.59409826993942,0,-0.59950757026672)*CFrame.fromOrientation(0,1.5707963267949,0),"Block") part(1,1,Vector3.new(0.89114737510681,0.29704913496971,0.29704913496971),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,-0.59950757026672)*CFrame.fromOrientation(0,0,0),"Block") part(1,1,Vector3.new(0.89114737510681,0.29704913496971,0.29704913496971),"Cylinder",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,-0.0054092407226563)*CFrame.fromOrientation(0,1.5707963267949,0),"Cylinder") part(1,1,Vector3.new(0.59409826993942,0.14852456748486,2.2278685569763),"Block",1,0,0,0,6,weapon.Handle,CFrame.new(0,0,-1.8619664907455)*CFrame.fromOrientation(0,0,0),"Block") part(1,1,Vector3.new(0.14852456748486,0.29704913496971,0.59409826993942),"Wedge",1,0,0,0,6,weapon.Handle,CFrame.new(0.14852456748486,0,-3.2729496955872)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge") part(1,1,Vector3.new(0.29704913496971,0.14852456748486,0.29704913496971),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(-0.074262283742428,0,-3.1244254112244)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge") part(1,1,Vector3.new(0.29704913496971,0.14852456748486,0.29704913496971),"Wedge",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0.074262283742428,0,-3.1244254112244)*CFrame.fromOrientation(0,0,-1.5707963267949),"Wedge") part(1,1,Vector3.new(0.089114740490913,0.59409826993942,0.59409826993942),"Cylinder",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,0.66295099258423)*CFrame.fromOrientation(0,0,1.5707963267949),"Cylinder") part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.29704913496971),"Ball",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,4.4263770426767e-09,0.44016432762146)*CFrame.fromOrientation(0,0,0),"Ball") part(1,1,Vector3.new(0.11881965398788,0.44557368755341,0.44557368755341),"Cylinder",1,0,0,0,6,weapon.Handle,CFrame.new(0,0,0.66295099258423)*CFrame.fromOrientation(0,0,1.5707963267949),"Cylinder") part(1,1,Vector3.new(0.29704913496971,0.29704913496971,2.2278685569763),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,-1.8619664907455)*CFrame.fromOrientation(0,0,0),"Block") part(1,1,Vector3.new(0.14852456748486,0.29704913496971,0.29704913496971),"Cylinder",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(0,0,0.66295099258423)*CFrame.fromOrientation(0,0,1.5707963267949),"Cylinder") part(1,1,Vector3.new(0.14852456748486,0.29704913496971,0.59409826993942),"Wedge",1,0,0,0,6,weapon.Handle,CFrame.new(-0.14852456748486,0,-3.2729496955872)*CFrame.fromOrientation(0,0,1.5707963267949),"Wedge") part(1,1,Vector3.new(1.4852457046509,0.14852456748486,0.14852456748486),"Block",1,0,0,0,6,weapon.Handle,CFrame.new(0,0,-0.59950757026672)*CFrame.fromOrientation(0,0,0),"Block") part(1,1,Vector3.new(0.29704913496971,0.29704913496971,0.14852456748486),"Block",0.066666670143604,0.066666670143604,0.066666670143604,0,2,weapon.Handle,CFrame.new(-0.59409826993942,0,-0.59950757026672)*CFrame.fromOrientation(0,1.5707963267949,0),"Block") --[[ coroutine.resume(coroutine.create(function() .Touched:connect(function(hit) game:service'RunService'.RenderStepped:connect(function() end) game:GetService("Debris"):AddItem(p, 1) local d = char:GetChildren() for i=1, #d do d[i] end end ]] CreateSound = function(id, par, vol, pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", par) sou.Volume = vol sou.Pitch = pit sou.SoundId = id wait() sou:play() game:GetService("Debris"):AddItem(sou, 6) end )) end rayCast = function(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end Laser = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local laza = Instance.new("Part", nolagplease) laza.CanCollide = false if golden == false then laza.BrickColor = brickcolor end if golden == true then laza.BrickColor = BrickColor.new("New Yeller") end laza.Size = Vector3.new(0.5,0.5,0.5) laza.Anchored = true laza.CFrame = cframe laza.Material = "Neon" local msh = Instance.new("CylinderMesh",laza) msh.Scale = Vector3.new(x1,y1,z1) game:GetService("Debris"):AddItem(laza, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do wait() Part.Transparency = i Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3) end Part.Parent = nil end ), laza, msh) end shoottrail = function(mouse, partt, SpreadAmount, multiply) local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount)) local ActualPosition = partt.Position local MainPos2 = Vector3.new() if mouse == play:GetMouse() then MainPos2 = mouse.Hit.p + SpreadVectors else MainPos2 = mouse.Position end local MouseLook = CFrame.new((ActualPosition + MainPos2) / 2, MainPos2) local distance = 150 if rage == true then distance = distance * 2 end local remainder = 1 local charge2 = charge charge = 1 coroutine.resume(coroutine.create(function() repeat wait() local hit, pos = rayCast(ActualPosition, MouseLook.lookVector, distance, char.HumanoidRootPart.Parent) local magnitude = (ActualPosition - pos).magnitude Laser(char.Torso.BrickColor, CFrame.new((ActualPosition + pos) / 2, pos) * CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 0), 3, magnitude *(-distance / (distance / 2)), 3, -.1, 0, -.1, .1) ActualPosition = ActualPosition + MouseLook.lookVector * distance remainder = remainder - 1 --MouseLook = MouseLook * CFrame.Angles(-.01,0, 0) if hit ~= nil then remainder = 0 end do if remainder <= 0 then local magnblock = Instance.new("Part", nolagplease) magnblock.Transparency = 1 magnblock.CanCollide = false magnblock.Anchored = true magnblock.CFrame = CFrame.new(pos) block(CFrame.new(pos),Vector3.new(2,2,2),Vector3.new(.5,.5,.5),.05,char.Torso.BrickColor,1) magn(10,magnblock,7) game:GetService("Debris"):AddItem(magnblock, 0.1) end end until remainder <= 0 end )) end shoottrail2 = function(mouse, partt, SpreadAmount, multiply) local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount)) local MainPos = partt.Position local MainPos2 = Vector3.new() if mouse == play:GetMouse() then MainPos2 = mouse.Hit.p + SpreadVectors else MainPos2 = mouse.Position end local MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2) local speed = 30 if rage == true then speed = speed * 2 end local remainder = 5 local charge2 = charge charge = 1 coroutine.resume(coroutine.create(function() repeat wait() MainPos2 = mouse.Hit.p + SpreadVectors MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2) * CFrame.Angles(math.rad(math.random(-5,5)),math.rad(math.random(-5,5)),math.rad(math.random(-5,5))) local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, char.HumanoidRootPart.Parent) local mag = (MainPos - pos).magnitude Laser(BrickColor.new("Institutional white"), CFrame.new((MainPos + pos) / 2, pos) * CFrame.Angles(1.57, 0, 0), 1, mag *(-speed / (speed / 2)), 1, -.1, 0, -.1, .3) MainPos = MainPos + MouseLook.lookVector * speed remainder = remainder - 1 if hit ~= nil then remainder = 0 local refpart = Instance.new("Part", nolagplease) refpart.Transparency = 1 refpart.CanCollide = false refpart.Anchored = true refpart.CFrame = CFrame.new(pos) game:GetService("Debris"):AddItem(refpart, 2) end do if remainder <= 0 then local refpart = Instance.new("Part", nolagplease) refpart.Transparency = 1 refpart.CanCollide = false refpart.Anchored = true refpart.CFrame = CFrame.new(pos) block(CFrame.new(pos),Vector3.new(1,1,1),Vector3.new(.5,.5,.5),.1,BrickColor.new("Really black"),1) magn(6,refpart,2) --CreateSound("http://www.roblox.com/asset/?id=10209590",refpart,1,1) game:GetService("Debris"):AddItem(refpart, 0.1) end end until remainder <= 0 end )) end swordthrow = function(mouse, partt, SpreadAmount, multiply, sword, reweldc0) local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount)) local ActualPosition = partt.Position local MainPos2 = Vector3.new() local kappa = 0 if mouse == play:GetMouse() then MainPos2 = mouse.Hit.p + SpreadVectors else MainPos2 = mouse.Position end local MouseLook = CFrame.new((ActualPosition + MainPos2) / 2, MainPos2) local distance = 4 local remainder = 25 local reweld = sword.Weld.Part0 sword.Weld.Part0 = sword sword.Anchored = true coroutine.resume(coroutine.create(function() repeat wait() throwing = true local hit, pos = rayCast(ActualPosition, MouseLook.lookVector, distance, char.HumanoidRootPart.Parent) local magnitude = (ActualPosition - pos).magnitude kappa = kappa + 30 sword.CFrame = CFrame.new((ActualPosition + pos) / 2, pos) * CFrame.fromEulerAnglesXYZ(math.rad(-kappa),0,math.rad(90)) ActualPosition = ActualPosition + MouseLook.lookVector * distance remainder = remainder - 1 --MouseLook = MouseLook * CFrame.Angles(-.01,0, 0) if hit ~= nil then remainder = 0 end do if remainder <= 0 then local magnblock = Instance.new("Part", nolagplease) magnblock.Transparency = 1 magnblock.CanCollide = false magnblock.Anchored = true magnblock.CFrame = CFrame.new(pos) block(CFrame.new(pos),Vector3.new(2,2,2),Vector3.new(.5,.5,.5),.05,BrickColor.new("Really black"),1) magn(10,magnblock,7) game:GetService("Debris"):AddItem(magnblock, 0.1) end end until remainder <= 0 while attack == true do sword.Transparency = 1 wait() end sword.Transparency = 0.4 sword.Anchored = false sword.Weld.Part0 = char.Torso sword.Weld.C0 = reweldc0 block(sword.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) throwing = false end )) end magn = function(dam,par,dist) 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 - par.Position local mag = targ.magnitude if mag <= dist and c.Name ~= play.Name then hum.Health = hum.Health - dam * (hum.MaxHealth/100) mana = mana + dam/5 if ult == true and equipcheck == false then mana = mana + dam/5 end if ult == true and equipcheck == true then char.Humanoid.Health = char.Humanoid.Health + dam/5 end end end end end end magna = function(dam,par,dist) 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 - par.Position local mag = targ.magnitude if mag <= dist then hum.Health = hum.Health - dam * (hum.MaxHealth/100) end end end end end local pasthp = 0 part = function(wel,cancollid,size,shape,color,transp,mat,weldpart,c0,nam) if shape ~= "Wedge" then local q = Instance.new("Part", weapon) q.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) q.Shape = shape q.Size = size q.Transparency = transp q.BrickColor = color q.Material = mat q.FrontSurface = "Smooth" q.BackSurface = "Smooth" q.LeftSurface = "Smooth" q.RightSurface = "Smooth" q.BottomSurface = "Smooth" q.TopSurface = "Smooth" if cancollid == 1 then q.CanCollide = false end q.Name = nam if wel == 1 then local qw = Instance.new("Weld", q) qw.Part0 = weldpart qw.Part1 = q qw.C0 = c0 end end if shape == "Wedge" then local q = Instance.new("WedgePart", weapon) q.Size = size q.Transparency = transp q.BrickColor = color q.Material = mat if cancollid == 1 then q.CanCollide = false end q.Name = nam local qw = Instance.new("Weld", q) qw.Part0 = weldpart qw.Part1 = q qw.C0 = c0 end end attack1 = function() attack = true local kekke = 0 for i = 0, 1, 0.1 do wait() kekke = kekke + 8 char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(kekke+70)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 01) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) end for i = 0, 1, 0.1 do wait() magn(1.5,weapon.Handle2,4) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) end attack = false end attack2 = function() attack = true local kekke = 0 for i = 0, 1, 0.1 do wait() kekke = kekke + 20 magn(3,weapon.Handle,4) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-kekke+70)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)), 0.3) weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) end attack = false end swordattack3 = function() attack = true local kekke = 0 for i = 0, 1, 0.1 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0)), 0.3) end weld11.Part0 = LeftArm weld21.Part0 = RightArm weld21.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5) weld11.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5) for i = 0, 1, 0.2 do wait() magn(1,sword11,4) magn(1,sword21,4) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.3) end for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(45)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(160), math.rad(-60), math.rad(45)), 0.6) end magn(7.5,sword21,4) for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(160), math.rad(60), math.rad(-45)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(-45)), 0.6) end magn(7.5,sword11,4) for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(180), math.rad(40), math.rad(-45)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(180), math.rad(-40), math.rad(45)), 0.6) end magn(7.5,sword11,4) magn(7.5,sword21,4) for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(45), math.rad(45)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(-45), math.rad(-45)), 0.6) end weld11.Part0 = char.Torso weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) weld21.Part0 = char.Torso weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) attack = false end swordattack4 = function() attack = true local kekke = 0 for i = 0, 1, 0.1 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) end weld12.Part0 = LeftArm weld22.Part0 = RightArm weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5) weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(180),0) * CFrame.new(0,0,2.5) for i = 0, 1, 0.2 do wait() magn(1,sword11,4) magn(1,sword21,4) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(10)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0)), 0.3) end swordthrow(play:GetMouse(),sword22,0,0,sword22, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4)) for i = 0, 1, 0.2 do wait() magn(1,sword11,4) magn(1,sword21,4) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(10)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(-10)), 0.3) end swordthrow(play:GetMouse(),sword12,0,0,sword12, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4)) for i = 0, 1, 0.2 do wait() magn(1,sword11,4) magn(1,sword21,4) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(-10)), 0.3) end attack = false end swordattack5 = function() attack = true local kekke = 60 for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(240), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(240), math.rad(0), math.rad(0)), 0.3) end weld1.Part0 = LeftArm weld2.Part0 = RightArm weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),0) * CFrame.new(0,-1,0) weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),0) * CFrame.new(0,-1,0) for i = 0, 1, 0.2 do wait() magn(1,sword11,4) magn(1,sword21,4) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-kekke)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(kekke)), 0.3) end while kekke > -120 do wait() magn(1,sword1,2) magn(1,sword2,2) kekke = kekke - 7 weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180+kekke*15),0) * CFrame.new(0,-1,0) weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180-kekke*15),0) * CFrame.new(0,-1,0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-kekke)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(kekke)), 0.3) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end attack = false weld1.Part0 = char.Torso weld2.Part0 = char.Torso weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) end swordattack6 = function() attack = true local sworda = Instance.new("Part", char) sworda.CanCollide = false sworda.Transparency = 1 local aw = Instance.new("Weld", sworda) aw.Part0 = sworda aw.Part1 = char.HumanoidRootPart local kekke = 0 for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3) end sword1.Weld.Part0 = sworda sword2.Weld.Part0 = sworda sword11.Weld.Part0 = sworda sword21.Weld.Part0 = sworda sword12.Weld.Part0 = sworda sword22.Weld.Part0 = sworda sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4) sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4) sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4) sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4) sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4) sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4) block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) while kekke > -120 do wait() kekke = kekke - 3.5 aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-3.5),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end for i = 0,1,0.1 do wait() magn(1,sword1,4) magn(1,sword2,4) magn(1,sword11,4) magn(1,sword21,4) magn(1,sword12,4) magn(1,sword22,4) aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(28),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end kekke = 28 while kekke >= 0 do wait() kekke = kekke - 0.4 magn(1*(kekke/28),sword1,4) magn(1*(kekke/28),sword2,4) magn(1*(kekke/28),sword11,4) magn(1*(kekke/28),sword21,4) magn(1*(kekke/28),sword12,4) magn(1*(kekke/28),sword22,4) aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(kekke),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end attack = false weld1.Part0 = char.Torso weld2.Part0 = char.Torso weld11.Part0 = char.Torso weld21.Part0 = char.Torso weld12.Part0 = char.Torso weld22.Part0 = char.Torso weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4) weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4) block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) sworda:Destroy() end swordult = function() attack = true local sworda = Instance.new("Part", char) sworda.CanCollide = false sworda.Transparency = 1 local aw = Instance.new("Weld", sworda) aw.Part0 = sworda aw.Part1 = char.HumanoidRootPart local kekke = 0 for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3) end sword1.Weld.Part0 = sworda sword2.Weld.Part0 = sworda sword11.Weld.Part0 = sworda sword21.Weld.Part0 = sworda sword12.Weld.Part0 = sworda sword22.Weld.Part0 = sworda sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4) sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4) sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4) sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4) sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4) sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4) block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) while kekke > -135 do wait() kekke = kekke - 1 aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-3.5),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-45-kekke)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.6) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end local spinneblock = Instance.new("Part", char) spinneblock.CanCollide = false spinneblock.Transparency = 1 local spinneweld = Instance.new("Weld",spinneblock) spinneweld.Part0 = spinneblock spinneweld.Part1 = char.Torso local spinnemesh = Instance.new("SpecialMesh", spinneblock) spinnemesh.MeshType = "FileMesh" spinnemesh.MeshId = "http://www.roblox.com/asset/?id=1051557" spinnemesh.Scale = Vector3.new(4,6,4) spinneblock.BrickColor = char.Torso.BrickColor for i = 0,1,0.1 do wait() magn(1,sword1,4) magn(1,sword2,4) magn(1,sword11,4) magn(1,sword21,4) magn(1,sword12,4) magn(1,sword22,4) aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(28),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end kekke = 0 char.Humanoid.AutoRotate = false char.Humanoid.WalkSpeed = 64 for i = 0,1,0.005 do wait() spinneblock.Transparency = spinneblock.Transparency - 0.01 kekke = kekke + 30 magn(2,sword1,6) magn(2,sword2,6) magn(2,sword11,6) magn(2,sword21,6) magn(2,sword12,6) magn(2,sword22,6) aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(15),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-kekke)), .6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end attack = false char.Humanoid.AutoRotate = true weld1.Part0 = char.Torso weld2.Part0 = char.Torso weld11.Part0 = char.Torso weld21.Part0 = char.Torso weld12.Part0 = char.Torso weld22.Part0 = char.Torso weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4) weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4) sworda:Destroy() spinneblock:Destroy() ult = false weapon.Handle2.Weld.Part0 = RightArm sword1.Transparency = 1 sword2.Transparency = 1 sword11.Transparency = 1 sword21.Transparency = 1 sword12.Transparency = 1 sword22.Transparency = 1 char.Humanoid.Health = 1 mana = mana - 400 end swordspin = function() attack = true local thrown = false local side = false local sworda = Instance.new("Part", char) sworda.CanCollide = false sworda.Transparency = 1 local aw = Instance.new("Weld", sworda) aw.Part0 = sworda aw.Part1 = char.HumanoidRootPart local kekke = 0 for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), 0.3) end sword1.Weld.Part0 = sworda sword2.Weld.Part0 = sworda sword11.Weld.Part0 = sworda sword21.Weld.Part0 = sworda sword12.Weld.Part0 = sworda sword22.Weld.Part0 = sworda sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4) sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4) sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4) sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4) sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4) sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4) while kekke > -120 do wait() kekke = kekke - 3.5 aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-3.5),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45+kekke)), 0.3) --block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) --block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.3,BrickColor.new("Institutional white"),2) end coroutine.resume(coroutine.create(function() swordthrow(play:GetMouse(),sword22,0,0,sword22, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4) ) side = true wait(.42) swordthrow(play:GetMouse(),sword1,0,0,sword1, CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) ) side = false wait(.42) swordthrow(play:GetMouse(),sword2,0,0,sword2, CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) ) side = true wait(.42) swordthrow(play:GetMouse(),sword11,0,0,sword11, CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) ) side = false wait(.42) swordthrow(play:GetMouse(),sword21,0,0,sword21, CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) ) side = true wait(.42) swordthrow(play:GetMouse(),sword12,0,0,sword12, CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4) ) side = false wait(.42) thrown = true end)) while thrown == false do wait() aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(28),0) if side == true then char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), .6) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .6) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), .6) else char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .6) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), .6) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .6) end end attack = false sworda:Destroy() end swordcombo = function() attack = true local thrown = false local side = false local sworda = Instance.new("Part", char) sworda.CanCollide = false sworda.Transparency = 1 local aw = Instance.new("Weld", sworda) aw.Part0 = sworda aw.Part1 = char.HumanoidRootPart local kekke = 0 for i = 0, 1, 0.2 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-60)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.3) end sword1.Weld.Part0 = sworda sword2.Weld.Part0 = sworda sword11.Weld.Part0 = sworda sword21.Weld.Part0 = sworda sword12.Weld.Part0 = sworda sword22.Weld.Part0 = sworda sword1.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(90)) * CFrame.new(0,0,4) sword2.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(90)) * CFrame.new(0,0,4) sword11.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(90)) * CFrame.new(0,0,4) sword21.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(90)) * CFrame.new(0,0,4) sword12.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(90)) * CFrame.new(0,0,4) sword22.Weld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(90)) * CFrame.new(0,0,4) while kekke > -180 do wait() kekke = kekke - 4 aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-4),0) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-kekke/2)), 0.3) sword1.Weld.C0 = clerp(sword1.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(60),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1) sword2.Weld.C0 = clerp(sword2.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(120),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1) sword11.Weld.C0 = clerp(sword11.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(180),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1) sword21.Weld.C0 = clerp(sword21.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(240),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1) sword12.Weld.C0 = clerp(sword12.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(300),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1) sword22.Weld.C0 = clerp(sword22.Weld.C0, CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(360),math.rad(0)) * CFrame.new(0,0,4-kekke/15) * CFrame.fromEulerAnglesXYZ(math.rad(kekke),0,0), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(kekke/2)), 0.3) end coroutine.resume(coroutine.create(function() end)) aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(-20),0) block(sword2.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Institutional white"),3) block(sword12.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Really black"),3) block(sword11.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Institutional white"),3) block(sword22.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Really black"),3) block(sword1.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Institutional white"),3) block(sword21.CFrame,Vector3.new(20,200,1),Vector3.new(0,.1,0),.005,BrickColor.new("Really black"),3) attack = false weld1.Part0 = char.Torso weld2.Part0 = char.Torso weld11.Part0 = char.Torso weld21.Part0 = char.Torso weld12.Part0 = char.Torso weld22.Part0 = char.Torso weld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(15),math.rad(90)) * CFrame.new(.5,-.8,3.4) weld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-30),math.rad(-15),math.rad(90)) * CFrame.new(.5,.8,3.4) weld11.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(15),math.rad(90)) * CFrame.new(0,-.8,3) weld21.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(-15),math.rad(90)) * CFrame.new(0,.8,3) weld12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(15),math.rad(90)) * CFrame.new(-.5,-.8,3.4) weld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(30),math.rad(-15),math.rad(90)) * CFrame.new(-.5,.8,3.4) block(sword1.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword2.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword11.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword21.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword12.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) block(sword22.CFrame,Vector3.new(1,1,5),Vector3.new(0,0,0),.1,BrickColor.new("Institutional white"),2) sworda:Destroy() end attack3 = function() attack = true for i = 0, 1, 0.1 do wait() magn(2,LeftArm,2) block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(1,1,1),Vector3.new(.1,.1,.1),.1,char.Torso.BrickColor,1) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), 1) end block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1) for i = 0, 1, 0.1 do wait() block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(1.5,1.5,1.5),Vector3.new(.1,.1,.1),.2,char.Torso.BrickColor,1) magn(2,LeftArm,2) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .3) end attack = false end attack4 = function() attack = true for i = 0, 1, 0.1 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 1) end block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1) shoottrail(weapon.ST,LeftArm,0,1) for i = 0, 1, 0.1 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 1) end attack = false end magicattack3 = function() attack = true local kekke = 0 local shotsfired = 0 for i = 0, 1, 0.1 do wait() block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Institutional white"),1) magn(0.3,LeftArm,6) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), 1) end block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,BrickColor.new("Institutional white"),1) magn(10,LeftArm,5) local a4 = Instance.new("Part", char) a4.Anchored = true a4.CanCollide = false a4.Transparency = 1 a4.Size = Vector3.new(1,1,1) a4.CFrame = LeftArm.CFrame * CFrame.new(0,-1,0) coroutine.resume(coroutine.create(function() while shotsfired < 5 do kekke = kekke + 1 block(a4.CFrame,Vector3.new(3*(1-shotsfired/5),3*(1-shotsfired/5),3*(1-shotsfired/5)),Vector3.new(.1,.1,.1),.2,BrickColor.new("Institutional white"),1) if kekke >= 15 then kekke = 0 block(a4.CFrame,Vector3.new(10,10,10),Vector3.new(-1,-1,-1),.2,BrickColor.new("Really black"),1) magn(5,a4,5) shotsfired = shotsfired + 1 end wait() end a4:Destroy() end)) for i = 0, 1, 0.1 do wait() block(LeftArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Really black"),1) magn(1,LeftArm,6) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .3) end attack = false end magicattack4 = function() attack = true local kekke = 0 local shotsfired = 0 for i = 0, 1, 0.1 do wait() block(RightArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Really black"),1) magn(0.3,RightArm,6) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 1) end block(RightArm.CFrame*CFrame.new(0,-1,0),Vector3.new(5,5,5),Vector3.new(1,1,1),.1,BrickColor.new("Really black"),1) magn(10,RightArm,5) local a4 = Instance.new("Part", char) a4.Anchored = true a4.CanCollide = false a4.Transparency = 1 a4.Size = Vector3.new(1,1,1) a4.CFrame = RightArm.CFrame * CFrame.new(0,-1,0) coroutine.resume(coroutine.create(function() while shotsfired < 5 do kekke = kekke + 1 block(a4.CFrame,Vector3.new(3*(1-shotsfired/5),3*(1-shotsfired/5),3*(1-shotsfired/5)),Vector3.new(.1,.1,.1),.2,BrickColor.new("Really black"),1) if kekke >= 15 then kekke = 0 shoottrail2(play:GetMouse(),a4,0,0) shotsfired = shotsfired + 1 end wait() end a4:Destroy() end)) for i = 0, 1, 0.1 do wait() block(RightArm.CFrame*CFrame.new(0,-1,0),Vector3.new(3,3,3),Vector3.new(.1,.1,.1),.2,BrickColor.new("Institutional white"),1) magn(1,RightArm,6) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-30)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), .3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .3) end attack = false end shieldbash = function() attack = true local kekke = 0 for i = 0, 1, 0.1 do wait() kekke = kekke + 8 char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 01) if equipped == true then LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)), 0.3) end if equipped == false then LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) end end char.Humanoid.Jump = true for i = 0, 1, 0.1 do wait() char.Torso.Velocity = char.HumanoidRootPart.CFrame.lookVector * 150 block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(1,1,1),Vector3.new(.5,.5,.5),.04,char.Torso.BrickColor,1) magn(3,char.Torso,5) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),char.Torso.BrickColor,Vector3.new(2.5,2.5,2.5),Vector3.new(0.5,0,.5),0.04,2) end block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(15,15,15),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1) magn(10,char.Torso,15) for i = 0, 1, 0.1 do wait() magn(1.5,weapon.Handle2,4) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) end attack = false end teleportback = function() attack = true parry = false char.Humanoid.WalkSpeed = 4 local kekke = 0 while parry == false do wait() kekke = kekke + 8 char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 0.3) end block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(15,15,15),Vector3.new(1,1,1),.1,char.Torso.BrickColor,1) magn(20,char.Torso,15) char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,15) char.Humanoid.WalkSpeed = 16 attack = false end supershieldbash = function() attack = true local kekke = 0 for i = 0, 1, 0.1 do wait() kekke = kekke + 8 char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 01) if equipped == true then LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)), 0.3) end if equipped == false then LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) end end char.Humanoid.Jump = true for i = 0, 1, 0.05 do wait() char.Torso.Velocity = char.HumanoidRootPart.CFrame.lookVector * 150 block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Institutional white"),1) magn(3,char.Torso,10) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Really black"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1) end block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(30,30,30),Vector3.new(1,1,1),.1,BrickColor.new("Really black"),1) magn(10,char.Torso,30) for i = 0, 1, 0.1 do wait() magn(1.5,weapon.Handle2,4) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) end attack = false end superteleportback = function() attack = true parry = false char.Humanoid.WalkSpeed = 4 local kekke = 0 while parry == false do wait() kekke = kekke + 8 char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), 0.3) end char.Humanoid.AutoRotate = false for i = 0,2 do block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Really black"),1) magn(3,char.Torso,10) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Institutional white"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1) char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,15) end wait(.3) for i = 0,5 do block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Institutional white"),1) magn(3,char.Torso,10) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Really black"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1) char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,-15) end wait(.3) for i = 0,8 do block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Really black"),1) magn(3,char.Torso,10) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Institutional white"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1) char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,15) end wait(.3) for i = 0,8 do block(char.HumanoidRootPart.CFrame*CFrame.new(0,0,3),Vector3.new(2,2,2),Vector3.new(1,1,1),.04,BrickColor.new("Institutional white"),1) magn(3,char.Torso,10) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(90)),BrickColor.new("Really black"),Vector3.new(5,5,5),Vector3.new(0.5,0,.5),0.02,1) char.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0,0,-15) end char.Humanoid.WalkSpeed = 16 attack = false char.Humanoid.AutoRotate = true end local equip = function() attack = true for i = 0, 1, 0.1 do wait() char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.2 - 0.1 * math.cos((sine) / 15), -1) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)), 0.3) end if equipped == true then char.Humanoid.WalkSpeed = 32 equipped = false weapon.Handle.Weld.Part0 = weapon.Handle2 weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -.1, 2.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) elseif equipped == false then equipped = true char.Humanoid.WalkSpeed = 16 weapon.Handle.Weld.Part0 = LeftArm weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) end attack = false end comboattack = function() attack = true local kekke = 0 while kekke < 1440 do wait() kekke = kekke + 40 magn(4,weapon.Handle,4) block(LeftArm.CFrame*CFrame.new(0,-2,0),Vector3.new(1,1,4),Vector3.new(0,0,1),.1,char.Torso.BrickColor,1) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-kekke)), 1) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-90)), 1) end attack = false end orbs = function() local kekke = 0 local shot1 = 1 local a = Instance.new("Part", char) a.CanCollide = false a.Transparency = 1 a.Size = Vector3.new(1,1,1) local aw = Instance.new("Weld", a) aw.Part0 = a aw.Part1 = char.HumanoidRootPart if ult == true and equipcheck == false then aw.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(-18)) end local a2 = Instance.new("Part", char) a2.Anchored = true a2.CanCollide = false a2.Transparency = 1 a2.Size = Vector3.new(1,1,1) local a3 = Instance.new("Part", char) a3.Anchored = true a3.CanCollide = false a3.Transparency = 1 a3.Size = Vector3.new(1,1,1) local a4 = Instance.new("Part", char) a4.Anchored = true a4.CanCollide = false a4.Transparency = 1 a4.Size = Vector3.new(1,1,1) while mana >= 1 and orb == true do wait() kekke = kekke + 1 if ult == false then magn(.3,a2,4) block(a2.CFrame,Vector3.new(1,1,1),Vector3.new(-.2,-.2,-.2),.1,char.Torso.BrickColor,1) magn(.3,a3,4) block(a3.CFrame,Vector3.new(1,1,1),Vector3.new(-.2,-.2,-.2),.1,char.Torso.BrickColor,1) magn(.3,a4,4) block(a4.CFrame,Vector3.new(1,1,1),Vector3.new(-.2,-.2,-.2),.1,char.Torso.BrickColor,1) mana = mana - 0.3 aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(6),0) a2.CFrame = a.CFrame * CFrame.new(2,0,-4) a3.CFrame = a.CFrame * CFrame.new(2,0,4) a4.CFrame = a.CFrame * CFrame.new(-4,0,0) else if kekke >= 20 and equipcheck == false then kekke = 0 if shot1 == 1 then shot1 = 2 shoottrail2(play:GetMouse(),a4,0,1) elseif shot1 == 2 then shot1 = 3 shoottrail2(play:GetMouse(),a2,0,1) elseif shot1 == 3 then shot1 = 1 shoottrail2(play:GetMouse(),a3,0,1) end end magn(.4,a2,6) block(a2.CFrame,Vector3.new(1.5,1.5,1.5),Vector3.new(-.2,-.2,-.2),.1,BrickColor.new("Really black"),1) magn(.4,a3,6) block(a3.CFrame,Vector3.new(1.5,1.5,1.5),Vector3.new(-.2,-.2,-.2),.1,BrickColor.new("Really black"),1) magn(.4,a4,6) block(a4.CFrame,Vector3.new(1.5,1.5,1.5),Vector3.new(-.2,-.2,-.2),.1,BrickColor.new("Really black"),1) mana = mana - .6 if equipcheck == false then aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,0,math.rad(6)) a2.CFrame = a.CFrame * CFrame.new(2,-4,0) a3.CFrame = a.CFrame * CFrame.new(2,4,0) a4.CFrame = a.CFrame * CFrame.new(-4,0,0) else aw.C0 = aw.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(6),0) a2.CFrame = a.CFrame * CFrame.new(2,0,-4) a3.CFrame = a.CFrame * CFrame.new(2,0,4) a4.CFrame = a.CFrame * CFrame.new(-4,0,0) end end end a:Destroy() a2:Destroy() a3:Destroy() a4:Destroy() end local magictransform = function() attack = true char.Humanoid.WalkSpeed = 0 char.Humanoid.JumpPower = 0 local kekke = 0 local kekke1 = 0 local kekke2 = 0 local kekke3 = 0 local coold = 1 for i = 0,1,0.01 do wait() magn(0.5,char.Torso,10) kekke = kekke + 0.1 block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(-1,-1,-1),.2,BrickColor.new("Really black"),1) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,1,1),Vector3.new(1,0,0),.05,BrickColor.new("Institutional white"),1) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, kekke - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) end coroutine.resume(coroutine.create(function() while attack == true do kekke1 = math.random(0,180) kekke2 = math.random(0,180) kekke3 = math.random(0,180) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(kekke3)),BrickColor.new("Institutional white"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.1,2) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(180+kekke3)),BrickColor.new("Really black"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.1,2) magn(0.5,char.Torso,20) wait(coold) end end)) for i = 0,1,0.01 do wait() coold = coold - 0.01 print(coold) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Really black"),1) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Institutional white"),1) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, kekke - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(40)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(-40)), 0.3) end block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Really black"),1) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Institutional white"),1) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.01,2) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(10,10,10),Vector3.new(1,-1,1),0.01,2) attack = false char.Humanoid.WalkSpeed = 16 char.Humanoid.JumpPower = 50 end local magicult = function() attack = true char.Humanoid.WalkSpeed = 0 char.Humanoid.JumpPower = 0 local kekke = 0 local coold = 1 coroutine.resume(coroutine.create(function() while kekke == 0 do block(RightArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(.33,.33,.33),Vector3.new(2,2,2),Vector3.new(.5,.5,.5),.025,BrickColor.new("Really black"),1) block(LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(.33,.33,.33),Vector3.new(2,2,2),Vector3.new(0.5,0.5,0.5),.025,BrickColor.new("Institutional white"),1) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(0)),BrickColor.new("Institutional white"),Vector3.new(10,10,10),Vector3.new(-.2,-.2,-.2),0.1,2) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(180)),BrickColor.new("Really black"),Vector3.new(10,10,10),Vector3.new(-.2,-.2,-.2),0.1,2) magn(0.5,char.Torso,20) wait(coold) end kekke = 0 end)) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) for i = 0,1,0.012 do wait() coold = coold print(coold) magn(0.5,char.Torso,10) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-60)), 0.05) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.05) end kekke = 1 for i = 0,1,0.01 do wait() kekke = kekke + 0.1 block(RightArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Really black"),1) block(LeftArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Institutional white"),1) end wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(110,50000,110),Vector3.new(30,-1,30),0.05,2) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(110,50000,110),Vector3.new(30,-1,30),0.05,2) wait(2) kekke = 100 magn(90,char.Torso,100) for i = 0,1,0.05 do wait() kekke = kekke + 0.1 block(RightArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Really black"),1) block(LeftArm.CFrame*CFrame.new(0,0,0),Vector3.new(kekke,kekke,kekke),Vector3.new(0,0,0),.2,BrickColor.new("Institutional white"),1) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(110,-90,110),Vector3.new(0,0,0),0.01,1) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(110,-90,110),Vector3.new(0,0,0),0.01,1) end attack = false char.Humanoid.Health = 1 ult = false weapon.Handle2.Weld.Part0 = RightArm mana = mana - 400 char.Humanoid.WalkSpeed = 24 char.Humanoid.JumpPower = 50 end local swordtransform = function() attack = true char.Humanoid.WalkSpeed = 0 char.Humanoid.JumpPower = 0 local kekke = 0 local kekke1 = 0 local kekke2 = 0 local kekke3 = 0 local coold = 1 for i = 0,1,0.01 do wait() magn(0.5,char.Torso,10) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(-1,-1,-1),.2,BrickColor.new("Really black"),1) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,1,1),Vector3.new(1,0,0),.05,BrickColor.new("Institutional white"),1) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) end --[[coroutine.resume(coroutine.create(function() while attack == true do kekke1 = math.random(0,180) kekke2 = math.random(0,180) kekke3 = math.random(0,180) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(kekke3)),BrickColor.new("Institutional white"),Vector3.new(5,10,5),Vector3.new(-.5,1,-.5),0.1,1) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(kekke1),math.rad(kekke2),math.rad(180+kekke3)),BrickColor.new("Really black"),Vector3.new(5,10,5),Vector3.new(-.5,1,-.5),0.1,1) magn(0.5,char.Torso,20) wait(coold) end end))]] block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Really black"),1) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.02,BrickColor.new("Institutional white"),1) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0),BrickColor.new("Institutional white"),Vector3.new(210,-190,210),Vector3.new(-2,1,-2),0.01,2) wave(char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,0,math.rad(180)),BrickColor.new("Really black"),Vector3.new(210,-190,210),Vector3.new(-2,1,-2),0.01,2) for i = 0,1,0.01 do wait() coold = coold - 0.01 print(coold) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Really black"),1) block(char.Torso.CFrame*CFrame.new(0,0,0),Vector3.new(8,8,8),Vector3.new(1,-1,-1),.2,BrickColor.new("Institutional white"),1) kekke = kekke + 0.5 block(char.Torso.CFrame*CFrame.new(math.random(-kekke,kekke),0,math.random(-kekke,kekke)),Vector3.new(1,1,1),Vector3.new(0,kekke/2,0),.2,BrickColor.new("Institutional white"),2) block(char.Torso.CFrame*CFrame.new(math.random(-kekke,kekke),0,math.random(-kekke,kekke)),Vector3.new(1,1,1),Vector3.new(0,kekke/2,0),.2,BrickColor.new("Really black"),2) char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(40)), 1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(-40)), 0.3) end attack = false sword1.Transparency = 0.4 sword2.Transparency = 0.4 sword11.Transparency = 0.4 sword21.Transparency = 0.4 sword12.Transparency = 0.4 sword22.Transparency = 0.4 char.Humanoid.WalkSpeed = 24 char.Humanoid.JumpPower = 50 end local ultimate = function() ult = true weapon.Handle.Weld.Part0 = weapon.Handle2 weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -.1, 2.5) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) weapon.Handle2.Weld.Part0 = char.Torso weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(0, 0, .8) * CFrame.Angles(math.rad(90), math.rad(180), math.rad(0)), 1) if equipped == false then equipcheck = false magictransform() elseif equipped == true then equipcheck = true equipped = false char.Humanoid.MaxHealth = 200 swordtransform() char.Humanoid.Health = 200 sword1.Transparency = 0.4 sword2.Transparency = 0.4 sword11.Transparency = 0.4 sword21.Transparency = 0.4 sword12.Transparency = 0.4 sword22.Transparency = 0.4 end while ult == true do if Anim == "Walk" then weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(0, 0, .8) * CFrame.Angles(math.rad(100), math.rad(180), math.rad(0)), .3) else weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(0, 0, .8) * CFrame.Angles(math.rad(90), math.rad(180), math.rad(0)), .3) end wait() end end play:GetMouse().Button1Down:connect(function() if attack == false and throwing == false then if combo == 1 and attack == false and throwing == false and equipped == true then attack1() combo = 2 elseif combo == 2 and attack == false and throwing == false and equipped == true then attack2() combo = 1 elseif combo == 1 and attack == false and throwing == false and equipped == false and mana >= 15 then mana = mana - 15 if ult == false then attack3() else if equipcheck == false then magicattack3() else mana = mana + 15 swordattack3() end end combo = 2 elseif combo == 2 and attack == false and throwing == false and equipped == false and mana >= 20 and throwing == false then mana = mana - 20 if ult == false then attack4() combo = 1 else if equipcheck == false then magicattack4() combo = 1 else mana = mana + 20 swordattack4() combo = 3 end end elseif combo == 3 and attack == false and throwing == false and equipped == false and equipcheck == true and mana >= 10 then mana = mana + 0 swordattack5() combo = 4 elseif combo == 4 and attack == false and throwing == false and equipped == false and equipcheck == true and mana >= 10 then mana = mana + 0 swordattack6() combo = 1 end end end) play:GetMouse().Button1Up:connect(function() if charging == true then charging = false end end) play:GetMouse().KeyDown:connect(function(k) k = k:lower() if k == "z" and attack == false and throwing == false and mana >= 25 then if ult == false then mana = mana - 25 shieldbash() end if ult == true then if equipcheck == false then mana = mana - 25 supershieldbash() else swordspin() mana = mana - 25 end end elseif k == "e" and attack == false and throwing == false then ult = false sword1.Transparency = 1 sword2.Transparency = 1 sword11.Transparency = 1 sword21.Transparency = 1 sword12.Transparency = 1 sword22.Transparency = 1 char.Humanoid.MaxHealth = 100 if combo >= 3 then combo = 1 end weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(.5, 0.05, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-90)), 1) weapon.Handle2.Weld.Part0 = RightArm equip() elseif k == "x" and attack == false and throwing == false and mana >= 35 then if ult == false then mana = mana - 35 if equipped == true then comboattack() elseif equipped == false then teleportback() end else if equipcheck == false then superteleportback() else swordcombo() end end elseif k == "x" and attack == true and parry == false and mana >= 15 then mana = mana - 15 char.Humanoid.Health = char.Humanoid.Health - 10 elseif k == "c" and attack == false and throwing == false and mana >= 20 and orb == false then orb = true orbs() elseif k == "c" and orb == true then orb = false elseif k == "h" and attack == false and throwing == false and mana >= 200 then if ult == false then ultimate() else if mana >= 400 then if equipcheck == false then magicult() else swordult() equip() end end end end end) local keke = 0 coroutine.resume(coroutine.create(function() while true do pasthp = char.Humanoid.Health wait(.5) if char.Humanoid.Health < pasthp then parry = true if equipped == true then char.Humanoid.Health = char.Humanoid.Health + (pasthp-char.Humanoid.Health)/2 mana = mana + (pasthp-char.Humanoid.Health)*2 CreateSound("rbxassetid://10209583",weapon.Handle2,.1,1) print("Blocked!") end if ult == true and equipcheck == false and mana >= (pasthp-char.Humanoid.Health)*2 then mana = mana - (pasthp-char.Humanoid.Health)*2 block(char.Torso.CFrame,Vector3.new((1*(pasthp-char.Humanoid.Health)/5),(1*(pasthp-char.Humanoid.Health)/5),(1*(pasthp-char.Humanoid.Health)/5)),Vector3.new(0.5,.5,.5),0.1,char.Torso.BrickColor,1) char.Humanoid.Health = pasthp end end end end)) coroutine.resume(coroutine.create(function() while true do mana = mana + 1 if ult == true and equipcheck == false then mana = mana + 4 end if mana >= 400 then mana = 400 end wait(.5) end end)) coroutine.resume(coroutine.create(function() while true do keke = keke + 1 if keke > 10 then keke = 0 end if asdrot <= 360 then asdrot = asdrot + 2 else asdrot = 0 end manabar:TweenSize(UDim2.new(1 * (mana /400), 0, 1, 0), "Out", "Quad", 0.5) if sit == true then mana = mana + .33 end if ult == true and equipcheck == false then block(LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(0,0.333,0),Vector3.new(1,1,1),Vector3.new(0.1,0.1,0.1),0.2,BrickColor.new("Institutional white"),1) block(RightArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(0,0.333,0),Vector3.new(1,1,1),Vector3.new(0.1,0.1,0.1),0.2,BrickColor.new("Really black"),1) end if riding == true and attack == false and debounce2 == false then coroutine.resume(coroutine.create(function() debounce2 = true magn(3,6,model.spinneblock,5) wait(0.2) debounce2 = false end)) end sine = sine + change torsovel = (char.HumanoidRootPart.Velocity * Vector3.new(1, 0, 1)).magnitude if sit == false then if char.HumanoidRootPart.Velocity.Y > 1 then Anim = "Jump" if attack == false and sit == false then char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, CFrame.new(1, -.5 + 0.1 * math.cos((sine) / 20), -0.4) * RHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-40)), 0.3) LH.C0 = clerp(LH.C0, CFrame.new(-1, -.5 + 0.1 * math.cos((sine) / 20), -0.4) * LHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(40)), 0.3) end elseif torsovel < 1 then Anim = "Idle" change = 1 if attack == false and sit == false then if equipped == true then char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(70)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-20)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) end if equipped == false then char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) if ult == false then RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.3) else RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) end LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) end if ult == false then weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(.5, .05, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-90)), 0.3) end end RH.C0 = clerp(RH.C0, CFrame.new(1, -1 + 0.1 * math.cos((sine) / 20), 0) * RHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 + 0.1 * math.cos((sine) / 20), 0.1) * LHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) elseif 2 < torsovel then Anim = "Walk" if attack == false and sit == false then if equipped == true then char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(70)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-20)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) weapon.Handle.Weld.C0 = clerp(weapon.Handle.Weld.C0, CFrame.new(0, -1, -.1) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 1) end if equipped == false then char.HumanoidRootPart.RootJoint.C0 = clerp(char.HumanoidRootPart.RootJoint.C0, RootCF * CFrame.new(0, 0, 0 - 0.1 * math.cos((sine) / 20)) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.3) char.Torso.Neck.C0 = clerp(char.Torso.Neck.C0, NeckCF * CFrame.Angles(math.rad(-20), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 15), 0) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)), 0.3) end if ult == false then weapon.Handle2.Weld.C0 = clerp(weapon.Handle2.Weld.C0, CFrame.new(.5, 0.05, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-90)), 0.3) end end RH.C0 = clerp(RH.C0, CFrame.new(1, -1 + 0.1 * math.cos((sine) / 20), 0) * RHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0 - 50 * math.cos((sine) / 3))), 0.3) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 + 0.1 * math.cos((sine) / 20), 0.1) * LHCF * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0 - 50 * math.cos((sine) / 3))), 0.3) end end wait() end end)) while true do wait() end