Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] attack = false attackdebounce = false combo = 0 mana = 400 necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) mode = "Sword" spread2 = 0 range2 = 500 rangepower = 10 Item = {"Normal", "Explode", "Bomb", "Dark"} Number = 1 shot = Item[Number] alt=0 mana2="Normal" Stance="Normal" t = nil local T = Torso:Clone() local H = Instance.new("Humanoid") local M = Instance.new("Model") local S = Character:Clone() point = false local neckcf0 = Torso.Neck.C0 bg = Instance.new("BodyGyro") MMouse = nil radv = 90 offset = 0 aiming = false lol = false DemMags=0 skillcombo=0 blackhole=false --player player = nil --other var player = Player ch = Character --save shoulders RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"] --welds RW, LW = Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" EtheralMode=false if Character:findFirstChild("God Arc",true) ~= nil then Character:findFirstChild("God Arc",true).Parent = nil end if Character:findFirstChild("Weapon",true) ~= nil then Character:findFirstChild("Weapon",true).Parent = nil end if Character:findFirstChild("ArmataeModel",true) ~= nil then Character:findFirstChild("ArmataeModel",true).Parent = nil end if Player.PlayerGui:findFirstChild("manaGUI",true) ~= nil then Player.PlayerGui:findFirstChild("manaGUI",true).Parent = nil end --[[ if Player.userId ~= then script.Parent = Character local h = Instance.new("Hint") h.Parent = workspace h.Text = "UR NOT FEN!" wait(1) h.Text = "U MUST DAI!!" wait(0.5) if Character:findFirstChild("ForceField") ~= nil then Character:findFirstChild("ForceField").Parent = nil end Character:BreakJoints() local m = Instance.new("Explosion") m.Parent = workspace m.Position = Torso.Position wait(3) h.Parent = nil script.Parent = nil wait(9001) while true do wait() end end ]]-- local modelzorz = Instance.new("Model") modelzorz.Name = "God Arc" modelzorz.Parent = Character local prt1 = Instance.new("Part") prt1.formFactor = 1 prt1.Parent = modelzorz prt1.CanCollide = false prt1.BrickColor = BrickColor.new("Black") prt1.Name = "Part1" prt1.Size = Vector3.new(1,3,1) prt1.Position = Torso.Position local prt2 = Instance.new("Part") prt2.formFactor = 1 prt2.Parent = modelzorz prt2.CanCollide = false prt2.BrickColor = BrickColor.new("Medium stone grey") prt2.Name = "Part2" prt2.Size = Vector3.new(1,1,1) prt2.Position = Torso.Position local prt3 = Instance.new("Part") prt3.formFactor = 1 prt3.Parent = modelzorz prt3.CanCollide = false prt3.BrickColor = BrickColor.new("Medium stone grey") prt3.Name = "Part3" prt3.Size = Vector3.new(1,1,1) prt3.Position = Torso.Position local prt4 = Instance.new("Part") prt4.formFactor = 1 prt4.Parent = modelzorz prt4.CanCollide = false prt4.BrickColor = BrickColor.new("Medium stone grey") prt4.Name = "Part4" prt4.Size = Vector3.new(1,1,1) prt4.Position = Torso.Position local prt5 = Instance.new("Part") prt5.formFactor = 1 prt5.Parent = modelzorz prt5.CanCollide = false prt5.BrickColor = BrickColor.new("Dark stone grey") prt5.Name = "Part5" prt5.Size = Vector3.new(1,1,1) prt5.Position = Torso.Position local prt6 = Instance.new("Part") prt6.formFactor = 1 prt6.Parent = modelzorz prt6.CanCollide = false prt6.BrickColor = BrickColor.new("Black") prt6.Name = "Part6" prt6.Size = Vector3.new(1,1,1) prt6.Position = Torso.Position local prt7 = Instance.new("Part") prt7.formFactor = 1 prt7.Parent = modelzorz prt7.CanCollide = false prt7.BrickColor = BrickColor.new("Black") prt7.Name = "Part7" prt7.Size = Vector3.new(1,2,1) prt7.Position = Torso.Position local prt8 = Instance.new("Part") prt8.formFactor = 1 prt8.Parent = modelzorz prt8.CanCollide = false prt8.BrickColor = BrickColor.new("Dark stone grey") prt8.Name = "Part8" prt8.Size = Vector3.new(1,1,1) prt8.Position = Torso.Position local prt9 = Instance.new("Part") prt9.formFactor = 1 prt9.Parent = modelzorz prt9.CanCollide = false prt9.BrickColor = BrickColor.new("White") prt9.Name = "Part9" prt9.Size = Vector3.new(1,1,1) prt9.Position = Torso.Position local prt10 = Instance.new("Part") prt10.formFactor = 1 prt10.Parent = modelzorz prt10.CanCollide = false prt10.BrickColor = BrickColor.new("Medium stone grey") prt10.Name = "Part10" prt10.Size = Vector3.new(1,1,1) prt10.Position = Torso.Position local prt11 = Instance.new("Part") prt11.formFactor = 1 prt11.Parent = modelzorz prt11.CanCollide = false prt11.BrickColor = BrickColor.new("Dark stone grey") prt11.Name = "Part11" prt11.Size = Vector3.new(1,1,1) prt11.Position = Torso.Position local prt12 = Instance.new("Part") prt12.formFactor = 1 prt12.Parent = modelzorz prt12.CanCollide = false prt12.BrickColor = BrickColor.new("White") prt12.Reflectance = 0.2 prt12.Name = "Part12" prt12.Size = Vector3.new(1,4,1) prt12.Position = Torso.Position local prt13 = Instance.new("Part") prt13.formFactor = 1 prt13.Parent = modelzorz prt13.CanCollide = false prt13.BrickColor = BrickColor.new("Medium stone grey") prt13.Reflectance = 0.5 prt13.Name = "Part13" prt13.Size = Vector3.new(1,4,1) prt13.Position = Torso.Position local prt14 = Instance.new("Part") prt14.formFactor = 1 prt14.Parent = modelzorz prt14.CanCollide = false prt14.BrickColor = BrickColor.new("White") prt14.Reflectance = 0.3 prt14.Name = "Part14" prt14.Size = Vector3.new(1,1,1) prt14.Position = Torso.Position local prt15 = Instance.new("Part") prt15.formFactor = 1 prt15.Parent = modelzorz prt15.CanCollide = false prt15.BrickColor = BrickColor.new("Black") prt15.Reflectance = 0.3 prt15.Name = "Part15" prt15.Size = Vector3.new(1,4,1) prt15.Position = Torso.Position local prt16 = Instance.new("Part") prt16.formFactor = 1 prt16.Parent = modelzorz prt16.CanCollide = false prt16.BrickColor = BrickColor.new("White") prt16.Name = "Part16" prt16.Size = Vector3.new(1,1,1) prt16.Position = Torso.Position local prt17 = Instance.new("Part") prt17.formFactor = 1 prt17.Parent = modelzorz prt17.CanCollide = false prt17.BrickColor = BrickColor.new("Medium stone grey") prt17.Name = "Part17" prt17.Size = Vector3.new(1,1,1) prt17.Position = Torso.Position local prt18 = Instance.new("Part") prt18.formFactor = 1 prt18.Parent = modelzorz prt18.CanCollide = false prt18.BrickColor = BrickColor.new("Black") prt18.Name = "Part18" prt18.Size = Vector3.new(1,1,1) prt18.Position = Torso.Position local prt19 = Instance.new("Part") prt19.formFactor = 1 prt19.Parent = modelzorz prt19.CanCollide = false prt19.BrickColor = BrickColor.new("Really black") prt19.Name = "Part19" prt19.Size = Vector3.new(1,1,1) prt19.Position = Torso.Position local prt20 = Instance.new("Part") prt20.formFactor = 1 prt20.Parent = modelzorz prt20.CanCollide = false prt20.BrickColor = BrickColor.new("Medium stone grey") prt20.Name = "Part20" prt20.Size = Vector3.new(1,1,1) prt20.Position = Torso.Position local prt21 = Instance.new("Part") prt21.formFactor = 1 prt21.Parent = modelzorz prt21.CanCollide = false prt21.BrickColor = BrickColor.new("Medium stone grey") prt21.Name = "Part21" prt21.Size = Vector3.new(1,1,1) prt21.Position = Torso.Position local prt22 = Instance.new("Part") prt22.formFactor = 1 prt22.Parent = modelzorz prt22.CanCollide = false prt22.BrickColor = BrickColor.new("Medium stone grey") prt22.Name = "Part22" prt22.Size = Vector3.new(1,1,1) prt22.Position = Torso.Position local prt23 = Instance.new("Part") prt23.formFactor = 1 prt23.Parent = modelzorz prt23.CanCollide = false prt23.BrickColor = BrickColor.new("Medium stone grey") prt23.Name = "Part23" prt23.Size = Vector3.new(1,1,1) prt23.Position = Torso.Position --[[local prt24 = Instance.new("Part") prt24.formFactor = 1 prt24.Parent = modelzorz prt24.CanCollide = false prt24.BrickColor = BrickColor.new("Bright red") prt24.Name = "Part24" prt24.Size = Vector3.new(1,1,1) prt24.Position = Torso.Position ]] modelzorz:BreakJoints() local msh1 = Instance.new("CylinderMesh") msh1.Parent = prt1 msh1.Scale = Vector3.new(0.4,1,0.4) local msh2 = Instance.new("CylinderMesh") msh2.Parent = prt2 msh2.Scale = Vector3.new(0.5,0.6,0.5) local msh3 = Instance.new("CylinderMesh") msh3.Parent = prt3 msh3.Scale = Vector3.new(0.5,0.6,0.5) local msh4 = Instance.new("SpecialMesh") msh4.Parent = prt4 msh4.Scale = Vector3.new(0.7,0.5,0.7) local msh5 = Instance.new("SpecialMesh") msh5.Parent = prt5 msh5.MeshId = "http://www.roblox.com/Asset/?id=9756362" msh5.Scale = Vector3.new(0.5,0.7,0.5) local msh6 = Instance.new("SpecialMesh") msh6.Parent = prt6 msh6.MeshId = "http://www.roblox.com/asset/?id=1778999" msh6.Scale = Vector3.new(0.5,0.5,0.5) local msh7 = Instance.new("BlockMesh") msh7.Parent = prt7 msh7.Scale = Vector3.new(1.2,1,0.7) local msh8 = Instance.new("SpecialMesh") msh8.Parent = prt8 msh8.MeshId = "http://www.roblox.com/Asset/?id=9756362" msh8.Scale = Vector3.new(0.5,0.7,0.5) local msh9 = Instance.new("SpecialMesh") msh9.Parent = prt9 msh9.MeshType = "Sphere" msh9.Scale = Vector3.new(0.4,0.4,0.4) local msh10 = Instance.new("BlockMesh") msh10.Parent = prt10 msh10.Scale = Vector3.new(1.5,1,0.8) local msh11 = Instance.new("CylinderMesh") msh11.Parent = prt11 msh11.Scale = Vector3.new(1.5,0.9,1.5) local msh12 = Instance.new("BlockMesh") msh12.Parent = prt12 msh12.Scale = Vector3.new(0.8,1,0.3) local msh13 = Instance.new("BlockMesh") msh13.Parent = prt13 msh13.Scale = Vector3.new(1,1,0.1) local msh14 = Instance.new("SpecialMesh") msh14.Parent = prt14 msh14.MeshType = "Wedge" msh14.Scale = Vector3.new(0.3,0.5,0.5) local msh15 = Instance.new("CylinderMesh") msh15.Parent = prt15 msh15.Scale = Vector3.new(0.5,0.8,0.5) local msh16 = Instance.new("CylinderMesh") msh16.Parent = prt16 msh16.Scale = Vector3.new(0.9,0.9,0.9) local msh17 = Instance.new("CylinderMesh") msh17.Parent = prt17 msh17.Scale = Vector3.new(0.6,0.6,0.6) local msh18 = Instance.new("CylinderMesh") msh18.Parent = prt18 msh18.Scale = Vector3.new(0.5,0.9,0.5) local msh19 = Instance.new("CylinderMesh") msh19.Parent = prt19 msh19.Scale = Vector3.new(0.3,0.91,0.3) local msh20 = Instance.new("BlockMesh") msh20.Parent = prt20 msh20.Scale = Vector3.new(0.1,0.7,0.1) local msh21 = Instance.new("BlockMesh") msh21.Parent = prt21 msh21.Scale = Vector3.new(0.1,0.7,0.1) local msh22 = Instance.new("BlockMesh") msh22.Parent = prt22 msh22.Scale = Vector3.new(0.1,0.7,0.1) local msh23 = Instance.new("BlockMesh") msh23.Parent = prt23 msh23.Scale = Vector3.new(0.1,0.7,0.1) --[[local msh24 = Instance.new("BlockMesh") msh24.Parent = prt24 msh24.Scale = Vector3.new(0.1,50,0.1) ]] local wld1 = Instance.new("Weld") wld1.Parent = prt1 wld1.Part0 = prt1 wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,3.14,2.2) * CFrame.new(1.5,-1.7,-0.8) local wld2 = Instance.new("Weld") wld2.Parent = prt2 wld2.Part0 = prt2 wld2.Part1 = prt1 wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.5,0) local wld3 = Instance.new("Weld") wld3.Parent = prt3 wld3.Part0 = prt3 wld3.Part1 = prt1 wld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5,0) local wld4 = Instance.new("Weld") wld4.Parent = prt4 wld4.Part0 = prt4 wld4.Part1 = prt1 wld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.1,0) local wld5 = Instance.new("Weld") wld5.Parent = prt5 wld5.Part0 = prt5 wld5.Part1 = prt4 wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.3,0) local wld6 = Instance.new("Weld") wld6.Parent = prt6 wld6.Part0 = prt6 wld6.Part1 = prt1 wld6.C0 = CFrame.fromEulerAnglesXYZ(3.14,0,0) * CFrame.new(0,-1,0) local wld7 = Instance.new("Weld") wld7.Parent = prt7 wld7.Part0 = prt7 wld7.Part1 = prt6 wld7.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.2,1.5,0) local wld8 = Instance.new("Weld") wld8.Parent = prt8 wld8.Part0 = prt8 wld8.Part1 = prt7 wld8.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.5,-0.7,0) local wld9 = Instance.new("Weld") wld9.Parent = prt9 wld9.Part0 = prt9 wld9.Part1 = prt8 wld9.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.15,0,0) local wld10 = Instance.new("Weld") wld10.Parent = prt10 wld10.Part0 = prt10 wld10.Part1 = prt7 wld10.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.3,0.5,0) local wld11 = Instance.new("Weld") wld11.Parent = prt11 wld11.Part0 = prt11 wld11.Part1 = prt10 wld11.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld12 = Instance.new("Weld") wld12.Parent = prt12 wld12.Part0 = prt12 wld12.Part1 = prt7 wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,3,0) local wld13 = Instance.new("Weld") wld13.Parent = prt13 wld13.Part0 = prt13 wld13.Part1 = prt7 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,3,0) local wld14 = Instance.new("Weld") wld14.Parent = prt14 wld14.Part0 = prt14 wld14.Part1 = prt12 wld14.C0 = CFrame.fromEulerAnglesXYZ(-0.86,1.57,0) * CFrame.new(0,1.8,0) local wld15 = Instance.new("Weld") wld15.Parent = prt15 wld15.Part0 = prt15 wld15.Part1 = prt12 wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1,0) local wld16 = Instance.new("Weld") wld16.Parent = prt16 wld16.Part0 = prt16 wld16.Part1 = prt7 wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.3) * CFrame.new(-0.6,0,0) local wld17 = Instance.new("Weld") wld17.Parent = prt17 wld17.Part0 = prt17 wld17.Part1 = prt16 wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6,0) local wld18 = Instance.new("Weld") wld18.Parent = prt18 wld18.Part0 = prt18 wld18.Part1 = prt17 wld18.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5,0) local wld19 = Instance.new("Weld") wld19.Parent = prt19 wld19.Part0 = prt19 wld19.Part1 = prt18 wld19.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld20 = Instance.new("Weld") wld20.Parent = prt20 wld20.Part0 = prt20 wld20.Part1 = prt16 wld20.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.3,1,0) local wld21 = Instance.new("Weld") wld21.Parent = prt21 wld21.Part0 = prt21 wld21.Part1 = prt16 wld21.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.3,1,0) local wld22 = Instance.new("Weld") wld22.Parent = prt22 wld22.Part0 = prt22 wld22.Part1 = prt16 wld22.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1,-0.3) local wld23 = Instance.new("Weld") wld23.Parent = prt23 wld23.Part0 = prt23 wld23.Part1 = prt16 wld23.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1,0.3) --[[local wld24 = Instance.new("Weld") wld24.Parent = prt24 wld24.Part0 = prt24 wld24.Part1 = prt16 wld24.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,20,0) ]] local SlashSound = Instance.new("Sound") -- PRELOADING SOUNDS TROLOLOL --SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.SoundId = "http://roblox.com/asset/?id=10209645" SlashSound.Parent = modelzorz SlashSound.Volume = .7 SlashSound.Pitch = 1 local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511" SlashSound.Parent = modelzorz SlashSound.Volume = .5 SlashSound.Pitch = 1 local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2801263" SlashSound.Parent = modelzorz SlashSound.Volume = .7 SlashSound.Pitch = 1 local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=3264793" SlashSound.Parent = modelzorz SlashSound.Volume = .7 SlashSound.Pitch = 1 local fengui = Instance.new("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "manaGUI" local fenframe = Instance.new("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255,255,255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17,17,17) fenframe.Size = UDim2.new(0.0500000007, 0, 0.100000001, 0) local fentext = Instance.new("TextLabel") fentext.Parent = fenframe fentext.Text = "Energy("..mana..")" fentext.BackgroundTransparency = 1 fentext.SizeConstraint = "RelativeXY" fentext.TextXAlignment = "Center" fentext.TextYAlignment = "Center" fentext.Position = UDim2.new(0,80,1,200) local fentext2 = Instance.new("TextLabel") fentext2.Parent = fenframe fentext2.Text = " " fentext2.BackgroundTransparency = 0 fentext2.BackgroundColor3 = Color3.new(0,0,0) fentext2.SizeConstraint = "RelativeXY" fentext2.TextXAlignment = "Center" fentext2.TextYAlignment = "Center" fentext2.Position = UDim2.new(0,10,1,170) fentext2.Size = UDim2.new(2.79999995,0,0.210000306,0) local fentext3 = Instance.new("TextLabel") fentext3.Parent = fenframe fentext3.Text = " " fentext3.BackgroundTransparency = 0 fentext3.BackgroundColor3 = Color3.new(1,1,0) fentext3.SizeConstraint = "RelativeXY" fentext3.TextXAlignment = "Center" fentext3.TextYAlignment = "Center" fentext3.Position = UDim2.new(0,10,1,170) fentext3.Size = UDim2.new(mana*0.007,0,0.400000006,0) local fentext4 = Instance.new("TextLabel") fentext4.Parent = fenframe fentext4.Text = "Shot Equipped: "..shot.."" fentext4.BackgroundTransparency = 1 fentext4.SizeConstraint = "RelativeXY" fentext4.TextXAlignment = "Center" fentext4.TextYAlignment = "Center" fentext4.Position = UDim2.new(0,80,1,150) local fentext5 = Instance.new("TextLabel") fentext5.Parent = fenframe fentext5.Text = "Alternate Shot: "..alt.."" fentext5.BackgroundTransparency = 1 fentext5.SizeConstraint = "RelativeXY" fentext5.TextXAlignment = "Center" fentext5.TextYAlignment = "Center" fentext5.Position = UDim2.new(0,80,1,140) --[[local GUIMain = Instance.new("GuiMain") GUIMain.Parent = PlayerGui GUIMain.Name = "Shot" local MainTray = Instance.new("Frame") MainTray.Parent = GUIMain MainTray.Name = "Arc Tray" MainTray.BackgroundTransparency = 1 MainTray.Position = UDim2.new(0, 0, 0.180000022, 0) MainTray.Size = UDim2.new(0.0450000018, 0, 0.340000004, 0) local ItemFrame = Instance.new("Frame") ItemFrame.Parent = MainTray ItemFrame.Name = "Item Ammo Frame" ItemFrame.Position = UDim2.new(0.420000017, 800, 0, 0) ItemFrame.Size = UDim2.new(0, 180, 0.300000012, 0) ItemFrame.BorderColor3 = Color3.new(0,0,0) local ItemText1 = Instance.new("TextBox") ItemText1.Parent = ItemFrame ItemText1.Name = "Item Equipped" ItemText1.FontSize = "Size10" ItemText1.Position = UDim2.new(0.499999988, 0, 0.300000012, 0) ItemText1.Text = "Shot Equipped:" local ItemText2 = Instance.new("TextBox") ItemText2.Parent = ItemFrame ItemText2.Name = "Dah Item" ItemText2.FontSize = "Size10" ItemText2.Position = UDim2.new(0.499999988, 0, 0.700000012, 0) ItemText2.Text = "Normal" ]] --2.9000001, 0}, {0.450000018, 0} local gairo = Instance.new("BodyGyro") gairo.Parent = nil gairo.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge gairo.P = 20e+003 if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "GodArc" script.Parent = Tool end Bin = script.Parent function hideanim() if mode == "Gun" then bg.Parent = nil point = false for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7*i,-1*i,0) * CFrame.new(0,0,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+3*i,-0.9+0.9*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+1.5-1*i,0,-0.5+0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) --wt.C0 = CFrame.Angles(0, math.rad(-50)+math.rad(50*i), 0) end wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,3.14,2.2) * CFrame.new(1.5,-1.7,-0.8) wld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1+3-3*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end elseif mode == "Sword" then for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.1 do wait() wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7*i,-1*i,0) * CFrame.new(0,0,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1+3*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,3.14,2.2) * CFrame.new(1.5,-1.7,-0.8) wld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1+3-3*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end function equipanim() if mode == "Sword" then for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wld1.Part1 = LeftArm wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,1.57) * CFrame.new(0,1,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7,-1,0) * CFrame.new(0,0,0) for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.7*i,-1+1*i,0) * CFrame.new(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.7,-1+1,0) * CFrame.new(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3-0.2*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3-0.2+1.2*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end elseif mode == "Gun" then for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wld1.Part1 = LeftArm wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,1.57) * CFrame.new(0,1,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7,-1,0) * CFrame.new(0,0,0) point = true coroutine.resume(coroutine.create(function() bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge) bg.P = bg.P + 10000 bg.Parent = Head while point == true do wait() local pos4 = Vector3.new(MMouse.Hit.p.x,Head.Position.Y,MMouse.Hit.p.z) bg.cframe = CFrame.new(Head.Position,pos4) * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) --CFrame.new(Torso.Position,MMouse.Hit.p) * CFrame.fromEulerAnglesXYZ(0,math.rad(90),0) offset=((Head.Position.y-MMouse.Hit.p.y)/60 )+0.02 mag=(Head.Position-MMouse.Hit.p).magnitude/80 offset=offset/mag --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(offset,0,0) end wait(0.25) bg.Parent = nil end)) for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5*i)) wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.7*i,-1+1*i,0) * CFrame.new(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3.5*i,-0.9*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1*i,0,-0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end function StanceMode() attack=true Stance="NotFighting" for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+(1+3.14)*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,0,-1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5*i,1.57) * CFrame.new(0,1+0.3*i,0.5*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5*i,0*i,-1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack=false end function EndStance() attack=true Stance="Normal" for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.54-4.60*i,1.57) * CFrame.new(0,1+0.3-0.3*i,0.5-0.5*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-0.5*i,0,-1+1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack=false end function SpinAround() attack=true for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5*i,1.57) * CFrame.new(0,1+0.3-0.3*i,0.5+0.5*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-0.5*i,0,-1+1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local b = Instance.new("BodyGyro") b.P=18000 b.D=600 b.maxTorque=Vector3.new(80000,80000000,80000)*50000000000000000000000000 b.Parent = prt12 b.cframe=prt12.CFrame bodypos=Instance.new("BodyPosition") bodypos.P=3000 bodypos.D=100 bodypos.maxForce=Vector3.new(math.huge,math.huge,math.huge) bodypos.position=prt12.Position bodypos.Parent=prt12 for i=0,1,0.15 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5,1.57) * CFrame.new(0,1,0.2*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1+0.57*i,-1.57*i,-1+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1=LeftLeg.Touched:connect(function(hit) Damagefunc2(hit,20,20) end) con2=RightLeg.Touched:connect(function(hit) Damagefunc2(hit,20,20) end) con3=Torso.Touched:connect(function(hit) Damagefunc2(hit,20,20) end) lightning = true Stun3(LeftLeg,0,-10,0,BrickColor.new("White")) while keyZ==true do wait() ss(0.8) for i=0,1,0.05 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5,1.57-math.rad(360)*i) * CFrame.new(0,1,0.2) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1+0.57,-1.57,-1+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5,0,1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end lightning=false con1:disconnect() con2:disconnect() con3:disconnect() for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5+0.5*i,1.57) * CFrame.new(0,1,0.2) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1+0.57-1*i,-1.57+1.57*i,-1+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,1-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(2) b:Remove() bodypos:Remove() attack=false end function JumpStab() attack=true for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5,1.57) * CFrame.new(0,1+0.3,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1*i,0,-1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5,1.57) * CFrame.new(0,1+0.3,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1-0.1*i,0,-1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local b = Instance.new("BodyGyro") b.P=18000 b.D=600 b.maxTorque=Vector3.new(80000,80000000,80000)*50000000000000000000000000 b.Parent = Head b.cframe=Head.CFrame bodypos=Instance.new("BodyPosition") bodypos.P=500 bodypos.D=100 bodypos.maxForce=Vector3.new(math.huge,math.huge,math.huge) bodypos.position=Head.Position bodypos.Parent=Head d=Instance.new("Part") d.Parent=workspace d.Anchored=true d.CFrame=Torso.CFrame*CFrame.new(0,50,-50) d.CanCollide=false bodypos.position=d.Position for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5*i,1.57) * CFrame.new(0,1+0.3-0.3*i,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1.1+2*i,0,-1+1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5,1.57) * CFrame.new(0,1,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1.1+2+0.1*i,0,-1+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end d.CFrame=Torso.CFrame*CFrame.new(0,-48,0) bodypos.position=d.Position for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5+0.3*i,1.57) * CFrame.new(0,1+0.3*i,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1.1+2.1-1.1*i,0,-1+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(1) d.Parent=nil bodypos.Parent=nil b.Parent=nil attack=false end function EatMuffin() -- "Muffins" ~Derpy Hooves if mode == "Sword" then print("Muffins") for i = 0,1,0.1 do wait() Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0.3*i) * CFrame.new(0,0,-0.5) RW.C0 = CFrame.new(1.5-0.5*i,0.5,0.5*i) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,-0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local Muffin = Instance.new("Part") Muffin.formFactor = 1 Muffin.CanCollide = false Muffin.Name = "Muffin" Muffin.Locked = true Muffin.Size = Vector3.new(1,1,1) Muffin.Parent = modelzorz local Muffinmesh = Instance.new("SpecialMesh") Muffinmesh.Parent = Muffin Muffinmesh.MeshId = "http://www.roblox.com/asset/?id=23261119" Muffinmesh.TextureId = "http://www.roblox.com/asset/?id=23261110" Muffinmesh.Scale = Vector3.new(0.5,0.5,0.5) local Muffinweld = Instance.new("Weld") Muffinweld.Parent = Muffin Muffinweld.Part0 = Muffin Muffinweld.Part1 = RightArm Muffinweld.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.rad(180)) * CFrame.new(0, 1, 0.5) for i = 0,1,0.1 do wait() RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,-0.5+0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.1 do wait() Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3-0.3*i,3.14,0.3-0.3*i) * CFrame.new(0,0,-0.5) RW.C0 = CFrame.new(1.5+0.1*i,0.5+0.2*i,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.9*i,0,-1.3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-0.5*i,0) end omnomnom(0.7) for i = 0,1,0.1 do wait(0.1) Character.Humanoid.Health = Character.Humanoid.Health + 2 if mana < 400 then mana = mana + 1 end end Muffin.Parent = nil wait() for i = 0,1,0.1 do wait() RW.C0 = CFrame.new(1.5+0.1-0.1*i,0.5+0.2-0.2*i,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.9-1.9*i,0,-1.3+1.3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-0.5+0.5*i,0) end Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5) end end function onehit() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(1) con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end) for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1:disconnect() con2:disconnect() con3:disconnect() coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2-0.2*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) attack = false end function twohit() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2,0,-1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3*i,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-1+2.57*i,0,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(1.1) con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end) for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1*i,0,-1+2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57*i,0) RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1:disconnect() con2:disconnect() con3:disconnect() coroutine.resume(coroutine.create(function() for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5+0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-1+2+0.2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57,0) RW.C0 = CFrame.new(1.5-0.5+0.5,0.5,-0.5+0.5) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2+0.2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) attack = false end function threehit() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5+0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-1+2) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14*i,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(0.9) con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end) for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-1+2-2.5*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2-2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1:disconnect() con2:disconnect() con3:disconnect() coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5+0.5-0.5,0.5,-0.5+0.5) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-1+2-2.5-0.2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2-2-0.2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) attack = false end function fourhit() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1-1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1+1*i,0,-1+2-2.5+1.5*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14-1.57*i,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-1+2.57+0.5*i,0,-1+2-2) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(1.2) con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end) for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1-1+1*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1+1-2*i,0,-1+2-2.5+1.5) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14-1.57,0) RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-1+2.57+0.5-2.07*i,0,-1+2-2+1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1:disconnect() con2:disconnect() con3:disconnect() attack = false end function HeavySlashOne() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-1*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(0.9) local vel = Instance.new("BodyGyro") vel.Parent = Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end) for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2+0.5*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1*i) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-1+1*i,0,-1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,-1*i,0) end vel.Parent = nil wait(0.2) con1:disconnect() con2:disconnect() con3:disconnect() coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2+0.5-0.5*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-1+1-0.5*i,0,-1+0.5*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,-1,0) end wait(0.2) if attack == false then combo = 0 end end)) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) attack = false end function HeavySlashTwo() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2+0.5,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-1+1,0,-1+1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.3) attack = false end function SpinSlash() attack = true for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end) ss(1.1) local vel = Instance.new("BodyGyro") vel.Parent = Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1+2*i,0,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,0,1-2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0) end wait(0.1) coroutine.resume(coroutine.create(function() wait(0.5) if attack == false then combo = 0 wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) con1:disconnect() con2:disconnect() con3:disconnect() vel.Parent = nil attack = false end function WaveStab() attack = true local vel = Instance.new("BodyGyro") vel.Parent = Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame for i = 0,1,0.1 do wait() vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,1*i,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,-1*i) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1*i,1.57+3.14*i) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,-2.5*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(1) for i = 0,1,0.2 do wait() --vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,1*i,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,-1) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1,1.57+3.14) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-1*i,-2.5+0.3*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57-0.5*i,0,-1+0.3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end EVENMOARMAGIX(Head,2,7,2,0,-4,-6,0,0,0,BrickColor.new("White")) boomsound(3) local testbrick = Instance.new("Part") testbrick.Parent = modelzorz testbrick.Anchored = true testbrick.Transparency = 1 testbrick.CFrame = Head.CFrame * CFrame.new(0,0,-6) coroutine.resume(coroutine.create(function() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - testbrick.Position; local mag = targ.magnitude; if mag <= 4 and c[i].Name ~= Player.Name then DBHit(head,testbrick,math.random(5,10)) end end end end end)) testbrick.Parent = nil wait(0.1) EVENMOARMAGIX(Head,2,7,2,4,-4,-8,0,0,0,BrickColor.new("White")) boomsound(3) local testbrick = Instance.new("Part") testbrick.Parent = modelzorz testbrick.Anchored = true testbrick.Transparency = 1 testbrick.CFrame = Head.CFrame * CFrame.new(4,0,-8) coroutine.resume(coroutine.create(function() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - testbrick.Position; local mag = targ.magnitude; if mag <= 4 and c[i].Name ~= Player.Name then DBHit(head,testbrick,math.random(5,10)) end end end end end)) testbrick.Parent = nil EVENMOARMAGIX(Head,2,7,2,-4,-4,-8,0,0,0,BrickColor.new("White")) boomsound(3) local testbrick = Instance.new("Part") testbrick.Parent = modelzorz testbrick.Anchored = true testbrick.Transparency = 1 testbrick.CFrame = Head.CFrame * CFrame.new(-4,0,-8) coroutine.resume(coroutine.create(function() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - testbrick.Position; local mag = targ.magnitude; if mag <= 4 and c[i].Name ~= Player.Name then DBHit(head,testbrick,math.random(5,10)) end end end end end)) testbrick.Parent = nil wait(0.2) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) vel.Parent = nil attack = false end function DarkSlash() if mana >= 80 then attack = true for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,-1.57*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end lightning = true coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() while lightning == true do wait() mana = mana - 2 end end)) Stun2(prt12,20,40,20,BrickColor.new("Black")) end)) wait(0.2) for i = 0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(0.8) con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,30,30) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,60,15) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,30,15) end) local vel = Instance.new("BodyGyro") vel.Parent = Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame for i = 0,1,0.05 do wait() vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1+3.14*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) end vel.Parent = nil wait(0.2) con1:disconnect() con2:disconnect() con3:disconnect() wait(0.3) lightning = false attack = false skillcombo=1 coroutine.resume(coroutine.create(function() wait(0.5) skillcombo=0 wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) end)) end end function LightSlash() if mana >= 50 then attack = true lightning = true coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() while lightning == true do wait() mana = mana - 1 end end)) Stun2(prt12,20,40,20,BrickColor.new("White")) end)) for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1+3.14,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2+0.2*i,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1,0,0) end ss(0.8) con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,30,30) end) con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,60,15) end) con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,30,15) end) for i = 0,1,0.05 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1+3.14-3*i,1.57) * CFrame.new(0,1,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.2-3.2*i,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1,0,0) end con1:disconnect() con2:disconnect() con3:disconnect() wait(1) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) lightning = false attack = false end end function Shoot(mouse) spread2 = 0 range2 = 500 rangepower = 10 if shot=="Dark" then if blackhole==true then return end end attack = true if mana >= 10 then lasersound(2) coroutine.resume(coroutine.create(function() if alt==0 then if shot == "Normal" then mana = mana - 10 elseif shot == "Explode" then mana = mana - 40 elseif shot == "Bomb" then mana = mana - 30 elseif shot == "Dark" then mana = mana - 100 end shoottrail2(mouse) elseif alt==1 then if shot == "Normal" then mana = mana - 50 elseif shot == "Explode" then mana = mana - 40 elseif shot == "Bomb" then mana = mana - 30 elseif shot == "Dark" then mana = mana - 100 end if shot=="Normal" then for i = 1,5 do coroutine.resume(coroutine.create(function() shoottrail2(mouse) end)) end else shoottrail2(mouse) end end end)) end if aiming == true then for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3*i,-0.9,0.2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3*i,0,-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0) end for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3-0.3*i,-0.9,0.2-0.2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3-0.3*i,0,-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0) end else for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3*i,-0.9,0.2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3*i,0,-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.2 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3-0.3*i,-0.9,0.2-0.2*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3-0.3*i,0,-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end attack = false end function Aim(mouse) if mode == "Gun" and point == true and aiming == false then aiming = true while aiming == true and point == true do wait() offset=(Torso.Position.y-mouse.Hit.p.y)/60 mag=(Torso.Position-mouse.Hit.p).magnitude/80 offset=offset/mag Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57,-0.9,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5,0,-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0) end else aiming = false Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57,-0.9,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5,0,-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) while aiming == false do wait() offset = 0 end end end function Switch(mouse) attack = true if mode == "Sword" then point = true equipsound(0.5) mode = "Gun" for i = 0,1,0.1 do wait() msh12.Scale = Vector3.new(0.8-0.5*i,1-0.5*i,0.3-0.1*i) msh13.Scale = Vector3.new(1-0.5*i,1-0.5*i,0.1-0.05*i) msh14.Scale = Vector3.new(0.3-0.1*i,0.5-0.3*i,0.5-0.3*i) msh15.Scale = Vector3.new(0.5-0.25*i,0.8-0.5*i,0.5-0.25*i) wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14*i) * CFrame.new(-0.8*i,3-3*i,0) wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14*i) * CFrame.new(-0.8*i,3-3*i,0) wld14.C0 = CFrame.fromEulerAnglesXYZ(-0.86,1.57,0) * CFrame.new(0,1.8-0.9*i,0) wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1+0.6*i,0) msh16.Scale = Vector3.new(0.9+0.7*i,0.9+0.4*i,0.9+0.7*i) msh17.Scale = Vector3.new(0.6+0.5*i,0.6+0.5*i,0.6+0.5*i) msh18.Scale = Vector3.new(0.5+0.5*i,0.9+0.5*i,0.5+0.5*i) msh19.Scale = Vector3.new(0.3+0.5*i,0.91+0.5*i,0.3+0.5*i) msh20.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i) msh21.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i) msh22.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i) msh23.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i) wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.3+0.3*i) * CFrame.new(-0.6+0.6*i,1.9*i,0) wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6+0.3*i,0) wld18.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5+0.6*i,0) wld19.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) wld20.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.3-0.3*i,1+0.8*i,0) wld21.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.3+0.3*i,1+0.8*i,0) wld22.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8*i,-0.3-0.3*i) wld23.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8*i,0.3+0.3*i) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-60*i)) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57*i,-0.9*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+1.5*i,0,-0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) --wt.C0 = CFrame.Angles(0, math.rad(-51.5*i), 0) end coroutine.resume(coroutine.create(function() bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge) bg.P = bg.P + 10000 bg.Parent = Torso while point == true do wait() local pos4 = Vector3.new(MMouse.Hit.p.x,Head.Position.Y,MMouse.Hit.p.z) bg.cframe = CFrame.new(Torso.Position,pos4) * CFrame.fromEulerAnglesXYZ(0,1,0) * CFrame.new(0,0,0) --CFrame.new(Torso.Position,MMouse.Hit.p) * CFrame.fromEulerAnglesXYZ(0,math.rad(90),0) offset=((Head.Position.y-MMouse.Hit.p.y)/60 )+0.02 mag=(Head.Position-MMouse.Hit.p).magnitude/80 offset=offset/mag if aiming == true then Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(-offset,0,math.rad(-51.5)) else Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5)) end end wait(0.25) bg.Parent = nil end)) elseif mode == "Gun" then point = false equipsound(0.8) mode = "Sword" Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) RW.Part0 = Torso LW.Part0 = Torso Torso.Transparency = 0 RHL.Part0 = Torso LHL.Part0 = Torso T.Parent = nil for i = 0,1,0.1 do wait() msh12.Scale = Vector3.new(0.8-0.5+0.5*i,1-0.5+0.5*i,0.3-0.1+0.1*i) msh13.Scale = Vector3.new(1-0.5+0.5*i,1-0.5+0.5*i,0.1-0.05+0.05*i) msh14.Scale = Vector3.new(0.3-0.1+0.1*i,0.5-0.3+0.3*i,0.5-0.3+0.3*i) msh15.Scale = Vector3.new(0.5-0.25+0.25*i,0.8-0.5+0.5*i,0.5-0.25+0.25*i) wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14+3.14*i) * CFrame.new(-0.8+0.8*i,3-3+3*i,0) wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14+3.14*i) * CFrame.new(-0.8+0.8*i,3-3+3*i,0) wld14.C0 = CFrame.fromEulerAnglesXYZ(-0.86,1.57,0) * CFrame.new(0,1.8-0.9+0.9*i,0) wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1+0.6-0.6*i,0) msh16.Scale = Vector3.new(0.9+0.7-0.7*i,0.9+0.4-0.4*i,0.9+0.7-0.7*i) msh17.Scale = Vector3.new(0.6+0.5-0.5*i,0.6+0.5-0.5*i,0.6+0.5-0.5*i) msh18.Scale = Vector3.new(0.5+0.5-0.5*i,0.9+0.5-0.5*i,0.5+0.5-0.5*i) msh19.Scale = Vector3.new(0.3+0.5-0.5*i,0.91+0.5-0.5*i,0.3+0.5-0.5*i) msh20.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i) msh21.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i) msh22.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i) msh23.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i) wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.3+0.3-0.3*i) * CFrame.new(-0.6+0.6-0.6*i,1.9-1.9*i,0) wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6+0.3-0.3*i,0) wld18.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5+0.6-0.6*i,0) wld19.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) wld20.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.3-0.3+0.3*i,1+0.8-0.8*i,0) wld21.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.3+0.3-0.3*i,1+0.8-0.8*i,0) wld22.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8-0.8*i,-0.3-0.3+0.3*i) wld23.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8-0.8*i,0.3+0.3-0.3*i) wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+1*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+2.57*i,-0.9+0.9*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+1.5-1.5*i,0,-0.5+0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+1-2*i,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+2.57-1*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end attack = false for i=0,1,0.1 do wait() Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) end end function changeitemleft() if Number > 1 then Number = Number - 1 shot = Item[Number] end end function changeitemright() if Number < #Item then Number = Number + 1 shot = Item[Number] end end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end Stun2=function(Feh,x,y,z,color) coroutine.resume(coroutine.create(function(part) --[[ if part.Parent:FindFirstChild("Torso")==nil then return end]] Torsoh2=part End2=Torsoh2.CFrame+Vector3.new(math.random(-20,20)/10,math.random(-30,30)/10,math.random(-20,20)/10) ST2=Torsoh2.Position --[[ p=Instance.new("BodyPosition") p.P=3000 p.D=100 p.maxForce=Vector3.new(math.huge,0,math.huge) p.position=Torsoh2.Position p.Parent=Torsoh2]] while part.Parent ~= nil and lightning == true do -- f1:Play() -- p.position=ST2+Vector3.new(math.random(-50,50)/50,0,math.random(-50,50)/50) Start2=End2 End2=Torsoh2.CFrame*CFrame.new(math.random(-x,x)/10,math.random(-y,y)/10,math.random(-z,z)/10) e=Instance.new("Part") e.TopSurface=0 e.BottomSurface=0 e.CanCollide=false e.Anchored=true e.formFactor="Symmetric" e.Size=Vector3.new(1,1,1) Look2=(End2.p-Start2.p).unit m=Instance.new("BlockMesh") m.Scale=Vector3.new(.2,.2,(Start2.p-End2.p).magnitude) m.Parent=e e.CFrame=CFrame.new(Start2.p+Look2*(m.Scale.z/2),Start2.p+Look2*99) e.Reflectance=.3 e.Name="Zap" e.BrickColor=color e.Parent=part.Parent coroutine.resume(coroutine.create(function(PAR) for i=1, 25 do PAR.Transparency=i/25 wait() end PAR.Parent=nil end),e) wait() end wait(.45) -- p.Parent=nil end),Feh) end Stun3=function(Feh,x,y,z,color) coroutine.resume(coroutine.create(function(part) --[[ if part.Parent:FindFirstChild("Torso")==nil then return end]] Torsoh2=part End2=Torsoh2.CFrame+Vector3.new(math.random(-20,20)/10,math.random(-30,30)/10,math.random(-20,20)/10) ST2=Torsoh2.Position --[[ p=Instance.new("BodyPosition") p.P=3000 p.D=100 p.maxForce=Vector3.new(math.huge,0,math.huge) p.position=Torsoh2.Position p.Parent=Torsoh2]] while part.Parent ~= nil and lightning == true do -- f1:Play() -- p.position=ST2+Vector3.new(math.random(-50,50)/50,0,math.random(-50,50)/50) Start2=End2 End2=Torsoh2.CFrame*CFrame.new(math.random(-x,x)/10,y/10,math.random(-z,z)/10) e=Instance.new("Part") e.TopSurface=0 e.BottomSurface=0 e.CanCollide=false e.Anchored=true e.formFactor="Symmetric" e.Size=Vector3.new(3,3,1) Look2=(End2.p-Start2.p).unit m=Instance.new("BlockMesh") m.Scale=Vector3.new(.2,.2,(Start2.p-End2.p).magnitude) m.Parent=e e.CFrame=CFrame.new(Start2.p+Look2*(m.Scale.z/2),Start2.p+Look2*99) e.Reflectance=.3 e.Name="Zap" e.BrickColor=color e.Parent=part.Parent coroutine.resume(coroutine.create(function(PAR) for i=1, 25 do PAR.Transparency=i/25 wait() end PAR.Parent=nil end),e) wait() end wait(.45) -- p.Parent=nil end),Feh) end function shoottrail2(mouse) spread2 = 0 range2 = 500 rangepower = 10 if alt==1 then if shot == "Normal" then spread2 = 50 range2 = 100 end end local spreadvector = (Vector3.new(math.random(-spread2,spread2),math.random(-spread2,spread2),math.random(-spread2,spread2)) / 100) * (prt19.Position).magnitude/100 local dir = Head.CFrame.lookVector+spreadvector local hit2,pos = rayCast(prt19.Position,dir,10,Character) local rangepos = range2 local function drawtrail(From,To) local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(1,0.2,1) effectsg.Parent = Character effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new("white") if shot == "Dark" then effectsg.BrickColor = BrickColor.new("Black") end effectsg.Reflectance = 0.25 local LP = From local point1 = To local mg = (LP - point1).magnitude effectsmsh.Scale = Vector3.new(1,mg*5,1) effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0) coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.2 do wait() effectsg.Transparency = 1*i effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i) end effectsg.Parent = nil end)) end local newpos = prt19.Position local inc = rangepower repeat wait() rangepos = rangepos - 10 dir = dir --[[if alt==1 then dir = dir * CFrame.Angles(math.rad(-1),0,0) end ]] hit2,pos = rayCast(newpos,dir,inc,Character) drawtrail(newpos,pos) newpos = newpos + (dir * inc) if alt==1 then inc = 10 if inc >= 20 then inc = inc - 10 end end if hit2 ~= nil then rangepos = 0 end until rangepos <= 0 if hit2 ~= nil then local effectsmsh = Instance.new("SpecialMesh") effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356" --effectsmsh.Scale = Vector3.new(1,1,2.5) effectsmsh.Scale = Vector3.new(3,3,3) local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Arrow" effectsg.Locked = true effectsg.Transparency = 1 effectsg.Size = Vector3.new(0.2,0.2,0.2) effectsg.Parent = modelzorz effectsg.BrickColor = BrickColor.new("white") if shot == "Dark" then effectsg.BrickColor = BrickColor.new("Black") end effectsmsh.Parent = effectsg effectsg.CFrame = CFrame.new(newpos,pos) + CFrame.new(newpos,pos).lookVector*2.5*2 local efwel = Instance.new("Weld") efwel.Parent = effectsg efwel.Part0 = effectsg efwel.Part1 = hit2 coroutine.resume(coroutine.create(function() if shot == "Explode" then --mana = mana - 50 boomsound(1) coroutine.resume(coroutine.create(function() if workspace:findFirstChild("GridModel") ~= nil then local c = game.Workspace.GridModel:GetChildren(); for i = 1, #c do if c[i].className == "Part" then local targ = c[i].Position - effectsg.Position; local mag = targ.magnitude; if mag <= 8 then c[i].Parent = nil end end end end local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() DBHit(head,effectsg,20) end end end --[[ local c = game.Workspace:GetChildren(); for i = 1, #c do if c[i].className=="Part" then local targ = c[i].Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() c[i]:BreakJoints() end end if c[i]:findFirstChild("Part")~=nil then local targ = c[i]:findFirstChild("Part").Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() c[i]:BreakJoints() end end end ]] end end)) EVENMOARMAGIX(effectsg,10,8,10,0,0,0,0,0,0,BrickColor.new("White")) for i = 0,5 do wait() MMMAGIC(effectsg,8,8,8,0,0,0,BrickColor.new("White")) end elseif shot=="Dark" then --mana=mana-70 --1529460 coroutine.resume(coroutine.create(function(Part,Mesh) local Mesh = Instance.new("SpecialMesh") Mesh.Scale = Vector3.new(0.5,0.5,0.5) Mesh.MeshType = "Sphere" -- Mesh.TextureId="http://www.roblox.com/asset/?id=1529460" Part=Instance.new("Part") Part.Name="Effect" Part.formFactor=0 Part.Size=Vector3.new(1,1,1) Part.BrickColor=BrickColor.new("Black") Part.Reflectance = 0 Part.TopSurface=0 Part.BottomSurface=0 Part.Transparency=0 Part.Anchored=true Part.CanCollide=false Part.CFrame=effectsg.CFrame*CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(0,0,0) Part.Parent=Character Mesh.Parent = Part lol=true coroutine.resume(coroutine.create(function() DarkRiftF(Part) end)) DemMags=1 for i=0,200 do wait() DerpMagic(Part,1,i/3,1,0,i/3,0,BrickColor.new("Black")) blackhole=true DemMags=DemMags+0.2 Mesh.Scale=Mesh.Scale-Vector3.new(0.2,0.2,0.2) Part.CFrame=effectsg.CFrame*CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) end fff=200 for i=0,100 do wait() DerpMagic(Part,1,fff/3,1,0,fff/3,0,BrickColor.new("Black")) Part.CFrame=effectsg.CFrame*CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) end for i=0,1,0.05 do wait() Part.Transparency=Part.Transparency+0.05 Mesh.Scale=Mesh.Scale+Vector3.new(1.5,1.5,1.5) end lol=false Part.Parent=nil blackhole=false end),nil,nil) elseif shot == "Bomb" then --mana = mana - 20 coroutine.resume(coroutine.create(function(him) coroutine.resume(coroutine.create(function() for i=0,1,0.01 do wait() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() him=true end end end end end him = true end)) while him == false do wait(0.1) MMMAGIC(effectsg,4,4,4,0,0,0,BrickColor.new("White")) end boomsound(1) coroutine.resume(coroutine.create(function() if workspace:findFirstChild("GridModel") ~= nil then local c = game.Workspace.GridModel:GetChildren(); for i = 1, #c do if c[i].className == "Part" then local targ = c[i].Position - effectsg.Position; local mag = targ.magnitude; if mag <= 8 then c[i].Parent = nil end end end end local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() DBHit(head,effectsg,5) end end end --[[ local c = game.Workspace:GetChildren(); for i = 1, #c do if c[i].className=="Part" then local targ = c[i].Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() c[i]:BreakJoints() end end if c[i]:findFirstChild("Part")~=nil then local targ = c[i]:findFirstChild("Part").Position - effectsg.Position; local mag = targ.magnitude; if mag <= 15 then wait() c[i]:BreakJoints() end end end ]] end end)) EVENMOARMAGIX(effectsg,10,8,10,0,0,0,0,0,0,BrickColor.new("White")) for i = 0,5 do wait() MMMAGIC(effectsg,8,8,8,0,0,0,BrickColor.new("White")) end end),false) end end)) efwel.Parent = nil effectsg.Anchored = true local HitPos = effectsg.Position + CFrame.new(newpos,pos).lookVector*0.75 --local HitPos = prt1.Position + CFrame.new(newpos,pos).lookVector*0.75 --local HitPos = prt1.Position + (prt1.CFrame.lookVector * .5) local CJ = CFrame.new(HitPos) local C0 = effectsg.CFrame:inverse() * CJ local C1 = hit2.CFrame:inverse() * CJ --efwel.C0 = C0 --efwel.C1 = C1 --efwel.Parent = effectsg Damg = 10 coroutine.resume(coroutine.create(function() wait(3) effectsg.Parent = nil end)) if hit2.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit2.Parent.Humanoid attackdebounce = false Damagefunc1(hit2,Damg,5) elseif hit2.Parent.Parent ~= nil and hit2.Parent.Parent:FindFirstChild("Humanoid") ~= nil then hum = hit2.Parent.Parent.Humanoid attackdebounce = false Damagefunc1(hit2,Damg,5) end end end function faketors() M.Parent = workspace S.Parent = M H.Parent = M T.formFactor = 0 T.CanCollide = false T.Name = "FTorso" T.Locked = true T.Parent = M T.Transparency = 1 T.BrickColor = Torso.BrickColor for i,z in pairs(Character:GetChildren()) do if z.className == "CharacterMesh" then if z.BodyPart == Enum.BodyPart.Torso then local SM = Instance.new("SpecialMesh",T) SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId if z.BaseTextureId ~= 0 then SM.TextureId = z.BaseTextureId elseif z.OverlayTextureId ~= 0 then SM.TextureId = z.OverlayTextureId else SM.TextureId = "" end end end end local wt = Instance.new("Weld") wt.Parent = T wt.Part0 = T wt.Part1 = Torso RW.Part0 = T LW.Part0 = T T.Transparency = 0 Torso.Transparency = 1 RHL.Part0 = T LHL.Part0 = T return wt,T end function MMMAGIC(part,x1,y1,z1,x2,y2,z2,color) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function UltimaMMMAGIC(part,x1,y1,z1,x2,y2,z2,color) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(x1,y1,z1) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(1,1,1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function MOREMAGIX(part,cframe,x,y,z,color) p2=Instance.new("Part") p2.Name="Blast" p2.TopSurface=0 p2.BottomSurface=0 p2.CanCollide=false p2.Anchored=true p2.BrickColor=color p2.Size=Vector3.new(x,y,z) p2.formFactor="Symmetric" p2.CFrame=part.CFrame*CFrame.new(0,cframe,0) p2.Parent=workspace m=Instance.new("BlockMesh") m.Parent=p2 m.Name="BlastMesh" coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.Transparency=loll/20 part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end part.Parent=nil end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10)) end function EVENMOARMAGIX(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) msh1.MeshType = "Sphere" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3) S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.15,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end print("Y U NU GIVE CREDIT.") function WaveEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(x1,y1,z1) msh1.MeshId = "http://www.roblox.com/asset/?id=20329976" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(1,1,1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3) S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function BlastEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(x1,y1,z1) msh1.MeshId = "http://www.roblox.com/asset/?id=1323306" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(1,1,1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3) S.Parent=workspace msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.15,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end function DerpMagic(part,x1,y1,z1,x2,y2,z2,color) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(x1,y1,z1) S.BrickColor=color S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=false S.CanCollide=false S.CFrame=part.CFrame S.Parent=workspace msh1.Parent = S W=Instance.new("Weld") W.Parent=S W.Part0=S W.Part1=part W.C0=CFrame.new(x2,y2,z2) * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) W.Parent=nil S.Anchored=true coroutine.resume(coroutine.create(function(Part,Weld) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) --[[Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))]] Part.Transparency=i*.1 wait() end Part.Parent=nil Weld.Parent=nil end),S,W) end DarkRiftF=function(par) --Thank you turdulator for this :D while lol == true do wait() PWN={} for _,v in pairs(workspace:children()) do if v.className=="Model" and v:FindFirstChild("Humanoid")~=nil then if v.Humanoid.Health>0 and v:FindFirstChild("Torso")~=nil then if v~=Character and (v.Torso.Position-par.Position).magnitude<=DemMags then table.insert(PWN,v.Torso) end end end end for _,t in pairs(PWN) do Mag=(par.Position-t.Position).magnitude/2 t.Parent.Humanoid:TakeDamage(1) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*5000 rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))/10 rl.Parent=t game:GetService("Debris"):AddItem(rl,.1) if Mag<=2 then t.Parent.Humanoid:TakeDamage(.5) else vl=Instance.new("BodyVelocity") vl.P=3000 vl.maxForce=Vector3.new(50000000000,50000000000,50000000000) vl.velocity=(t.Position-par.Position).unit*-(70/(Mag)) vl.Parent=t game:GetService("Debris"):AddItem(vl,.1) end end wait(.08) end end function ss(pitch) local SlashSound = Instance.new("Sound") --SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.SoundId = "http://roblox.com/asset/?id=10209645" SlashSound.Parent = workspace SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function equipsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = workspace SlashSound.Volume = .5 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function magicsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511" SlashSound.Parent = workspace SlashSound.Volume = .5 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function critsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2801263" SlashSound.Parent = workspace SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function spikesound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=3264793" SlashSound.Parent = workspace SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function boomsound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset?id=2101148" SlashSound.Parent = workspace SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function lasersound(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds/Launching rocket.wav" SlashSound.Parent = workspace SlashSound.Volume = .5 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end function omnomnom(pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=12544690" SlashSound.Parent = workspace SlashSound.Volume = .5 SlashSound.Pitch = pitch SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait(0) SlashSound.Parent = nil end)) end Damagefunc1=function(hit,Damage,Knockback) if hit.Parent==nil then return end CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) if mana < 400 and mode == "Sword" then mana = mana + math.random(30,50) end if mana > 400 then mana = 400 end Damage=Damage --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) -- print(c.Value) if math.random(0,99)+math.random()<=5 then CRIT=true Damage=Damage*1.5 --[[ Knockback=Knockback*2 r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] critsound(2) end Damage=Damage+math.random(0,10) -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2)) h:TakeDamage(Damage) showDamage(hit.Parent,Damage,.5) vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05 if Knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.25) --[[ r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] game:GetService("Debris"):AddItem(r,.5) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false hitDeb=true AttackPos=6 end end end Damagefunc2=function(hit,Damage,Knockback) if hit.Parent==nil then return end CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) if mana < 400 and mode == "Sword" then mana = mana + math.random(30,50) end if mana > 400 then mana = 400 end Damage=Damage --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) -- print(c.Value) CRIT=true if CRIT==true then CRIT=true Damage=Damage*1.5 Knockback=Knockback*2 for i=1,3 do EVENMOARMAGIX(hit.Parent.Torso,5,5,5,0,0,0,0,0,0,BrickColor.new("White")) end r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso critsound(2) end Damage=Damage+math.random(0,10) -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2)) h:TakeDamage(Damage) showDamage(hit.Parent,Damage,.5) vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05 if Knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.25) --[[ r=Instance.new("BodyAngularVelocity") r.P=3000 r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000 r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) r.Parent=hit.Parent.Torso]] game:GetService("Debris"):AddItem(r,.5) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false hitDeb=true AttackPos=6 end end end DBHit=function(hit,DB,Dmg) --credits to turdulator for making this function :D if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") if h==nil then h=hit.Parent.Parent:FindFirstChild("Humanoid") end t=hit.Parent:FindFirstChild("Torso") if h~=nil and t~=nil then --[[ if h.Parent==Character then return end]] coroutine.resume(coroutine.create(function() if h.Parent==Character then local vel = Instance.new("BodyVelocity") vel.maxForce = Vector3.new(0,math.huge,0) vel.P = vel.P * 2 vel.velocity = Vector3.new(0,100,0) vel.Parent = Torso wait(0.2) vel.Parent = nil end end)) Damage=Dmg+math.random(2,10) h:TakeDamage(Damage) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) showDamage(hit.Parent,Damage,.5) vl=Instance.new("BodyVelocity") vl.P=4500 vl.maxForce=Vector3.new(math.huge,math.huge,math.huge) vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,3,0) vl.Parent=t game:GetService("Debris"):AddItem(vl,.2) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(5000,5000,5000)*500000000 rl.angularvelocity=Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) rl.Parent=t game:GetService("Debris"):AddItem(rl,.2) else if hit.CanCollide==false then return end MagicCom:disconnect() -- DBExplode(DB) end end showDamage=function(Char,Dealt,du) m=Instance.new("Model") m.Name=tostring(Dealt) h=Instance.new("Humanoid") h.Health=0 h.MaxHealth=0 h.Parent=m c=Instance.new("Part") c.Transparency=0 c.BrickColor=BrickColor:Red() if CRIT==true then c.BrickColor=BrickColor.new("Really red") end c.Name="Head" c.TopSurface=0 c.BottomSurface=0 c.formFactor="Plate" c.Size=Vector3.new(1,.4,1) ms=Instance.new("CylinderMesh") ms.Bevel=.1 ms.Scale=Vector3.new(.8,.8,.8) if CRIT==true then ms.Scale=Vector3.new(1.25,1.5,1.25) ms.Bevel=.2 end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) f=Instance.new("BodyPosition") f.P=2000 f.D=100 f.maxForce=Vector3.new(math.huge,math.huge,math.huge) f.position=c.Position+Vector3.new(0,3,0) f.Parent=c game:GetService("Debris"):AddItem(m,.5+du) c.CanCollide=false m.Parent=workspace c.CanCollide=false end hold = false function ob1d(mouse) if attack == true then return end if stancing == true then return end hold = true if Stance=="Normal" then if mode == "Sword" then if combo == 0 then combo = 1 onehit() coroutine.resume(coroutine.create(function() wait(0.5) if attack == false then combo = 0 wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) elseif combo == 1 then combo = 2 twohit() coroutine.resume(coroutine.create(function() wait(0.5) if attack == false then combo = 0 wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) elseif combo == 2 then combo = 3 threehit() coroutine.resume(coroutine.create(function() wait(0.5) if attack == false then combo = 0 wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end)) elseif combo == 3 then combo = 4 fourhit() wait(0.5) combo = 0 wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0) Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end elseif mode == "Gun" then Shoot(mouse) end end end function ob1u(mouse) hold = false end buttonhold = false function Key(key,mouse) if key == "g" then EatMuffin() end if attack == true then return end if key == "z" and Stance=="NotFighting" then keyZ=true SpinAround() end if key == "x" and Stance=="NotFighting" then JumpStab() end if key == "c" and Stance=="NotFighting" then EndStance() Stance="Normal" attack=false return end if Stance=="Normal" then if key == "c" then StanceMode() end if key == "h" then if mana2=="Normal" then mana2="Max" elseif mana2=="Max" then mana2="Normal" end end if key == "q" then Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) Switch() end if mode == "Gun" then if key == "e" then Aim(mouse) end if key == "r" then changeitemleft() end if key == "t" then changeitemright() end if key == "z" then if alt==0 then elseif alt==1 then alt=0 elseif alt==2 then alt=1 end end if key == "x" then if alt==0 then alt=1 elseif alt==1 then alt=2 elseif alt==2 then end end elseif mode == "Sword" then if key == "e" then SpinSlash() end if key == "r" then WaveStab() end if key == "t" then if skillcombo == 0 then DarkSlash() elseif skillcombo == 1 then LightSlash() end end end end end function Key2(key,mouse) if key == "z" then keyZ=false end end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(function(key) Key(key,mouse) end) mouse.KeyUp:connect(function(key) Key2(key,mouse) end) --mouse.KeyDown:connect(key,mouse) --mouse.KeyUp:connect(key2,mouse) MMouse = mouse player = Player ch = Character RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] -- RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso --_G.R = RW -- LW.Part0 = ch.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso --_G.L = LW -- equipanim() end function ds(mouse) hideanim() RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end Bin.Selected:connect(s) Bin.Deselected:connect(ds) function onRunning(speed) --[[ if speed>0 then if Stance=="NotFighting" then for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.7*i,1.57) * CFrame.new(0,1+0.3-0.3*i,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-2*i,0,-1+1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end else if Stance=="NotFighting" then for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.7+0.7*i,1.57) * CFrame.new(0,1+0.3-0.3+0.3*i,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-2+2*i,0,-1+1-1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end]] if attack == true then return end if speed>0 then walking = true if mode == "Sword" and Stance=="Normal" then for i = 0,1,0.1 do wait() if attack == false then --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) --Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end if Stance=="NotFighting" then for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.7*i,1.57) * CFrame.new(0,1+0.3-0.3*i,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-2*i,0,-1+1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end else walking = false if mode == "Sword" and Stance=="Normal" then for i = 0,1,0.1 do wait() if attack == false then --Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0) --Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end if Stance=="NotFighting" then for i=0,1,0.1 do wait() wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.7+0.7*i,1.57) * CFrame.new(0,1+0.3-0.3+0.3*i,0.5) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-2+2*i,0,-1+1-1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end end Character.Humanoid.Running:connect(onRunning) increase = 0 while true do wait(0) --[[coroutine.resume(coroutine.create(function() if attack==true and Stance~="NotFighting" then if EtheralMode==false then EtheralMode=true prt13.Transparency=0.9 local maxNumClones = 10 local numClones = maxNumClones local mySwords = {} local swordConnections = {} local waitTime = 0.000000000001 for i = 1, numClones do local newSword = prt13:Clone() newSword.Transparency = (numClones-i+1)/(numClones+1) -- newSword.Mesh.VertexColor = Vector3.new((i+numClones)/(2*numClones+1), (i+numClones)/(2*numClones+1), 1) -- newSword.Mesh.VertexColor = Vector3.new((i+numClones)/(2*numClones+1), (i+2*numClones)/(3*numClones+1), 1) newSword.Anchored = false newSword.CanCollide = false local newBodyPos = Instance.new("BodyPosition") newBodyPos.Name = "SwordPos" newBodyPos.P = 10000 newBodyPos.maxForce = Vector3.new(newBodyPos.P, newBodyPos.P, newBodyPos.P) newBodyPos.Parent = newSword local newBodyGyro = Instance.new("BodyGyro") newBodyGyro.Name = "SwordGyro" newBodyGyro.P = 10000 newBodyGyro.maxTorque = Vector3.new(newBodyGyro.P, newBodyGyro.P, newBodyGyro.P) newBodyGyro.Parent = newSword table.insert(mySwords, newSword) end local index = 1 -- start out at current sword's CFrame local swordFrames = {} for i = 1, numClones do table.insert(swordFrames, prt13.CFrame) mySwords[i].CFrame = prt13.CFrame --mySwords[i].Parent = game.Workspace mySwords[i].Parent = workspace end local numSteps = 5 / waitTime for i = 1, 100 do -- 5 seconds of sword ghosting/strobing for j = 1, numClones do --mySwords[j].CFrame = swordFrames[index] if swordFrames[index] ~= nil then mySwords[j].SwordGyro.cframe = swordFrames[index] mySwords[j].SwordPos.position = swordFrames[index].p end index = index + 1 if index > numClones then index = 1 end end swordFrames[index] = prt13.CFrame index = index + 1 if index > numClones then index = 1 end wait(waitTime) end for i = 1, numClones do mySwords[i].Parent = nil end if numClones > 0 then numClones = numClones - 1 end prt13.Transparency=0 EtheralMode=false end end end))]] --print(blackhole) if mana2=="Max" then mana = 400 end if mana < 0 then mana = 0 end increase = increase + 1 if increase == 5 then if mana < 400 then mana = mana + 1 end increase = 0 end fentext3.Size = UDim2.new(mana*0.007,0,0.200000006,0) fentext.Text = "Energy("..mana..")" fentext3.BackgroundColor3 = Color3.new(1,1,1) fentext4.Text = "Shot Equipped: "..shot.."" fentext5.Text = "Alternate Shot: "..alt.."" end -- wwd