historical/OLD-SCRIPTS-NO-LONGER-GOOD.git/Dreemur.txt

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2024-01-16 17:20:27 +00:00
Player = game:GetService("Players").LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
Neck = Torso.Neck
it = Instance.new
vt = Vector3.new
cf = CFrame.new
euler = CFrame.fromEulerAnglesXYZ
angles = CFrame.Angles
mr = math.rad
mr2 = math.random
necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
RootCF = euler(-1.57, 0, 3.14)
attack = false
attackdebounce = false
MMouse = Player:GetMouse()
combo = 0
local hitfloor, posfloor = nil, nil
local idle = 0
local Anim = "Idle"
local Effects = {}
local Weapon = {}
local Welds = {}
local Saber = {}
local Buster = {}
local decreaseatk = 0
local decreasedef = 0
local decreasemvmt = 0
local manainc = 16
local handle = nil
local floating = false
local testpart = it("Part")
testpart.Anchored = true
local Mode = "Normal"
local cbuster = false
local cshoot = false
local cdebounce = false
local sbreaker = false
local shockshoot = false
local shockdebounce = false
local TehM = nil
local sblazing = false
local starshoot = false
local stardebounce = false
local busterlaser = false
local sbreakerII = false
local galacblazing = false
local prising = false
local move1 = "(Z)\nChaos Buster"
local move2 = "(X)\nShocker Breaker"
local move3 = "(C)\nStar Blazing"
local move4 = "(V)\n"
local cooldowns = {}
local cooldown1 = 100
table.insert(cooldowns, cooldown1)
local cooldown2 = 100
table.insert(cooldowns, cooldown2)
local cooldown3 = 100
table.insert(cooldowns, cooldown3)
local cooldown4 = 100
table.insert(cooldowns, cooldown4)
local cooldownsadd = {}
local cooldownadd1 = 0.16
table.insert(cooldownsadd, cooldownadd1)
local cooldownadd2 = 0.14
table.insert(cooldownsadd, cooldownadd2)
local cooldownadd3 = 0.12
table.insert(cooldownsadd, cooldownadd3)
local cooldownadd4 = 0.1
table.insert(cooldownsadd, cooldownadd4)
local cooldownmax = 100
player = nil
RSH = nil
LSH = nil
RW = Instance.new("Motor")
LW = Instance.new("Motor")
RW.Name = "Right Shoulder"
LW.Name = "Left Shoulder"
LH = Torso["Left Hip"]
RH = Torso["Right Hip"]
TorsoColor = Torso.BrickColor
NewCol = BrickColor.new("Ghost grey").Color
NewCol2 = BrickColor.new("Smoky grey").Color
NewCol3 = BrickColor.new("Pearl").Color
local mdec = Instance.new("NumberValue", Decrease)
mdec.Name = "DecreaseDef"
mdec.Value = 0.4
local mdec2 = Instance.new("NumberValue", Decrease)
mdec2.Name = "DecreaseMvmt"
mdec2.Value = 0.1
local Neons = {BrickColor.new("Bright red"), BrickColor.new("Bright orange"), BrickColor.new("Bright yellow"), BrickColor.new("Bright green"), BrickColor.new("Bright blue"), BrickColor.new("Royal purple"), BrickColor.new("Bright violet")}
local Animate = Humanoid.Animator
local canjump = true
removeControl = function()
canjump = false
end
resumeControl = function()
canjump = true
end
Player.Character.Humanoid.Changed:connect(function()
if canjump == false then
Player.Character.Humanoid.Jump = false
end
end
)
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")
frame = 1 / 40
tf = 0
allowframeloss = true
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.Heartbeat:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
function swait(num)
if num == 0 or num == nil then
ArtificialHB.Event:wait()
else
for i = 0, num do
ArtificialHB.Event:wait()
end
end
end
createpassgui = function(parent)
print("makegui111")
local g = Instance.new("ScreenGui", parent)
local f = Instance.new("Frame", g)
f.Position = UDim2.new(0.3, 0, 0.25, 0)
f.Size = UDim2.new(0.4, 0, 0.4, 0)
f.Style = "DropShadow"
local t = Instance.new("TextBox", f)
t.BackgroundColor3 = Color3.new(0, 0, 0)
t.BackgroundTransparency = 0.5
t.BorderSizePixel = 0
t.Position = UDim2.new(0.15, 0, 0.2, 0)
t.Size = UDim2.new(0.7, 0, 0.2, 0)
t.Font = "SourceSansLight"
t.Text = "Enter Access Code."
t.TextScaled = true
t.TextColor3 = Color3.new(1, 1, 1)
t.TextStrokeTransparency = 0
local t2 = Instance.new("TextButton", f)
t2.BackgroundColor3 = Color3.new(0, 0, 0)
t2.BackgroundTransparency = 0.5
t2.BorderSizePixel = 0
t2.Position = UDim2.new(0.3, 0, 0.5, 0)
t2.Size = UDim2.new(0.4, 0, 0.15, 0)
t2.TextScaled = true
t2.Font = "SourceSansLight"
t2.Text = "Submit"
t2.TextColor3 = Color3.new(1, 1, 1)
t2.TextStrokeTransparency = 0
print("done1")
return t2
end
if Character:findFirstChild("Handles", true) ~= nil then
Character:findFirstChild("Handles", true).Parent = nil
end
if Character:findFirstChild("Chaos Saber", true) ~= nil then
Character:findFirstChild("Chaos Saber", true).Parent = nil
end
if Character:findFirstChild("Chaos Buster", true) ~= nil then
Character:findFirstChild("Chaos Buster", true).Parent = nil
end
if Character:findFirstChild("Chaos Buster Rainbow", true) ~= nil then
Character:findFirstChild("Chaos Buster Rainbow", true).Parent = nil
end
if Character:findFirstChild("Effects", true) ~= nil then
Character:findFirstChild("Effects", true).Parent = nil
end
if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then
Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil
end
if Character:findFirstChild("Stats", true) ~= nil then
Character:findFirstChild("Stats", true).Parent = nil
end
local Stats = Instance.new("BoolValue")
Stats.Name = "Stats"
Stats.Parent = Character
local Atk = Instance.new("NumberValue")
Atk.Name = "Damage"
Atk.Parent = Stats
Atk.Value = 1
local Def = Instance.new("NumberValue")
Def.Name = "Defense"
Def.Parent = Stats
Def.Value = 1
local Mvmt = Instance.new("NumberValue")
Mvmt.Name = "Movement"
Mvmt.Parent = Stats
Mvmt.Value = 1
local Block = Instance.new("BoolValue")
Block.Name = "Block"
Block.Parent = Stats
Block.Value = false
local Stun = Instance.new("NumberValue")
Stun.Name = "Stun"
Stun.Parent = Stats
Stun.Value = 0
local StunT = Instance.new("NumberValue")
StunT.Name = "StunThreshold"
StunT.Parent = Stats
StunT.Value = 80
local Rooted = Instance.new("BoolValue")
Rooted.Name = "Rooted"
Rooted.Parent = Stats
Rooted.Value = false
local Stunned = Instance.new("BoolValue")
Stunned.Name = "Stunned"
Stunned.Parent = Stats
Stunned.Value = false
local Stagger = Instance.new("BoolValue")
Stagger.Name = "Stagger"
Stagger.Parent = Stats
Stagger.Value = false
local StaggerHit = Instance.new("BoolValue")
StaggerHit.Name = "StaggerHit"
StaggerHit.Parent = Stats
StaggerHit.Value = false
local RecentEnemy = Instance.new("ObjectValue")
RecentEnemy.Name = "RecentEnemy"
RecentEnemy.Parent = Stats
RecentEnemy.Value = nil
local Decrease = Instance.new("BoolValue")
Decrease.Name = "Decrease"
Decrease.Parent = Stats
Decrease.Value = false
local mana = Instance.new("NumberValue")
mana.Name = "Mana"
mana.Parent = Stats
mana.Value = 0
local passive1 = Instance.new("NumberValue", Decrease)
passive1.Name = "DecreaseMvmt"
passive1.Value = -0.1
local passive2 = Instance.new("NumberValue", Decrease)
passive2.Name = "DecreaseDef"
passive2.Value = 0
NoOutline = function(Part)
Part.TopSurface = 10
end
part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size)
local fp = it("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = Torso.Position
NoOutline(fp)
fp.Material = "SmoothPlastic"
fp:BreakJoints()
return fp
end
mesh = function(Mesh, part, meshtype, meshid, offset, scale)
local mesh = it(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid ~= "nil" then
mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
end
end
mesh.Offset = offset
mesh.Scale = scale
return mesh
end
weld = function(parent, part0, part1, c0)
local weld = it("Motor")
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
return weld
end
gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
local gui = it(GuiType)
gui.Parent = parent
gui.Text = text
gui.BackgroundTransparency = backtrans
gui.BackgroundColor3 = backcol
gui.SizeConstraint = "RelativeXY"
gui.TextXAlignment = "Center"
gui.TextYAlignment = "Center"
gui.Position = pos
gui.Size = size
gui.Font = "SourceSans"
gui.FontSize = "Size14"
gui.TextWrapped = false
gui.TextStrokeTransparency = 0
gui.TextColor = BrickColor.new("White")
return gui
end
AesthPart = function(model, wldpar, reflec, trans, col, name, neon, meshh, mshtype, mshtxt, x1, y1, z1, ceef)
prt = part(3, model, reflec, trans, BrickColor.new(col), name, vt())
prt.Material = neon
msh = mesh(meshh, prt, mshtype, mshtxt, vt(0, 0, 0), vt(x1, y1, z1))
wld = weld(handle, prt, wldpar, ceef)
v = it("NumberValue", prt)
v.Value = trans
v.Name = "MainTransparency"
return prt, msh, wld
end
local nr = NumberRange.new
local ns = NumberSequence.new
local cs = ColorSequence.new
local nsk = NumberSequenceKeypoint.new
particle = function(parent, col1, col2, lightemis, size, texture, transparency, zoffset, accel, drag, ltp, velinher, emisdir, enabled, lifetime, rate, rotation, rotspeed, speed, velspread)
local fp = it("ParticleEmitter")
fp.Parent = parent
fp.Color = cs(col1, col2)
fp.LightEmission = lightemis
fp.Size = size
fp.Texture = texture
fp.Transparency = transparency
fp.ZOffset = zoffset
fp.Acceleration = accel
fp.Drag = drag
fp.LockedToPart = ltp
fp.VelocityInheritance = velinher
fp.EmissionDirection = emisdir
fp.Enabled = enabled
fp.Lifetime = lifetime
fp.Rate = rate
fp.Rotation = rotation
fp.RotSpeed = rotspeed
fp.Speed = speed
fp.VelocitySpread = velspread
return fp
end
local Color1 = Torso.BrickColor
local fengui = it("GuiMain")
fengui.Parent = Player.PlayerGui
fengui.Name = "WeaponGUI"
local fenframe = it("Frame")
fenframe.Parent = fengui
fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe.BackgroundTransparency = 1
fenframe.BorderColor3 = Color3.new(17, 17, 17)
fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
local fenframe2 = it("Frame")
fenframe2.Parent = fengui
fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe2.BackgroundTransparency = 1
fenframe2.BorderColor3 = Color3.new(17, 17, 17)
fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
local fenframe3 = it("Frame")
fenframe3.Parent = fengui
fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe3.BackgroundTransparency = 1
fenframe3.BorderColor3 = Color3.new(17, 17, 17)
fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
local fenframe4 = it("Frame")
fenframe4.Parent = fengui
fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe4.BackgroundTransparency = 1
fenframe4.BorderColor3 = Color3.new(17, 17, 17)
fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
local pressedf = false
local fenframe5 = it("Frame")
fenframe5.Parent = fengui
fenframe5.Parent = nil
fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
fenframe5.BackgroundTransparency = 1
fenframe5.BorderColor3 = Color3.new(0, 0, 0)
fenframe5.Size = UDim2.new(1, 0, 1, 0)
fenframe5.Position = UDim2.new(0, 0, 0, 0)
fenframe5.ZIndex = 2
local tellbar = gui("TextLabel", fenframe5, "Press \'F\' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
tellbar.Font = "Arial"
tellbar.TextScaled = true
tellbar.TextTransparency = 1
tellbar.TextStrokeTransparency = 1
tellbar.ZIndex = 2
local fnumb = 0
local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove1.ZIndex = 2
local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove2.ZIndex = 2
local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove3.ZIndex = 2
local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove4.ZIndex = 2
local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local handles = Instance.new("Model")
handles.Parent = Character
handles.Name = "Handles"
local modelzorz = Instance.new("Model")
modelzorz.Parent = Character
modelzorz.Name = "Chaos Saber"
local model2 = Instance.new("Model")
model2.Parent = Character
model2.Name = "Chaos Buster"
local model3 = Instance.new("Model")
model3.Parent = Character
model3.Name = "Chaos Buster Rainbow"
handle = part(3, handles, 0, 1, BrickColor.new(NewCol), "Handle", vt())
local handle2 = part(3, handles, 0, 1, BrickColor.new(NewCol), "Handle2", vt())
local handle3 = part(3, handles, 0, 1, BrickColor.new(NewCol3), "Handle3", vt())
local handle3a = part(3, handles, 0, 1, BrickColor.new(NewCol3), "Handle3a", vt())
local handle4 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle4", vt())
local handle5 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle5", vt())
local handle6 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle6", vt())
local handle7 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle7", vt())
local handle8 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle8", vt())
local handle9 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle9", vt())
local handle10 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle10", vt())
hmsh3 = mesh("BlockMesh", handle3, "", "", vt(0, 0, 0), vt(25, 3, 1))
hmsh4 = mesh("BlockMesh", handle4, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
hmsh5 = mesh("BlockMesh", handle5, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
hmsh6 = mesh("BlockMesh", handle6, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
hmsh7 = mesh("BlockMesh", handle7, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
hmsh8 = mesh("BlockMesh", handle8, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
hmsh9 = mesh("BlockMesh", handle9, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
hmsh10 = mesh("BlockMesh", handle10, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
local handlewld = weld(handle, handle, Torso, euler(0, 3.14, -2.6) * cf(0, 0, -0.6))
local handlewld2 = weld(handle2, handle2, Torso, euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6))
local handlewld3 = weld(handle3, handle3, Torso, euler(1.57, 0, 0) * cf(-0.5, 0, 0) * euler(0, 0, -0.5) * cf(0, 0, -0.8))
local handlewld3a = weld(handle3a, handle3a, handle3, cf(0, 0, 0))
local handlewld4 = weld(handle4, handle4, handle3a, euler(0, 0, 0) * cf(0, 0, 0))
local handlewld5 = weld(handle5, handle5, handle3a, euler(0, 0, 0) * cf(0, 0, 0))
local handlewld6 = weld(handle6, handle6, handle5, cf(3.35, 0, -0.075))
local handlewld7 = weld(handle7, handle7, handle4, cf(3.35, 0, 0.075))
local handlewld8 = weld(handle8, handle8, handle6, cf(0.291, 0, 0))
local handlewld9 = weld(handle9, handle9, handle7, cf(0.291, 0, 0))
local handlewld10 = weld(handle10, handle10, handle3a, euler(0, mr(-90), 0) * cf(3.141, 0, 0))
local main1, mmsh1, mwld1 = AesthPart(modelzorz, handle, 0, 0, NewCol, "Main1", "Neon", "BlockMesh", "nil", "nil", 0.8, 7, 0.65, cf(0, 0, 0))
local main2, mmsh2, mwld2 = AesthPart(modelzorz, handle2, 0, 0, NewCol, "Main2", "Neon", "BlockMesh", "nil", "nil", 0.8, 7, 0.65, cf(0, 0, 0))
local core1, cmsh1, cwld1 = AesthPart(modelzorz, main1, 0, 0, NewCol2, "Core1", "Neon", "SpecialMesh", "Sphere", "nil", 1.25, 0.75, 1, euler(0, 0, 0) * cf(0, -0.8, 0))
local core2, cmsh2, cwld2 = AesthPart(modelzorz, main2, 0, 0, NewCol2, "Core2", "Neon", "SpecialMesh", "Sphere", "nil", 1.25, 0.75, 1, euler(0, 0, 0) * cf(0, -0.8, 0))
local upper1, umsh1, uwld1 = AesthPart(modelzorz, core1, 0, 0, NewCol, "Upper1", "Neon", "SpecialMesh", "Sphere", "nil", 1.75, 0.9, 0.55, euler(0, 0, 0) * cf(0, -0.05, 0))
local upper2, umsh2, uwld2 = AesthPart(modelzorz, core2, 0, 0, NewCol, "Upper1", "Neon", "SpecialMesh", "Sphere", "nil", 1.75, 0.9, 0.55, euler(0, 0, 0) * cf(0, -0.05, 0))
RainbowVals = function(parent, sval, bval)
d = it("NumberValue", parent)
d.Name = "Size"
d.Value = sval
b = it("NumberValue", parent)
b.Name = "Weld"
b.Value = bval
return d, b
end
rmain1, rmrmsh1, rmwld1 = AesthPart(model3, handle4, 1, 0, NewCol, "RainbowMain", "Neon", "BlockMesh", "nil", "nil", 0, 0, 0, euler(0, 0, 0) * cf(0, 0, 0))
rmain1a, rmrmsh1a, rmwld1a = AesthPart(model3, handle5, 1, 0, NewCol, "RainbowMaina", "Neon", "BlockMesh", "nil", "nil", 0, 0, 0, euler(0, 0, 0) * cf(0, 0, 0))
rainbow1, rmsh1, rwld1 = AesthPart(model3, rmain1, 0, 0, Neons[7].Color, "Rainbow1", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3, euler(0, mr(90), 0) * cf(-1.55, 0, 0.1))
rainbow1a, rmsh1a, rwld1a = AesthPart(model3, rmain1a, 0, 0, Neons[7].Color, "Rainbow1a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3, euler(0, mr(90), 0) * cf(-1.55, 0, -0.1))
rainbow2, rmsh2, rwld2 = AesthPart(model3, rmain1, 0, 0, Neons[6].Color, "Rainbow2", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.875, 0, 0.1))
rainbow2a, rmsh2a, rwld2a = AesthPart(model3, rmain1a, 0, 0, Neons[6].Color, "Rainbow2a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.875, 0, -0.1))
rainbow3, rmsh3, rwld3 = AesthPart(model3, rmain1, 0, 0, Neons[5].Color, "Rainbow3", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.125, 0, 0.1))
rainbow3a, rmsh3a, rwld3a = AesthPart(model3, rmain1a, 0, 0, Neons[5].Color, "Rainbow3a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.125, 0, -0.1))
rainbow4, rmsh4, rwld4 = AesthPart(model3, rmain1, 0, 0, Neons[4].Color, "Rainbow4", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 4, euler(0, mr(90), 0) * cf(0.65, 0, 0.1))
rainbow4a, rmsh4a, rwld4a = AesthPart(model3, rmain1a, 0, 0, Neons[4].Color, "Rainbow4a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 4, euler(0, mr(90), 0) * cf(0.65, 0, -0.1))
rainbow5, rmsh5, rwld5 = AesthPart(model3, rmain1, 0, 0, Neons[3].Color, "Rainbow5", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(1.425, 0, 0.1))
rainbow5a, rmsh5a, rwld5a = AesthPart(model3, rmain1a, 0, 0, Neons[3].Color, "Rainbow5a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(1.425, 0, -0.1))
rainbow6, rmsh6, rwld6 = AesthPart(model3, rmain1, 0, 0, Neons[2].Color, "Rainbow6", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(2.175, 0, 0.1))
rainbow6a, rmsh6a, rwld6a = AesthPart(model3, rmain1a, 0, 0, Neons[2].Color, "Rainbow6a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(2.175, 0, -0.1))
rainbow7, rmsh7, rwld7 = AesthPart(model3, rmain1, 0, 0, Neons[1].Color, "Rainbow7", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 2.99, euler(0, mr(90), 0) * cf(2.85, 0, 0.1))
rainbow7a, rmsh7a, rwld7a = AesthPart(model3, rmain1a, 0, 0, Neons[1].Color, "Rainbow7a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 2.99, euler(0, mr(90), 0) * cf(2.85, 0, -0.1))
local rw1 = 0.32
local rw2 = 0.395
local rw3 = 0.295
local rs1 = 3
local rs2 = 3.75
local rs3 = 4
local rs4 = 2.99
rmsh1.Scale = vt(2.5, 2.25, rs1 - rs1)
rmsh1a.Scale = vt(2.5, 2.25, rs1 - rs1)
rwld1.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1, 0, 0.1)
rwld1a.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1, 0, -0.1)
rmsh2.Scale = vt(2.5, 2.25, rs2 - rs2)
rmsh2a.Scale = vt(2.5, 2.25, rs2 - rs2)
rwld2.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2, 0, 0.1)
rwld2a.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2, 0, -0.1)
rmsh3.Scale = vt(2.5, 2.25, rs2 - rs2)
rmsh3a.Scale = vt(2.5, 2.25, rs2 - rs2)
rwld3.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2, 0, 0.1)
rwld3a.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2, 0, -0.1)
rmsh4.Scale = vt(2.5, 2.25, rs3 - rs3)
rmsh4a.Scale = vt(2.5, 2.25, rs3 - rs3)
rwld4.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2, 0, 0.1)
rwld4a.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2, 0, -0.1)
rmsh5.Scale = vt(2.5, 2.25, rs2 - rs2)
rmsh5a.Scale = vt(2.5, 2.25, rs2 - rs2)
rwld5.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2, 0, 0.1)
rwld5a.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2, 0, -0.1)
rmsh6.Scale = vt(2.5, 2.25, rs2 - rs2)
rmsh6a.Scale = vt(2.5, 2.25, rs2 - rs2)
rwld6.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2, 0, 0.1)
rwld6a.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2, 0, -0.1)
rmsh7.Scale = vt(2.5, 2.25, rs4 - rs4)
rmsh7a.Scale = vt(2.5, 2.25, rs4 - rs4)
rwld7.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3, 0, 0.1)
rwld7a.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3, 0, -0.1)
mwld1.C0 = cf(0, 2, 0)
mwld2.C0 = cf(0, 2, 0)
for i = -1, 1, 2 do
thprt = main1
thprt2 = core1
thprt3 = upper1
thprt4 = handle4
thprt5 = handle6
thprt6 = handle8
if i == 1 then
thprt = main2
thprt2 = core2
thprt3 = upper2
thprt4 = handle5
thprt5 = handle7
thprt6 = handle9
end
prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part01", "Neon", "BlockMesh", "nil", "nil", 0.8, 7, 0.65, cf(0, 0, 0))
prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part02", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 1.05, 0.5, euler(mr(90), mr(-90), 0) * cf(-0.025, 0.75, 0))
prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part03", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 1.2, 0.25, euler(mr(-90), mr(-90), 0) * cf(-0.2, 0.675, 0))
prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part04", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 0.95, 0.5, euler(mr(90), mr(90), 0) * cf(-0.225, 0.75, 0))
for d = -1, 1, 2 do
prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part05", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 2, 0.25, euler(mr(180.04), mr(90) * d, 0) * cf(0.075 * d, -0.5, 0))
prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part06", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 1, 0.25, euler(mr(73), mr(-90) * d, 0) * cf(0.149 * d, -0.688, 0))
end
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol2, "Part07", "Neon", "SpecialMesh", "Sphere", "nil", 2, 1, 0.65, euler(0, 0, 0) * cf(0, -0.025, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part08", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.5, 0.75, euler(0, 0, 0) * cf(0, 0.025, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part09", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.25, 0.75, euler(0, 0, 0) * cf(0, -0.05, 0))
for d = -1, 1, 2 do
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part10", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1, euler(0, mr(90) * d, 0) * cf(-0.15 * d, -0.05, 0))
end
for d = -1, 1, 2 do
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part11", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.75, euler(mr(180), mr(90) * d, 0) * cf(0.125 * d, 0.05, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part12", "Neon", "BlockMesh", "nil", "nil", 0.75, 0.25, 0.75, euler(mr(0), mr(90) * d, 0) * cf(0.125 * d, 0, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part13", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.5, euler(mr(180), mr(90) * d, 0) * cf(0.25 * d, 0, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part14", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.25, 0.75, euler(mr(0), mr(0) * d, 0) * cf(0.25 * d, -0.05, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part15", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.5, 0.5, euler(mr(180), mr(90) * d, 0) * cf(0.35 * d, -0.075, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part16", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.75, 0.25, euler(mr(180), mr(90) * d, 0) * cf(0.425 * d, -0.2, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part17", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.75, 0.25, euler(mr(0), mr(-90) * d, 0) * cf(0.425 * d, -0.35, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part18", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.5, 0.75, euler(mr(0), mr(0) * d, 0) * cf(0.35 * d, -0.175, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part19", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.5, 0.25, euler(mr(0), mr(-90) * d, 0) * cf(0.375 * d, -0.475, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part20", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.375, 0.5, euler(mr(180), mr(-90) * d, 0) * cf(0.3 * d, -0.462, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part21", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.125, 0.5, euler(mr(0), mr(90) * d, 0) * cf(0.3 * d, -0.512, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part22", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1.5, euler(mr(90), mr(90) * d, 0) * cf(0.375 * d, -0.275, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part23", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 1, 0.5, euler(mr(0), mr(90) * d, 0) * cf(0.35 * d, -0.325, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part24", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.75, 0.5, euler(mr(0), mr(90) * d, 0) * cf(0.25 * d, -0.15, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part25", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1, euler(mr(0), mr(90) * d, 0) * cf(0.1 * d, -0.05, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part26", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1, euler(mr(65), mr(-90) * d, 0) * cf(0.294 * d, 0.035, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part27", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.5, euler(mr(115), mr(90) * d, 0) * cf(0.217 * d, -0.012, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part28", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1.25, euler(mr(155), mr(90) * d, 0) * cf(0.431 * d, -0.205, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part29", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1.25, euler(mr(25), mr(-90) * d, 0) * cf(0.498 * d, -0.229, 0))
prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part30", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.75, euler(mr(195), mr(90) * d, 0) * cf(0.434 * d, -0.387, 0))
end
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part31", "Neon", "SpecialMesh", "Torso", "nil", 1, 3, 0.35, euler(mr(180), 0, 0) * cf(0, -0.35, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part32", "Neon", "BlockMesh", "nil", "nil", 2, 7, 0.35, euler(0, 0, 0) * cf(0.1, -1.35, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part33", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(180), mr(90), 0) * cf(0.15, -0.625, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part34", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(0), mr(90), 0) * cf(0.05, -2.075, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part35", "Neon", "BlockMesh", "nil", "nil", 1, 2, 0.35, euler(0, 0, 0) * cf(0.2, -2.25, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part36", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 2, euler(mr(-90), mr(90), 0) * cf(0.275, -2.65, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part37", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(-90), mr(90), 0) * cf(0.225, -3, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part38", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1.5, euler(mr(-90), mr(90), 0) * cf(0.15, -3.3, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part39", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1, euler(mr(-90), mr(90), 0) * cf(0.05, -3.55, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part40", "Neon", "BlockMesh", "nil", "nil", 0.25, 2, 0.35, euler(0, 0, 0) * cf(0.225, -2.65, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part41", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 0.35, euler(0, 0, 0) * cf(0.175, -3, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part42", "Neon", "BlockMesh", "nil", "nil", 0.25, 0.75, 0.35, euler(0, 0, 0) * cf(0.075, -3.375, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part43", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1, euler(mr(-90), mr(-90), 0) * cf(0.15, -2.55, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part44", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 2, euler(mr(90), mr(90), 0) * cf(0.175, -2.65, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part45", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(90), mr(90), 0) * cf(0.125, -3, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part46", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 0.75, euler(mr(90), mr(90), 0) * cf(0.075, -3.225, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part47", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 0.75, euler(mr(90), mr(90), 0) * cf(0.025, -3.375, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part48", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1, euler(mr(-90), mr(-90), 0) * cf(-0.025, -3.475, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part49", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1, euler(mr(-90), mr(-90), 0) * cf(-0.1, -3.275, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part50", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(-90), mr(-90), 0) * cf(-0.15, -3.025, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part51", "Neon", "BlockMesh", "nil", "nil", 0.25, 1, 0.35, euler(0, mr(0), 0) * cf(-0.15, -2.775, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part52", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 0.75, euler(mr(90), mr(90), 0) * cf(-0.125, -2.6, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part53", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 1.25, 1, euler(mr(90), mr(90), 0) * cf(0.05, -2.425, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part54", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.5, 0.35, euler(0, mr(0), 0) * cf(-0.025, -2.575, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part55", "Neon", "BlockMesh", "nil", "nil", 0.25, 0.75, 0.35, euler(0, mr(0), 0) * cf(-0.1, -3.1, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part56", "Neon", "BlockMesh", "nil", "nil", 0.25, 0.75, 0.35, euler(0, mr(0), 0) * cf(-0.05, -3.3, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part57", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 1.25, 0.5, euler(mr(-90), mr(90), 0) * cf(0.15, -2.575, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part58", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 0.25, euler(mr(-90), mr(90), 0) * cf(-0.025, -2.65, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part59", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 2, euler(mr(-90), mr(90), 0) * cf(-0.075, -2.85, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part60", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 2, euler(mr(90), mr(-90), 0) * cf(-0.1, -2.825, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part61", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1, euler(mr(90), mr(-90), 0) * cf(-0.05, -3.125, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part62", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 0.75, euler(mr(90), mr(-90), 0) * cf(0, -3.3, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part63", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.75, 0.25, euler(0, mr(0), mr(90)) * cf(0.05, -2.75, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part64", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.75, 0.25, euler(0, mr(0), mr(90)) * cf(0.05, -2.925, 0))
prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part65", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 0.25, euler(0, mr(0), mr(90)) * cf(0.05, -3.1, 0))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part01", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(2.55, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part02", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(1.8, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part03", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(1.05, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part04", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(0.25, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part05", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(-0.5, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part06", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(-1.25, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part07", "Neon", "BlockMesh", "nil", "nil", 25, 3, 1, euler(0, 0, 0) * cf(0.65, 0, -0.45 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part08", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.5, 5, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(2.65, 0, -0.6 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part09", "Neon", "BlockMesh", "nil", "nil", 15, 3, 0.5, euler(0, 0, 0) * cf(0.65, 0, -0.6 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part10", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.5, 5, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-1.35, 0, -0.6 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part11", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(1.65, 0, -0.675 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part12", "Neon", "BlockMesh", "nil", "nil", 5, 3, 0.25, euler(0, 0, 0) * cf(0.65, 0, -0.675 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part13", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-0.35, 0, -0.675 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part14", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(1.65, 0, -0.325 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part15", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.75, 5, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(2.65, 0, -0.225 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part16", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1.5, 2.5, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(2.9, 0, -0.15 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part17", "Neon", "BlockMesh", "nil", "nil", 5, 3, 0.25, euler(0, 0, 0) * cf(2.65, 0, -0.325 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part18", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.75, 5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.35, 0, -0.225 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part19", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-0.35, 0, -0.325 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part20", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1.5, 2.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.6, 0, -0.15 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part21", "Neon", "BlockMesh", "nil", "nil", 5, 3, 0.25, euler(0, 0, 0) * cf(-1.35, 0, -0.325 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part22", "Neon", "BlockMesh", "nil", "nil", 3, 1.05, 1.05, euler(mr(45), 0, mr(90)) * cf(3.15, 0, -0.15 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part23", "Neon", "CylinderMesh", "nil", "nil", 1.5, 3, 1.5, euler(0, 0, 0) * cf(3.05, 0, -0.5 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part24", "Neon", "BlockMesh", "nil", "nil", 1.25, 3, 1.25, euler(0, 0, 0) * cf(3.175, 0, -0.525 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part25", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1.25, 1.25, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(3.425, 0, -0.525 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part26", "Neon", "CylinderMesh", "nil", "nil", 5.5, 3, 0.5, euler(mr(90), 0, 0) * cf(2.925, 0, -0.8 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part27", "Neon", "CylinderMesh", "nil", "nil", 5.5, 0.5, 0.5, euler(mr(90), 0, 0) * euler(0, mr(-45) * i, 0) * cf(2.89, 0, -1.135 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part28", "Neon", "CylinderMesh", "nil", "nil", 5.5, 1.5, 0.5, euler(mr(90), 0, 0) * euler(0, mr(-90), 0) * cf(2.725, 0, -1.15 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part29", "Neon", "BlockMesh", "nil", "nil", 3, 1.75, 1, euler(mr(90), 0, mr(90)) * cf(-1.95, 0, -0.175 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part30", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1, 1, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-1.95, 0, -0.45 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part31", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.375, 0, -0.7 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part32", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 1.5, euler(0, mr(90), 0) * cf(-1.55, 0, -0.7 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part33", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 2.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(-90) * i, 0) * cf(-1.65, 0, -0.7 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part34", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 1.5, euler(0, mr(90), 0) * cf(-1.55, 0, -0.825 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part35", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.375, 0, -0.825 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part36", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 1.5, euler(0, mr(90), 0) * cf(-1.65, 0, -0.95 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part37", "Neon", "SpecialMesh", "Torso", "nil", 2.5, 1, 1.5, euler(mr(90), mr(90), 0) * cf(-1.8, 0, -0.725 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part38", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.475, 0, -0.95 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part39", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.6, 0, -1.2 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part40", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 1.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(-90) * i, 0) * cf(-1.75, 0, -1.1 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part41", "Neon", "SpecialMesh", "Torso", "nil", 2.5, 1, 1.5, euler(mr(90), mr(90), 0) * cf(-1.9, 0, -1.05 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part42", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 1, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * euler(0, mr(-150) * i, 0) * cf(-2.034, 0, -1.221 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part43", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(-1.775, 0, -1.275 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part44", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.75, 1.5, euler(mr(90), mr(90), 0) * cf(-1.725, 0, -1.2 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part45", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 3, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * euler(0, mr(55) * i, 0) * cf(-2.387, 0, -0.631 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part46", "Neon", "BlockMesh", "nil", "nil", 1.5, 0.5, 2.5, euler(mr(90), 0, mr(90)) * cf(-2, 0, -0.4 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part47", "Neon", "BlockMesh", "nil", "nil", 3, 0.75, 1.25, euler(mr(90), 0, mr(90)) * cf(-2.175, 0, -0.225 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part48", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.75, 0.75, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-2.375, 0, -0.225 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part49", "Neon", "BlockMesh", "nil", "nil", 3, 0.5, 2.5, euler(mr(90), 0, mr(90)) * cf(-2.3, 0, -0.05 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part50", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.5, 0.5, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-2.6, 0, -0.05 * i))
prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part51", "Neon", "BlockMesh", "nil", "nil", 3, 0.25, 0.5, euler(0, 0, mr(90)) * cf(-2.125, 0, -0.15 * i))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part52", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.75, 0.75, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(0, 0, 0))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part53", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.25, 0.25, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(-45) * i, 0) * cf(0.212, 0, 0.212 * i))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part54", "Neon", "BlockMesh", "nil", "nil", 1, 0.255, 0.5, euler(0, 0, mr(90)) * euler(0, mr(-45) * i, 0) * cf(0.088, 0, 0.053 * i))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part55", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.2, 0.2, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(45) * i, 0) * cf(0.141, 0, -0.038 * i))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part56", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * euler(0, mr(45) * i, 0) * cf(0.141, 0, 0))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part57", "Neon", "CylinderMesh", "nil", "nil", 0.7, 1, 0.7, euler(0, 0, 0) * cf(0, 0, 0))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part58", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(45) * i, 0) * cf(-0.029, 0, 0.026 * i))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part59", "Neon", "BlockMesh", "nil", "nil", 1, 1, 0.25, euler(0, mr(45) * i, 0) * cf(0.124, 0, 0.124 * i))
prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part60", "Neon", "BlockMesh", "nil", "nil", 1, 0.75, 0.2, euler(0, 0, mr(90)) * cf(0.216, 0, -0.05 * i))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part61", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(0, 0, 0.1 * i))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part62", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.4, 0.4, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(0.15, 0, 0))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part63", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.4, 0.4, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(0.325, 0, 0))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part64", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.225, 1.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(0.475, 0, -0.038 * i))
prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part65", "Neon", "BlockMesh", "nil", "nil", 0.5, 1.5, 0.1, euler(0, 0, mr(90)) * cf(0.175, 0, -0.05 * i))
end
for _,c in pairs(modelzorz:children()) do
table.insert(Weapon, c)
table.insert(Saber, c)
end
for _,c in pairs(model2:children()) do
table.insert(Weapon, c)
table.insert(Buster, c)
end
for _,c in pairs(model3:children()) do
c.Transparency = 1
end
rmwld1.C0 = cf(0, 0, 0)
rmwld1a.C0 = cf(0, 0, 0)
for _,c in pairs(handle:children()) do
if c.className == "Motor" then
table.insert(Welds, c)
end
end
local hitbox = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt())
hitbox.Anchored = true
local hitboxCF = cf(0, 0, 0)
sizeseq = ns({nsk(0, 0.3), nsk(0.25, 1), nsk(0.6, 0.2), nsk(1, 0)})
transseq = ns({nsk(0, 0), nsk(0.8, 0.5), nsk(1, 1)})
local starsparti = particle(Torso, Color3.new(1, 0, 0), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.5, sizeseq, "http://www.roblox.com/asset/?id=146120327", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", false, nr(1, 1), 40, nr(-360, 360), nr(-200, 200), nr(8), 180)
starsparti.Parent = Torso
sizeseq = ns({nsk(0, 1), nsk(0.7, 6), nsk(1, 7)})
transseq = ns({nsk(0, 0), nsk(1, 1)})
local lparti1 = particle(Torso, Color3.new(1, 0, 0), Color3.new(0.3921568627451, 0.3921568627451, 1), 1, sizeseq, "http://www.roblox.com/asset/?id=243098098", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", false, nr(0.2, 0.2), 500, nr(-360, 360), nr(0, 0), nr(0), 0)
lparti1.Parent = Torso
sizeseq = ns({nsk(0, 0.5), nsk(1, 0.5)})
transseq = ns({nsk(0, 0), nsk(1, 1)})
local sparti = particle(Torso, Color3.new(1, 0, 0), Color3.new(0.3921568627451, 0.3921568627451, 1), 1, sizeseq, "http://www.roblox.com/asset/?id=82057200", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", false, nr(1, 1), 50, nr(-360, 360), nr(400, 500), nr(5), 180)
sparti.Parent = Torso
local effects = it("Model", modelzorz)
effects.Name = "Effects"
hboxpos = Instance.new("BodyPosition", nil)
hboxpos.P = 2000
hboxpos.D = 100
hboxpos.maxForce = Vector3.new(545000, 545000, 545000)
Tool = Instance.new("HopperBin")
Tool.Parent = Backpack
Tool.Name = "Dreamer"
Bin = Tool
local bodvel = Instance.new("BodyVelocity")
local bg = Instance.new("BodyGyro")
so = function(id, par, vol, pit)
local sou = Instance.new("Sound", par or workspace)
sou.Volume = vol
sou.Pitch = pit or 1
sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
coroutine.resume(coroutine.create(function(Sound)
swait()
Sound:play()
end
), sou)
game:GetService("Debris"):AddItem(sou, 6)
end
function clerp(a,b,t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w*xs, w*ys, w*zs
local xx = x*xs
local xy = x*ys
local xz = x*zs
local yy = y*ys
local yz = y*zs
local zz = z*zs
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
hideanim = function()
equipped = false
if Mode == "Sabers" then
UnSword()
end
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.3)
end
mdec2.Parent = nil
mdec.Parent = Decrease
Humanoid.JumpPower = 50
end
mdec.Parent = Decrease
equipanim = function()
equipped = true
floating = false
Humanoid.JumpPower = 60
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
so("341336144", LeftArm, 1, 1)
so("341336144", RightArm, 1, 1)
rara = 4
local col = 1
local colnum = 0
for i = 0, 1, 0.1 do
swait()
colnum = colnum + 1
if #Neons - 1 < col and (colnum) % 2 == 0 then
col = 1
end
if (colnum) % 2 == 0 then
col = col + 1
end
MagicBlock2(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
MagicBlock2(Neons[col], RightArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
rara = rara + 1
if rara % 6 == 0 then
hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
if hitfloor2 ~= nil then
MagicWave(BrickColor.new("Institutional white"), cf(posfloor2), 1, 2, 1, 1, -0.1, 1, 0.1)
end
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.3, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1) * euler(-0.05, 0, 0), 0.1)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.4) * euler(0, -1.57, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.4) * euler(0, 1.57, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.05, 0, -0.05), 0.3)
end
for i = 0, 1, 0.1 do
swait()
colnum = colnum + 1
if #Neons - 1 < col and (colnum) % 2 == 0 then
col = 1
end
if (colnum) % 2 == 0 then
col = col + 1
end
MagicBlock2(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
MagicBlock2(Neons[col], RightArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
rara = rara + 1
if rara % 6 == 0 then
hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
if hitfloor2 ~= nil then
MagicWave(BrickColor.new("Institutional white"), cf(posfloor2), 1, 2, 1, 1, -0.1, 1, 0.1)
end
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.4, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.2) * euler(-0.05, 0, 0), 0.1)
RW.C0 = clerp(RW.C0, cf(1.2, 0.7, -0.4) * euler(2.9, 0, 0) * euler(0, 0, -0.5) * euler(0, 1.5, 0), 0.25)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.7, -0.4) * euler(2.9, 0, 0) * euler(0, 0, 0.5) * euler(0, -1.5, 0), 0.25)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.05, 0, -0.05), 0.3)
end
mdec.Parent = nil
mdec2.Parent = Decrease
hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
if hitfloor2 ~= nil then
MagicWave(BrickColor.new("Institutional white"), cf(posfloor2), 4, 2, 4, 0.7, -0.08, 0.7, 0.05)
end
MagicCircle(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 10, 10, 10, 4, 4, 4, 0.1, 1)
MagicCircle(Neons[col], RightArm.CFrame * cf(0, -1, 0), 10, 10, 10, 4, 4, 4, 0.1, 1)
so("341336138", LeftArm, 1, 1)
so("341336138", RightArm, 1, 1)
so("341336243", LeftArm, 1, 1)
so("341336243", RightArm, 1, 1)
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.4) * euler(-0.05, 0, 0), 0.2)
if i < 0.3 then
RW.C0 = clerp(RW.C0, cf(1, 0.5, 0.3) * euler(-0.2, 0, 1) * euler(0, -1.5, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, 0.3) * euler(-0.2, 0, -1) * euler(0, 1.5, 0), 0.4)
else
RW.C0 = clerp(RW.C0, cf(1, 0.5, 0.3) * euler(0.4, 0, 0.4) * euler(0, -1.5, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, 0.3) * euler(0.4, 0, -0.4) * euler(0, 1.5, 0), 0.2)
end
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.9, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.05), 0.4)
end
dec.Parent = nil
floating = true
end
StaggerAnim = function()
attack = true
removeControl()
local dosaber = false
if Mode == "Sabers" then
dosaber = true
end
Mode = "Stagger"
for i = 1, math.random(2, 4) do
ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
end
for i = 0, 1, 0.35 do
swait()
if dosaber == true then
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
do
do
Torso.Velocity = RootPart.CFrame.lookVector * -40
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
end
end
end
if dosaber == true then
for d = 1, #Saber do
Saber[d].Transparency = 1
end
handlewld.Part1 = Torso
handlewld2.Part1 = Torso
handlewld.C0 = euler(0, 3.14, -2.6) * cf(0, 0, -0.6)
handlewld2.C0 = euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6)
mwld1.C0 = cf(0, 2, 0)
mwld2.C0 = cf(0, 2, 0)
floating = true
end
for i = 1, 0, -0.2 do
swait()
if dosaber == true then
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
do
do
Torso.Velocity = RootPart.CFrame.lookVector * -40
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4)
end
end
end
for d = 1, #Saber do
Saber[d].Transparency = 0
end
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.3, 0, 0.4) * euler(0, -0.4, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2) * euler(0, 0.4, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
end
for i = 1, 40 do
swait()
if StunT.Value <= Stun.Value then
break
end
end
do
Mode = "Normal"
resumeControl()
combo = 0
attack = false
end
end
StaggerHitt = function()
attack = true
for i = 1, math.random(2, 4) do
ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
end
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.7) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9) * euler(0, -0.7, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
end
attack = false
end
StunAnim = function()
attack = true
removeControl()
Stunned.Value = true
showDamage(Character, "Stunned", "Interrupt")
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
end
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
end
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
end
local gairost = Instance.new("BodyGyro")
gairost.Parent = RootPart
gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
gairost.P = 20000
gairost.cframe = cf(0, 0, 0)
for i = 0, 1, 0.1 do
swait()
if hitfloor ~= nil then
Torso.Velocity = vt(0, 0, 0)
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
end
for i = 1, 70 do
swait()
gairost.cframe = RootPart.CFrame
if hitfloor ~= nil then
Torso.Velocity = vt(0, 0, 0)
end
end
for i = 0, 1, 0.2 do
swait()
Stun.Value = 0
gairost.cframe = RootPart.CFrame
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
end
resumeControl()
gairost.Parent = nil
dec.Parent = nil
Stun.Value = 0
combo = 0
Stunned.Value = false
attack = false
for i = 1, 10 do
swait()
Stun.Value = 0
end
end
UnSword = function()
combo = 0
for i = 0, 1, 0.1 do
swait()
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.1, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, -0.4) * euler(0.2, 0, 0), 0.5)
RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.1) * euler(1.4, 0, 0.7) * euler(0, 1.3, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.8, 0, -0.8) * euler(0, -1.5, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -0.7, -0.3) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-1.1, -0.7, -0.2) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(-0.05, 0, -0.15), 0.5)
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
for d = 1, #Saber do
Saber[d].Transparency = 1
end
handlewld.Part1 = Torso
handlewld2.Part1 = Torso
handlewld.C0 = euler(0, 3.14, -2.6) * cf(0, 0, -0.6)
handlewld2.C0 = euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6)
mwld1.C0 = cf(0, 2, 0)
mwld2.C0 = cf(0, 2, 0)
floating = true
Mode = "Normal"
for i = 1, 0, -0.2 do
swait()
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
for d = 1, #Saber do
Saber[d].Transparency = 0
end
end
attackone = function()
floating = false
Mode = "Sabers"
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 0.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 1.2) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -1.6) * euler(0, 2, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
for d = 1, #Saber do
Saber[d].Transparency = 1
end
handlewld.Part1 = LeftArm
handlewld2.Part1 = RightArm
handlewld.C0 = euler(0, 0, -1.57) * euler(0, 1.57, 0) * cf(0, 1, 0)
handlewld2.C0 = euler(0, 0, -1.57) * euler(0, 1.57, 0) * cf(0, 1, 0)
mwld1.C0 = cf(0, 0, 0)
mwld2.C0 = cf(0, 0, 0)
so("341336274", main1, 0.6, 1.2)
so("341336274", main2, 0.6, 1.2)
for i = 1, 0, -0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 0.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 1.2) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -1.6) * euler(0, 2, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
for d = 1, #Saber do
Saber[d].Transparency = 0
end
hitbox.Parent = modelzorz
hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
teh = math.random(-30, 30) / 100
so("341336307", main1, 0.6, 1.4 + teh)
so("341336485", main1, 0.6, 1 + teh)
for i = 0, 1, 0.12 do
swait()
hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 3, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0.2, 0) * euler(0, 0, -1), 0.4)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0.5), 0.4)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.2, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, -0.8), 0.4)
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(2.5, 0, 0.6) * euler(0, -1, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(0.4, 0, -1.6) * euler(0, 2.5, 0) * euler(-2.5, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.1, 0, -0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.1) * euler(0, -1.57, 0) * euler(0, 0.8, 0) * euler(-0.1, 0, 0.05), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
teh = math.random(-30, 30) / 100
so("341336307", main2, 0.6, 1.4 + teh)
so("341336485", main2, 0.6, 1 + teh)
for i = 0, 1, 0.12 do
swait()
hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 3, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0.3, 0) * euler(0, 0, -0.5), 0.4)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 0.6), 0.4)
RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(2.5, 0, 0.6) * euler(0, 0.2, 0) * euler(-2, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.6) * euler(0, 0.4, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
hitbox.Parent = nil
end
end
attacktwo = function()
for i = 0, 1, 0.15 do
swait()
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -0.6) * euler(0.1, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0.6) * euler(0.2, 0, 0), 0.4)
RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.1) * euler(0.6, 0, 0.7) * euler(0, 1, 0) * euler(0.4, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.8) * euler(0, 2, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.9, -0.7, 0.2) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, 0.15), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
hitbox.Parent = modelzorz
hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
teh = math.random(-30, 30) / 100
so("341336307", main1, 0.6, 1.4 + teh)
so("341336485", main1, 0.6, 1 + teh)
for i = 0, 1, 0.12 do
swait()
hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0.3, 0) * euler(0, 0, -0.4), 0.4)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.1, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, -0.8) * euler(0.2, 0, 0), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, -1, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1, 0, -0.8) * euler(0, 2.5, 0) * euler(-2, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.4) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.3), 0.4)
LH.C0 = clerp(LH.C0, cf(-1.1, -0.7, 0.2) * euler(0, -1.57, 0) * euler(0, 0.8, 0) * euler(0.1, 0, -0.15), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
teh = math.random(-30, 30) / 100
so("341336307", main2, 0.6, 1.4 + teh)
so("341336485", main2, 0.6, 1 + teh)
for i = 0, 1, 0.12 do
swait()
hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0.3, 0) * euler(0, 0, -0.4), 0.4)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.1, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 1) * euler(0, 0, 0), 0.4)
RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, 1.57) * euler(0, -1.5, 0) * euler(-2, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -0.8) * euler(0, -0.2, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.8, -0.7, 0.3) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(0, 0, 0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -0.7, -0.4) * euler(0, -1.57, 0) * euler(0, -0.6, 0) * euler(-0.2, 0, 0.3), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
hitbox.Parent = nil
end
end
end
attackthree = function()
for i = 0, 1, 0.15 do
swait()
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0.1, 0) * euler(0, 0, 0.4), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0.5, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0.8) * euler(0, 0, 0.1) * euler(-0.2, 0, 0), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, -0.1, 0) * euler(2.8, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -0.7) * euler(0, 0.5, 0) * euler(0, 0, 0.6), 0.5)
RH.C0 = clerp(RH.C0, cf(1.1, -0.7, -0.2) * euler(0, 1.57, 0) * euler(0, -0.1, 0) * euler(-0.05, 0, 0.15), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.7, -0.1) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.1), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
hitbox.Parent = modelzorz
hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
teh = math.random(-30, 30) / 100
so("341336307", main2, 0.6, 1.4 + teh)
so("341336485", main2, 0.6, 1 + teh)
for i = 0, 1, 0.12 do
swait()
hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0.2, 0) * euler(0, 0, -0.4), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0.2, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.5, -0.8) * euler(0, 0, 0.1) * euler(0.2, 0, 0), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, -0.1, 0) * euler(0.3, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(0, 1.7, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(1.1, -0.2, -0.2) * euler(0, 1.57, 0) * euler(0, -0.1, 0) * euler(-0.05, 0, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.5, -0.6) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
teh = math.random(-30, 30) / 100
so("341336307", main1, 0.6, 1.4 + teh)
so("341336485", main1, 0.6, 1 + teh)
for i = 0, 1, 0.12 do
swait()
hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0.1, 0) * euler(0, 0, -0.4), 0.5)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0.2, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.5, -0.8) * euler(0, 0, -0.4) * euler(0.2, 0, 0), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, -0.1, 0) * euler(-0.3, 0, 0.6), 0.5)
LW.C0 = clerp(LW.C0, cf(-0.6, 0.5, -0.5) * euler(1.57, 0, -1.57) * euler(0, 1.7, 0) * euler(-2.8, 0, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(1.1, -0.2, -0.2) * euler(0, 1.57, 0) * euler(0, 0.4, 0) * euler(-0.05, 0, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.5, -0.6) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(-0.2, 0, 0.4), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
hitbox.Parent = nil
end
end
end
attackfour = function()
so("341336200", main1, 0.6, 1)
so("341336200", main2, 0.6, 1)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 0, 0), 0.3)
local tehn = math.random(1, 7)
local rara = 0
for i = 0, 1, 0.05 do
swait()
rara = rara + 1
if (rara) % 2 == 0 then
if tehn > 6 then
tehn = 1
else
tehn = tehn + 1
end
end
da1 = math.random(150, 250) / 100
da2 = math.random(700, 900) / 100
MagicCircle(Neons[tehn], main1.CFrame * cf(0, 3, 0), 5, 10, 5, da1, da2, da1, 0.2)
MagicCircle(Neons[tehn], main2.CFrame * cf(0, 3, 0), 5, 10, 5, da1, da2, da1, 0.2)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, -1.5, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 1.5, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1.05, -0.95, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1.05, -0.95, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, 0.1), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
hitbox.Parent = modelzorz
hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
so("341336307", main1, 1, 1.2)
so("341336307", main2, 1, 1.2)
for i = 0, 1, 0.2 do
swait()
hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 2, 8, 10, math.random(6, 8), "Normal", RootPart, 0.2, 2, (math.random(4, 6)), nil, true)
hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
MagniDamage(hitbox, 2, 8, 10, math.random(6, 8), "Normal", RootPart, 0.2, 2, (math.random(4, 6)), nil, true)
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.8)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.8)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.8)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.8)
RW.C0 = clerp(RW.C0, cf(0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, -1.5, 0) * euler(-2.2, 0, 0), 0.8)
LW.C0 = clerp(LW.C0, cf(-0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 1.5, 0) * euler(-2.2, 0, 0), 0.8)
RH.C0 = clerp(RH.C0, cf(1.05, -0.95, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.1), 0.8)
LH.C0 = clerp(LH.C0, cf(-1.05, -0.95, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, 0.1), 0.8)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
for i = 1, 3 do
Star(main2, 50)
Star(main1, 50)
end
hitbox.Parent = nil
local ref1 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref1.Anchored = true
ref1.CFrame = cf(main1.Position)
game:GetService("Debris"):AddItem(ref1, 1)
so("341336243", ref1, 1, 1)
local ref2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref2.Anchored = true
ref2.CFrame = cf(main2.Position)
game:GetService("Debris"):AddItem(ref2, 1)
so("341336243", ref1, 1, 1)
for i = 0, 1, 0.2 do
swait()
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.5)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.5)
RW.C0 = clerp(RW.C0, cf(0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, -1.5, 0) * euler(-2.2, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 1.5, 0) * euler(-2.2, 0, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(1.05, -0.95, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-1.05, -0.95, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, 0.1), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
for i = 0, 1, 0.3 do
swait()
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
for d = 1, #Saber do
Saber[d].Transparency = 1
end
handlewld.Part1 = Torso
handlewld2.Part1 = Torso
handlewld.C0 = euler(0, 3.14, -2.6) * cf(0, 0, -0.6)
handlewld2.C0 = euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6)
mwld1.C0 = cf(0, 2, 0)
mwld2.C0 = cf(0, 2, 0)
floating = true
Mode = "Normal"
for i = 1, 0, -0.2 do
swait()
for d = 1, #Saber do
Saber[d].Transparency = i
end
end
for d = 1, #Saber do
Saber[d].Transparency = 0
end
end
end
end
PowerRising = function()
attack = true
if Mode == "Sabers" then
UnSword()
end
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
manainc = 12
local col = 1
local colnum = 0
local dopart = 0
cooldownsadd[1] = 0.18
cooldownsadd[2] = 0.16
cooldownsadd[3] = 0.14
prising = true
local prref = part(3, nil, 0, 1, BrickColor.new("Black"), "Reference", vt())
prref.Anchored = true
while prising == true do
swait()
dopart = dopart + 1
if (dopart) % 4 == 0 then
colnum = colnum + 1
if (colnum) % 2 == 0 then
col = math.random(1, 7)
end
MagicBlock2(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 4, 4, 4, 0.6, 0.6, 0.6, 0.05, 1)
MagicBlock2(Neons[col], RightArm.CFrame * cf(0, -1, 0), 4, 4, 4, 0.6, 0.6, 0.6, 0.05, 1)
prref.CFrame = cf(RootPart.Position) * cf(math.random(-500, 500) / 100, 0, math.random(-500, 500) / 100)
local phitfloor, pposfloor = rayCast(prref.Position, CFrame.new(prref.Position, prref.Position - Vector3.new(0, 1, 0)).lookVector, 50, Character)
if phitfloor ~= nil then
MagicCircle(Neons[col], cf(pposfloor), 1, 1, 1, 1, 5, 1, 0.1)
end
end
do
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.3, 0, 0), 0.1)
RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(1, 0, 1.3) * euler(0, -1.57, 0), 0.1)
LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(1, 0, -1.3) * euler(0, 1.57, 0), 0.1)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.1)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.1)
if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
break
end
end
end
cooldownsadd[1] = 0.16
cooldownsadd[2] = 0.14
cooldownsadd[3] = 0.12
manainc = 16
dec.Parent = nil
attack = false
end
Star = function(mainpart, rand)
local stref = part(3, effects, 0, 0, BrickColor.new("Black"), "Reference", vt())
stref.Anchored = true
stref.Material = "Neon"
stref.CFrame = cf(mainpart.Position)
local strmsh = mesh("SpecialMesh", stref, "FileMesh", "45428961", vt(0, 0, 0), vt(3, 3, 3))
hitbox.CFrame = mainpart.CFrame * cf(math.random(-100, 100) / 100, 2 + math.random(-200, 200) / 100, math.random(-100, 100) / 100)
table.insert(Effects, {RootPart.CFrame.lookVector + vt(math.random(-rand, rand) / 100, math.random(-rand, rand) / 100, math.random(-rand, rand) / 100), "Shoot", 80, hitbox.Position, 7, 9, 0, math.random(1, 7), stref, euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0})
end
do1 = function()
if attack == true then
return
end
attack = true
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldowns[1] >= 50 then
if Mode == "Sabers" then
UnSword()
end
cbuster = true
Humanoid.AutoRotate = false
for i = 0, 1, 0.1 do
swait()
LeftArm.Transparency = i
for d = 1, #Buster do
Buster[d].Transparency = i
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.4) * euler(0, -1.5, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, 0.5) * euler(1.3, 0, -1) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
local rara1 = Instance.new("NumberValue", Decrease)
rara1.Name = "DecreaseMvmt"
rara1.Value = 0.4
local rara2 = Instance.new("NumberValue", Decrease)
rara2.Name = "DecreaseDef"
rara2.Value = -0.1
handlewld3.Part1 = LeftArm
handlewld3.C0 = euler(0, 0, mr(-90)) * euler(0, mr(40), 0) * cf(0, 0, 0)
LeftArm.Transparency = 1
for d = 1, #Buster do
Buster[d].Transparency = 1
end
for i = 1, 0, -0.2 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.5)
for d = 1, #Buster do
Buster[d].Transparency = i
end
end
for d = 1, #Buster do
Buster[d].Transparency = 0
end
cshoot = false
cdebounce = false
local dashoot = 0
local laser1 = part(3, nil, 0, 0.5, BrickColor.new("Really red"), "Effect", vt())
laser1.Material = "Neon"
laser1.Anchored = true
local laser2 = laser1:Clone()
local laser3 = laser1:Clone()
local laser4 = laser1:Clone()
local lmsh1 = mesh("CylinderMesh", laser1, "", "", vt(0, 0, 0), vt(1, 1, 1))
local lmsh2 = mesh("CylinderMesh", laser2, "", "", vt(0, 0, 0), vt(1, 1, 1))
local lmsh3 = mesh("CylinderMesh", laser3, "", "", vt(0, 0, 0), vt(1, 1, 1))
local lmsh4 = (mesh("CylinderMesh", laser4, "", "", vt(0, 0, 0), vt(1, 1, 1)))
local l2cf, l3cf, l4cf = nil, nil, nil
while cbuster == true and cooldowns[1] > 10 do
swait()
if MMouse ~= nil then
local mpos = handle3.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, MMouse.Hit.p) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
handlewld3a.Part0 = handle3
handlewld3a.Part1 = handle3a
handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.3)
end
if busterlaser == true then
busterlaser = false
so("306247678", Torso, 1, 0.5)
for _,c in pairs(model3:children()) do
c.Transparency = 0
end
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 0
for d = 1, 7 do
for i = 1, 0, -0.25 do
swait()
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0, 0), 0.3)
do
do
if d == 1 then
rmsh7.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
rmsh7a.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
rwld7.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, 0.1)
rwld7a.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, -0.1)
else
if d == 2 then
rmsh6.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh6a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld6.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, 0.1)
rwld6a.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, -0.1)
else
if d == 3 then
rmsh5.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh5a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld5.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, 0.1)
rwld5a.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, -0.1)
else
if d == 4 then
rmsh4.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
rmsh4a.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
rwld4.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, 0.1)
rwld4a.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, -0.1)
else
if d == 5 then
rmsh3.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh3a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld3.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, 0.1)
rwld3a.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, -0.1)
else
if d == 6 then
rmsh2.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh2a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld2.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, 0.1)
rwld2a.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, -0.1)
else
if d == 7 then
rmsh1.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
rmsh1a.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
rwld1.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, 0.1)
rwld1a.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, -0.1)
end
end
end
end
end
end
end
end
end
end
end
local mainpos = MMouse.Hit.p
for i = 0, 3, 0.2 do
swait()
if mainpos ~= nil then
local mpos = handle3.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, mainpos) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
handlewld3a.Part0 = handle3
handlewld3a.Part1 = handle3a
handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.8)
end
do
do
if i < 1 then
handlewld4.C0 = clerp(handlewld4.C0, cf(0, 0, 0.1), 0.4)
handlewld5.C0 = clerp(handlewld5.C0, cf(0, 0, -0.1), 0.4)
handlewld6.C0 = euler(0, mr(-45) * i, 0) * cf(3.35, 0, -0.075 - 0.065 * i)
handlewld7.C0 = euler(0, mr(45) * i, 0) * cf(3.35, 0, 0.075 + 0.065 * i)
end
end
end
end
mana.Value = mana.Value - 15
cooldowns[1] = cooldowns[1] - 30
for i = 1, 3 do
so("341336476", handle10, 10, 1)
end
local refl = part(3, nil, 0, 1, BrickColor.new("Black"), "Reference", vt())
refl.Anchored = true
for d = 1, 7 do
for i = 0, 1, 0.25 do
swait()
if mainpos ~= nil then
local mpos = handle3.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, mainpos) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
handlewld3a.Part0 = handle3
handlewld3a.Part1 = handle3a
handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0) * cf(math.random(-50, 50) / 100, math.random(-50, 50) / 100, math.random(-50, 50) / 100), 0.5)
for i = 1, 5 do
tehcf = cf(0, 0, -1.5)
if i == 2 then
tehcf = cf(0, 3, -1.5)
else
if i == 3 then
tehcf = cf(0, -3, -1.5)
else
if i == 4 then
tehcf = cf(3, 0, -1.5)
else
if i == 5 then
tehcf = cf(-3, 0, -1.5)
end
end
end
end
refl.CFrame = handle10.CFrame * tehcf
local mainpos = refl.Position
local dist = 500
raa = math.random(1, 7)
if i == 1 then
MagicCircle(Neons[raa], refl.CFrame, 30, 30, 10, 0, 0, 0, 0.3)
end
local bounce = 10
repeat
bounce = bounce - 1
local hit, pos = rayCast(mainpos, refl.CFrame.lookVector, dist, Character)
local targl = mainpos - pos
local magl = targl.magnitude
dist = dist - magl
local mag = (mainpos - pos).magnitude
if i == 1 then
MagicCylinder(Neons[raa], CFrame.new((mainpos + pos) / 2, pos) * angles(1.57, 0, 0), 30, mag * 5, 30, 0, 0, 0, 0.3)
end
mainpos = pos
if hit ~= nil then
Damagefunc(hit, 8, 10, 0, "Normal", RootPart, 0.2, 1, (math.random(8, 10)), nil, nil, true)
end
until dist <= 0 or hit == nil or bounce < 1
end
end
do
do
if d == 7 then
rainbow6.Transparency = 1
rainbow6a.Transparency = 1
rmsh7.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
rmsh7a.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
rwld7.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, 0.1)
rwld7a.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, -0.1)
else
if d == 6 then
rainbow5.Transparency = 1
rainbow5a.Transparency = 1
rmsh6.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh6a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld6.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, 0.1)
rwld6a.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, -0.1)
else
if d == 5 then
rainbow4.Transparency = 1
rainbow4a.Transparency = 1
rmsh5.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh5a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld5.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, 0.1)
rwld5a.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, -0.1)
else
if d == 4 then
rainbow3.Transparency = 1
rainbow3a.Transparency = 1
rmsh4.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
rmsh4a.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
rwld4.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, 0.1)
rwld4a.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, -0.1)
else
if d == 3 then
rainbow2.Transparency = 1
rainbow2a.Transparency = 1
rmsh3.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh3a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld3.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, 0.1)
rwld3a.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, -0.1)
else
if d == 2 then
rainbow1.Transparency = 1
rainbow1a.Transparency = 1
rmsh2.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rmsh2a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
rwld2.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, 0.1)
rwld2a.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, -0.1)
else
if d == 1 then
rmsh1.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
rmsh1a.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
rwld1.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, 0.1)
rwld1a.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, -0.1)
end
end
end
end
end
end
end
end
end
end
end
for _,c in pairs(model3:children()) do
c.Transparency = 1
end
for i = 0, 1, 0.1 do
swait()
if mainpos ~= nil then
local mpos = handle3.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, mainpos) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
handlewld3a.Part0 = handle3
handlewld3a.Part1 = handle3a
handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.5)
end
do
do
if i < 1 then
handlewld4.C0 = clerp(handlewld4.C0, cf(0, 0, 0), 0.4)
handlewld5.C0 = clerp(handlewld5.C0, cf(0, 0, 0), 0.4)
handlewld6.C0 = clerp(handlewld6.C0, cf(3.35, 0, -0.075), 0.4)
handlewld7.C0 = clerp(handlewld7.C0, cf(3.35, 0, 0.075), 0.4)
end
end
end
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 1)
RootJoint.C1 = clerp(RootJoint.C1, RootCF, 1)
dec.Parent = nil
handlewld4.C0 = cf(0, 0, 0)
handlewld5.C0 = cf(0, 0, 0)
handlewld6.C0 = clerp(handlewld6.C0, cf(3.35, 0, -0.075), 1)
handlewld7.C0 = clerp(handlewld7.C0, cf(3.35, 0, 0.075), 1)
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
if StaggerHit.Value ~= true and cshoot == true then
cdebounce = true
cshoot = false
while cdebounce do
swait()
if cdebounce == true and dashoot < 27 then
if dashoot == 0 then
l2cf = vt(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
l3cf = vt(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
l4cf = vt(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
end
dashoot = dashoot + 1
local hit, pos = rayCast(handle10.Position, handle10.CFrame.lookVector, 500, Character)
local hit2, pos2 = rayCast(handle10.Position, handle10.CFrame.lookVector + l2cf, 500, Character)
local hit3, pos3 = rayCast(handle10.Position, handle10.CFrame.lookVector + l3cf, 500, Character)
local hit4, pos4 = rayCast(handle10.Position, handle10.CFrame.lookVector + l4cf, 500, Character)
if (dashoot) % 3 == 0 and dashoot < 20 then
so("341336333", handle10, 1, 1)
end
if dashoot == 20 or dashoot == 22 or dashoot == 24 or dashoot == 26 then
cooldowns[1] = cooldowns[1] - 4
handlewld8.C0 = euler(0, mr(-20), 0) * cf(0.291, 0, 0)
handlewld9.C0 = euler(0, mr(20), 0) * cf(0.291, 0, 0)
so("341336385", handle10, 1, 1)
table.insert(Effects, {handle10.CFrame.lookVector, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
table.insert(Effects, {handle10.CFrame.lookVector + l2cf, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
table.insert(Effects, {handle10.CFrame.lookVector + l3cf, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
table.insert(Effects, {handle10.CFrame.lookVector + l4cf, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
else
handlewld8.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
handlewld9.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
end
local mag = (handle10.Position - pos).magnitude
laser1.Parent = effects
laser1.CFrame = cf((handle10.Position + pos) / 2, pos) * angles(1.57, 0, 0)
lmsh1.Scale = vt(0.5, mag * 5, 0.5)
local mag2 = (handle10.Position - pos2).magnitude
laser2.Parent = effects
laser2.CFrame = cf((handle10.Position + pos2) / 2, pos2) * angles(1.57, 0, 0)
lmsh2.Scale = vt(0.5, mag2 * 5, 0.5)
local mag3 = (handle10.Position - pos3).magnitude
laser3.Parent = effects
laser3.CFrame = cf((handle10.Position + pos3) / 2, pos3) * angles(1.57, 0, 0)
lmsh3.Scale = vt(0.5, mag3 * 5, 0.5)
local mag4 = (handle10.Position - pos4).magnitude
laser4.Parent = effects
laser4.CFrame = cf((handle10.Position + pos4) / 2, pos4) * angles(1.57, 0, 0)
lmsh4.Scale = vt(0.5, mag4 * 5, 0.5)
else
do
laser1.Parent = nil
laser2.Parent = nil
laser3.Parent = nil
laser4.Parent = nil
cdebounce = false
dashoot = 0
if MMouse ~= nil then
local mpos = handle3.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, MMouse.Hit.p) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
handlewld3a.Part0 = handle3
handlewld3a.Part1 = handle3a
handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.3)
end
end
end
end
end
end
if Anim == "Idle" then
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.4) * euler(0, -1.5, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
end
if Anim == "Walk" or Anim == "Run" then
RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.5), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.5), 0.3)
end
if Anim == "Jump" then
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.8) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
end
if Anim == "Fall" then
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8) * euler(0, -1.5, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
end
Humanoid.AutoRotate = true
cbuster = false
rara1.Parent = nil
rara2.Parent = nil
handlewld8.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
handlewld9.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
laser1.Parent = nil
laser2.Parent = nil
laser3.Parent = nil
laser4.Parent = nil
LW.Part0 = ch.Torso
LW.Part1 = ch["Left Arm"]
handlewld3.Part0 = handle3
handlewld3.Part1 = LeftArm
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.2, 0, 0), 0.3)
for d = 1, #Buster do
Buster[d].Transparency = i
end
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
handlewld3a.C0 = clerp(handlewld3a.C0, cf(0, 0, 0), 1)
handlewld3.Part1 = Torso
handlewld3.C0 = euler(1.57, 0, 0) * cf(-0.5, 0, 0) * euler(0, 0, -0.5) * cf(0, 0, -0.8)
for i = 1, 0, -0.1 do
swait()
LeftArm.Transparency = i
for d = 1, #Buster do
Buster[d].Transparency = i
end
end
LeftArm.Transparency = 0
for d = 1, #Buster do
Buster[d].Transparency = 0
end
end
attack = false
end
do2 = function()
if sbreaker == true then
sbreaker = false
end
if attack == true then
return
end
attack = true
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldowns[2] >= 70 then
if Mode == "Sabers" then
UnSword()
end
local rara1 = Instance.new("NumberValue", Decrease)
rara1.Name = "DecreaseMvmt"
rara1.Value = -0.05
local rara2 = Instance.new("NumberValue", Decrease)
rara2.Name = "DecreaseDef"
rara2.Value = 0.1
so("341336144", LeftArm, 1, 1)
so("341336144", RightArm, 1, 1)
sbreaker = true
local sbref1 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
local sbrwld1 = weld(sbref1, sbref1, LeftArm, cf(0, 1, 0))
local sbref2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
local sbrwld2 = weld(sbref2, sbref2, RightArm, cf(0, 1, 0))
local da1 = lparti1:Clone()
da1.Parent = sbref1
local da2 = lparti1:Clone()
da2.Parent = sbref2
da1.Enabled = true
da2.Enabled = true
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
shockshoot = false
shockdebounce = false
local dashoot = 3
local sref = part(3, nil, 0, 1, BrickColor.new("Black"), "Reference", vt())
sref.Anchored = true
TehM = nil
while sbreaker == true and cooldowns[2] > 20 do
swait()
if sbreakerII == true then
sbreakerII = false
for i = 0, 1, 0.1 do
swait()
da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.3, 0, -0.2) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.3, 0, 0.2) * euler(0, 0, 0), 0.3)
end
cooldowns[2] = cooldowns[2] - 30
mana.Value = mana.Value - 10
for i = 1, 3 do
MouseLook = cf((RootPart.Position + MMouse.Hit.p) / 2, MMouse.Hit.p)
local hit, pos = rayCast(RootPart.Position, MouseLook.lookVector, 200, Character)
rand = cf(math.random(-1500, 1500) / 100, 10, math.random(-1500, 1500) / 100)
sref.CFrame = cf(pos) * rand
local hit2, pos2 = rayCast(sref.Position, CFrame.new(sref.Position, sref.Position - Vector3.new(0, 1, 0)).lookVector, 999, Character)
local d1 = part(3, effects, 0, 0.5, BrickColor.new("White"), "Effect", vt())
d1.Anchored = true
d1.CFrame = cf(pos2)
d1.Material = "Neon"
msh = mesh("CylinderMesh", d1, "nil", "nil", vt(0, 0, 0), vt(100, 5, 100))
d2 = d1:Clone()
d2.Transparency = 1
d2.Parent = d1
d2.CFrame = cf(d1.Position)
d2.BrickColor = BrickColor.new("New Yeller")
table.insert(Effects, {d1, "SatelliteStrike2", d2, d2.Mesh, 0, 0})
end
end
do
if shockshoot == true then
shockshoot = false
shockdebounce = true
end
if shockdebounce == true and dashoot < 25 then
dashoot = dashoot + 1
if (dashoot) % 4 == 0 and dashoot < 20 then
cooldowns[2] = cooldowns[2] - 3
MouseLook = cf((RootPart.Position + TehM) / 2, TehM)
local hit, pos = rayCast(RootPart.Position, MouseLook.lookVector, 200, Character)
rand = cf(math.random(-1500, 1500) / 100, 10, math.random(-1500, 1500) / 100)
if dashoot == 4 then
rand = cf(0, 10, 0)
end
sref.CFrame = cf(pos) * rand
local hit2, pos2 = rayCast(sref.Position, CFrame.new(sref.Position, sref.Position - Vector3.new(0, 1, 0)).lookVector, 999, Character)
local d1 = part(3, effects, 0, 0.5, BrickColor.new("White"), "Effect", vt())
d1.Anchored = true
d1.CFrame = cf(pos2)
d1.Material = "Neon"
msh = mesh("CylinderMesh", d1, "nil", "nil", vt(0, 0, 0), vt(50, 5, 50))
d2 = d1:Clone()
d2.Transparency = 1
d2.Parent = d1
d2.CFrame = cf(d1.Position)
d2.BrickColor = BrickColor.new("New Yeller")
table.insert(Effects, {d1, "SatelliteStrike", d2, d2.Mesh, 0, 0})
end
else
do
shockdebounce = false
dashoot = 3
da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
break
end
end
end
end
if Anim == "Idle" then
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
end
if Anim == "Walk" or Anim == "Run" then
RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.5), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.5), 0.3)
end
if Anim == "Jump" then
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
end
if Anim == "Fall" then
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
end
sbreaker = false
rara1.Parent = nil
rara2.Parent = nil
sbrwld1.Parent = nil
sbrwld2.Parent = nil
sbref1.Anchored = true
sbref2.Anchored = true
da1.Enabled = false
da2.Enabled = false
game:GetService("Debris"):AddItem(sbref1, 5)
game:GetService("Debris"):AddItem(sbref2, 5)
end
attack = false
end
do3 = function()
if attack == true then
return
end
attack = true
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldowns[3] >= 80 then
if Mode == "Sabers" then
UnSword()
end
local rara1 = Instance.new("NumberValue", Decrease)
rara1.Name = "DecreaseMvmt"
rara1.Value = 0.1
local rara2 = Instance.new("NumberValue", Decrease)
rara2.Name = "DecreaseDef"
rara2.Value = 0.05
so("341336144", LeftArm, 1, 1)
so("341336144", RightArm, 1, 1)
sblazing = true
local sbref1 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt(1, 1, 1))
local sbrwld1 = weld(sbref1, sbref1, LeftArm, cf(0, 1, 0))
local sbref2 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt(1, 1, 1))
local sbrwld2 = weld(sbref2, sbref2, RightArm, cf(0, 1, 0))
local da1 = sparti:Clone()
da1.Parent = sbref1
local da2 = sparti:Clone()
da2.Parent = sbref2
da1.Enabled = true
da2.Enabled = true
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
end
end
end
starshoot = false
stardebounce = false
local dashoot = 0
local sref = part(3, nil, 0, 0.5, BrickColor.new("Black"), "Reference", vt())
sref.Anchored = true
TehM = nil
while sblazing == true and cooldowns[3] > 20 do
swait()
if galacblazing == true then
galacblazing = false
for i = 0, 1, 0.1 do
swait()
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0) * euler(2.8, 0, 0.4) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(2.8, 0, -0.4) * euler(0, 0, 0), 0.3)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.6, 0, 0), 0.3)
da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
if math.random(1, 2) == 1 then
da1.RotSpeed = nr(400, 500)
else
da1.RotSpeed = nr(-500, -400)
end
if math.random(1, 2) == 1 then
da2.RotSpeed = nr(400, 500)
else
da2.RotSpeed = nr(-500, -400)
end
end
cooldowns[3] = cooldowns[3] - 20
mana.Value = mana.Value - 20
sref.CFrame = cf(RootPart.Position) * cf(0, 50, 0)
sref.CFrame = cf(sref.Position, MMouse.Hit.p)
local stref = part(3, effects, 0, 0, BrickColor.new("Black"), "Reference", vt())
stref.Anchored = true
stref.Material = "Neon"
stref.CFrame = sref.CFrame
local strmsh = mesh("SpecialMesh", stref, "FileMesh", "45428961", vt(0, 0, 0), vt(90, 90, 90))
so("341336159", stref, 1, 0.4)
table.insert(Effects, {stref.CFrame.lookVector, "Shoot4", 150, sref.Position, 7, 9, 0, math.random(1, 7), stref, math.random(-50, 50), 0})
end
do
if Stagger.Value ~= true and StunT.Value > Stun.Value then
if StaggerHit.Value ~= true or starshoot == true then
starshoot = false
stardebounce = true
cooldowns[3] = cooldowns[3] - 10
sref.CFrame = cf(RootPart.Position) * cf(math.random(-3000, 3000) / 100, math.random(500, 5000) / 100, math.random(-3000, 3000) / 100)
sref.CFrame = cf(sref.Position, MMouse.Hit.p)
local stref = part(3, effects, 0, 0, BrickColor.new("Black"), "Reference", vt())
stref.Anchored = true
stref.Material = "Neon"
stref.CFrame = sref.CFrame
local strmsh = mesh("SpecialMesh", stref, "FileMesh", "45428961", vt(0, 0, 0), vt(30, 30, 30))
so("341336159", stref, 1, 1)
table.insert(Effects, {stref.CFrame.lookVector, "Shoot3", 150, sref.Position, 7, 9, 0, math.random(1, 7), stref, math.random(-50, 50), 0})
end
do
if stardebounce == true and dashoot < 10 then
dashoot = dashoot + 1
else
stardebounce = false
dashoot = 0
end
da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
if math.random(1, 2) == 1 then
da1.RotSpeed = nr(400, 500)
else
da1.RotSpeed = nr(-500, -400)
end
if math.random(1, 2) == 1 then
da2.RotSpeed = nr(400, 500)
else
da2.RotSpeed = nr(-500, -400)
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
if Anim == "Idle" then
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
end
end
if Anim == "Walk" or Anim == "Run" then
RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.5), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.5), 0.3)
end
end
if Anim == "Jump" then
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
end
end
if Anim == "Fall" then
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
end
sblazing = false
rara1.Parent = nil
rara2.Parent = nil
sref.Parent = nil
sbrwld1.Parent = nil
sbrwld2.Parent = nil
sbref1.Anchored = true
sbref2.Anchored = true
da1.Enabled = false
da2.Enabled = false
game:GetService("Debris"):AddItem(sbref1, 5)
game:GetService("Debris"):AddItem(sbref2, 5)
end
attack = false
end
do4 = function()
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
cooldowns[4] = 0
end
findNearestTorso = function(pos, distance)
local list = (game.Workspace:children())
local torso = nil
local dist = distance
local temp, human, temp2 = nil, nil, nil
for x = 1, #list do
temp2 = list[x]
canfind = true
if game.Players:GetPlayerFromCharacter(temp2) ~= nil and game.Players:GetPlayerFromCharacter(temp2).TeamColor == Player.TeamColor and Player.Neutral == false then
canfind = false
end
canfind = true
if temp2.className == "Model" and temp2 ~= Character and canfind == true then
temp = temp2:findFirstChild("Torso")
human = temp2:findFirstChild("Humanoid")
if temp ~= nil and human ~= nil and human.Health > 0 and (temp.Position - pos).magnitude < dist then
torso = temp
dist = (temp.Position - pos).magnitude
end
end
end
return torso, dist
end
DecreaseStat = function(Model, Stat, Amount, Duration)
if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
d = Instance.new("NumberValue", Model.Stats.Decrease)
dur = Instance.new("NumberValue", d)
dur.Name = "Duration"
dur.Value = Duration
game:GetService("Debris"):AddItem(d, 20)
if Stat == "Damage" then
d.Name = "DecreaseAtk"
else
if Stat == "Defense" then
d.Name = "DecreaseDef"
else
if Stat == "Movement" then
d.Name = "DecreaseMvmt"
end
end
end
if Model:findFirstChild("Torso") ~= nil then
display = ""
if Stat == "Damage" then
if Amount > 0 then
display = "-Damage"
else
display = "+Damage"
end
else
if Stat == "Defense" then
if Amount > 0 then
display = "-Defense"
else
display = "+Defense"
end
else
if Stat == "Movement" then
if Amount > 0 then
display = "-Movement"
else
display = "+Movement"
end
end
end
end
showDamage(Model, display, "Debuff")
end
d.Value = Amount
end
end
GetDist = function(Part1, Part2, magni)
local targ = Part1.Position - Part2.Position
local mag = targ.magnitude
if mag <= magni then
return true
else
return false
end
end
MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
for _,c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = nil
for _,d in pairs(c:children()) do
if d.className == "Model" and ranged ~= true then
head = d:findFirstChild("Hitbox")
if d.Parent == Character then
break
end
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(head.Position)
game:GetService("Debris"):AddItem(ref, 1)
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199148971", ref, 1, 1)
else
if hitnum == 2 then
so("199149025", ref, 1, 1)
else
if hitnum == 3 then
so("199149072", ref, 1, 1)
else
if hitnum == 4 then
so("199149109", ref, 1, 1)
else
if hitnum == 5 then
so("199149119", ref, 1, 1)
end
end
end
end
end
StaggerHit.Value = true
end
end
end
do
if d.className == "Part" then
head = d
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
if stun == nil then
stun = math.random(5, 10)
end
local Rang = nil
if Ranged == false then
Rang = true
end
local stag = nil
if shbash == true then
stag = true
end
Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
end
end
end
end
end
end
end
end
MagniBuff = function(Part, magni, Dec, DecAm, Dur)
DecreaseStat(Character, Dec, DecAm, Dur)
for _,c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("Torso")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
cando = true
if mag <= magni then
if Player.Neutral == false then
if game.Players:GetPlayerFromCharacter(head.Parent) ~= nil then
if game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
cando = true
else
cando = false
end
else
cando = false
end
if head.Parent:findFirstChild("Alignment") ~= nil and head.Parent.Alignment.Value == Player.TeamColor.Color then
cando = true
end
else
cando = false
end
if cando == true then
DecreaseStat(head.Parent, Dec, DecAm, Dur)
end
end
end
end
end
end
rayCast = function(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
LastPoint = Point
effect = function(Color, Ref, LP, P1, returnn, size, thing1)
if LP == nil or P1 == nil then
return
end
local effectsmsh = Instance.new("SpecialMesh")
effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
effectsmsh.MeshType = "Head"
effectsmsh.Name = "Mesh"
local effectsg = Instance.new("Part")
NoOutline(effectsg)
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Eff"
effectsg.Locked = true
effectsg.Anchored = true
effectsg.Size = Vector3.new(0.5, 1, 0.5)
effectsg.Parent = workspace
effectsmsh.Parent = effectsg
effectsg.BrickColor = BrickColor.new(Color)
effectsg.Reflectance = Ref
local point1 = P1
local mg = (LP.p - point1.p).magnitude
effectsg.Size = Vector3.new(0.5, mg, 0.5)
effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
effectsmsh.Scale = Vector3.new(size, 1, size)
game:GetService("Debris"):AddItem(effectsg, 2)
if returnn then
return effectsg
end
if not returnn then
if thing1 == 1 then
table.insert(Effects, {effectsg, "Cylinder", 0.05, 0.2, 0, 0.2, effectsmsh})
else
if thing1 == 2 then
table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh})
else
if thing1 == 3 then
table.insert(Effects, {effectsg, "Cylinder", 0, 0, 0, 0.1, effectsmsh})
end
end
end
end
end
effect2 = function(Color, Ref, LP, P1, returnn, size, raa)
if LP == nil or P1 == nil then
return
end
MshTypee = "CylinderMesh"
if raa == 2 then
MshTypee = "BlockMesh"
end
local effectsmsh = Instance.new(MshTypee)
effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
effectsmsh.Name = "Mesh"
local effectsg = Instance.new("Part")
NoOutline(effectsg)
if raa == 2 then
effectsg.Material = "Neon"
end
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Eff"
effectsg.Locked = true
effectsg.Anchored = true
effectsg.Size = Vector3.new(0.5, 1, 0.5)
effectsg.Parent = workspace
effectsmsh.Parent = effectsg
effectsg.BrickColor = BrickColor.new(Color)
effectsg.Reflectance = Ref
local point1 = P1
local mg = (LP.p - point1.p).magnitude
effectsg.Size = Vector3.new(0.5, mg, 0.5)
effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
effectsmsh.Scale = Vector3.new(size, 1, size)
game:GetService("Debris"):AddItem(effectsg, 5)
if returnn then
return effectsg
end
if not returnn then
if raa == 2 then
table.insert(Effects, {effectsg, "Cylinder", 0.05, -0.05, 0, -0.05, effectsmsh})
else
table.insert(Effects, {effectsg, "Cylinder", 0.1, -0.2, 0, -0.2, effectsmsh})
end
end
end
local CFrameFromTopBack = function(at, top, back)
local right = top:Cross(back)
return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
end
Triangle = function(a, b, c)
local edg1 = c - a:Dot(b - a.unit)
local edg2 = a - b:Dot(c - b.unit)
local edg3 = b - c:Dot(a - c.unit)
if edg1 <= b - a.magnitude and edg1 >= 0 then
a = a
else
if edg2 <= c - b.magnitude and edg2 >= 0 then
a = b
else
if edg3 <= a - c.magnitude and edg3 >= 0 then
a = c
else
assert(false, "unreachable")
end
end
end
local len1 = (c-a):Dot((b-a).unit)
local len2 = (b-a).magnitude - len1
local width = (a + (b-a).unit*len1 - c).magnitude
local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
local list = {}
if len1 > 0.01 then
local w1 = Instance.new("WedgePart", m)
w1.Name = "Triangle"
game:GetService("Debris"):AddItem(w1, 5)
w1.Material = "SmoothPlastic"
w1.FormFactor = "Custom"
w1.BrickColor = BrickColor.new("Medium blue")
w1.Transparency = 0
w1.Reflectance = 0
w1.Material = "SmoothPlastic"
w1.CanCollide = false
NoOutline(w1)
local sz = Vector3.new(0.2, width, len1)
w1.Size = sz
local sp = Instance.new("SpecialMesh", w1)
sp.MeshType = "Wedge"
sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
w1:BreakJoints()
w1.Anchored = true
w1.Parent = workspace
w1.Transparency = 0.7
table.insert(Effects, {w1, "Disappear", 0.05})
w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
table.insert(list, w1)
end
do
if len2 > 0.01 then
local w2 = Instance.new("WedgePart", m)
w2.Name = "Triangle"
game:GetService("Debris"):AddItem(w2, 5)
w2.Material = "SmoothPlastic"
w2.FormFactor = "Custom"
w2.BrickColor = BrickColor.new("Medium blue")
w2.Transparency = 0
w2.Reflectance = 0
w2.Material = "SmoothPlastic"
w2.CanCollide = false
NoOutline(w2)
local sz = Vector3.new(0.2, width, len2)
w2.Size = sz
local sp = Instance.new("SpecialMesh", w2)
sp.MeshType = "Wedge"
sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
w2:BreakJoints()
w2.Anchored = true
w2.Parent = workspace
w2.Transparency = 0.7
table.insert(Effects, {w2, "Disappear", 0.05})
w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
table.insert(list, w2)
end
do
return unpack(list)
end
end
end
MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
else
if Type == 2 then
table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
else
if Type == 3 then
table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh, prt.CFrame})
else
if Type == 4 then
table.insert(Effects, {prt, "Block4", delay, x3, y3, z3, msh, 1})
end
end
end
end
end
MagicBlock2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Material = "Neon"
prt.Anchored = true
prt.CFrame = cframe
msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
else
if Type == 2 then
table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
else
if Type == 3 then
table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh, prt.CFrame})
end
end
end
end
MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Material = "Neon"
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicCircle2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Blood", delay, x3, y3, z3, msh, push})
end
MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Material = "Neon"
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
local prt = part(3, effects, 0, 1, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil})
end
MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicSpecial = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
BreakEffect = function(brickcolor, cframe, x1, y1, z1)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
game:GetService("Debris"):AddItem(prt, 10)
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
local num = math.random(10, 50) / 1000
table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100})
end
MagicStar = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
prt.Material = "Neon"
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "45428961", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
Lightning = function(p0, p1, tym, ofs, col, th, tra, last)
local magz = (p0 - p1).magnitude
local curpos = p0
local trz = {-ofs, ofs}
for i = 1, tym do
local li = Instance.new("Part", effects)
li.TopSurface = 0
li.BottomSurface = 0
li.Anchored = true
li.Transparency = tra or 0.4
li.BrickColor = BrickColor.new(col)
li.formFactor = "Custom"
li.CanCollide = false
li.Size = Vector3.new(th, th, magz / tym)
local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
li.Material = "Neon"
if tym == i then
local magz2 = (curpos - p1).magnitude
li.Size = Vector3.new(th, th, magz2)
li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2)
table.insert(Effects, {li, "Disappear", last})
else
do
do
li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2)
curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
game.Debris:AddItem(li, 10)
table.insert(Effects, {li, "Disappear", last})
end
end
end
end
end
Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
if hit.Parent == nil then
return
end
if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(hit.Position)
game:GetService("Debris"):AddItem(ref, 1)
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199148971", ref, 1, 1)
else
if hitnum == 2 then
so("199149025", ref, 1, 1)
else
if hitnum == 3 then
so("199149072", ref, 1, 1)
else
if hitnum == 4 then
so("199149109", ref, 1, 1)
else
if hitnum == 5 then
so("199149119", ref, 1, 1)
end
end
end
end
end
StaggerHit.Value = true
end
h = hit.Parent:FindFirstChild("Humanoid")
if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
if hit.Parent:findFirstChild("DebounceHit") ~= nil then
return
end
c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = game:service("Players").LocalPlayer
c.Parent = h
RecentEnemy.Value = hit.Parent
game:GetService("Debris"):AddItem(c, 0.5)
minim = minim * Atk.Value
maxim = maxim * Atk.Value
Damage = 0
if minim == maxim then
Damage = maxim
else
Damage = math.random(minim, maxim)
end
blocked = false
enblock = nil
local EStats = hit.Parent:findFirstChild("Stats")
if EStats ~= nil then
invis = EStats:findFirstChild("Invisibility")
isinvis = EStats:findFirstChild("IsInvisible")
if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then
invis.Value = 0
end
enblock = EStats:findFirstChild("Block")
if enblock ~= nil and enblock.Value == true then
blocked = true
end
if EStats:findFirstChild("Defense") ~= nil then
Damage = Damage / EStats.Defense.Value
if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199149321", hit, 1, 1)
else
if hitnum == 2 then
so("199149338", hit, 1, 1)
else
if hitnum == 3 then
so("199149367", hit, 1, 1)
else
if hitnum == 4 then
so("199149409", hit, 1, 1)
else
if hitnum == 5 then
so("199149452", hit, 1, 1)
end
end
end
end
end
else
if ranged == false or ranged == nil and blocked ~= true then
hitnum = math.random(1, 6)
if hitnum == 1 then
so("199149137", hit, 1, 1)
else
if hitnum == 2 then
so("199149186", hit, 1, 1)
else
if hitnum == 3 then
so("199149221", hit, 1, 1)
else
if hitnum == 4 then
so("199149235", hit, 1, 1)
else
if hitnum == 5 then
so("199149269", hit, 1, 1)
else
if hitnum == 6 then
so("199149297", hit, 1, 1)
end
end
end
end
end
end
end
end
if Damage <= 3 and staghit == true and ranged ~= true then
StaggerHit.Value = true
end
end
if EStats:findFirstChild("Stun") ~= nil then
if blocked == true then
incstun = incstun / 2
end
if EStats.Stun.Value < EStats.StunThreshold.Value then
EStats.Stun.Value = EStats.Stun.Value + incstun
end
end
if EStats:findFirstChild("Stagger") ~= nil and stagger == true then
EStats.Stagger.Value = true
end
end
if blocked == true then
showDamage(hit.Parent, "Block", "Damage")
if ranged ~= true then
enblock.Value = false
Stagger.Value = true
hitnum = math.random(1, 2)
if hitnum == 1 then
so("199148933", hit, 1, 1)
else
if hitnum == 2 then
so("199148947", hit, 1, 1)
end
end
end
else
Damage = math.floor(Damage)
coroutine.resume(coroutine.create(function(Hum, Dam)
hit.Parent.Humanoid:TakeDamage(Damage)
end
), h, Damage)
showDamage(hit.Parent, Damage, "Damage")
if DecreaseState ~= nil then
if DecreaseState == "Temporal" then
DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
else
if DecreaseState == "Temporal2" then
DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
else
DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
end
end
end
if Type == "NormalDecreaseMvmt1" then
DecreaseStat(hit.Parent, "Movement", 0.1, 200)
end
if Type == "Knockdown" then
hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand = false
end
), hum)
local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8000, 8000, 8000)
bodvol.Parent = hit
rl = Instance.new("BodyAngularVelocity")
rl.P = 3000
rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
rl.Parent = hit
game:GetService("Debris"):AddItem(bodvol, 0.5)
game:GetService("Debris"):AddItem(rl, 0.5)
else
do
if Type == "Knockdown2" then
hum = hit.Parent.Humanoid
local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8000, 8000, 8000)
bodvol.Parent = hit
game:GetService("Debris"):AddItem(bodvol, 0.5)
else
do
if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
vp = Instance.new("BodyVelocity")
vp.P = 500
vp.maxForce = Vector3.new(math.huge, 0, math.huge)
if KnockbackType == 1 then
vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
else
if KnockbackType == 2 then
vp.velocity = Property.CFrame.lookVector * knockback
end
end
game:GetService("Debris"):AddItem(vp, 0.5)
if knockback > 0 then
vp.Parent = hit.Parent.Torso
end
end
debounce = Instance.new("BoolValue")
debounce.Name = "DebounceHit"
debounce.Parent = hit.Parent
debounce.Value = true
game:GetService("Debris"):AddItem(debounce, Delay)
c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = Player
c.Parent = h
game:GetService("Debris"):AddItem(c, 0.5)
CRIT = false
end
end
end
end
end
end
end
showDamage = function(Char, Dealt, Type)
m = Instance.new("Model")
m.Name = "Effect"
c = Instance.new("Part")
c.Transparency = 1
c.Name = "Head"
c.TopSurface = 0
c.BottomSurface = 0
c.formFactor = "Plate"
c.Size = Vector3.new(1, 0.4, 1)
b = Instance.new("BillboardGui", c)
b.Size = UDim2.new(5, 0, 5, 0)
b.AlwaysOnTop = true
damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
if Type == "Damage" then
damgui.Font = "SourceSans"
if Dealt == "Block" then
damgui.TextColor3 = BrickColor.new("Bright blue").Color
else
if Dealt < 3 then
damgui.TextColor3 = BrickColor.new("White").Color
else
if Dealt >= 3 and Dealt < 20 then
damgui.TextColor3 = BrickColor.new("Bright yellow").Color
else
damgui.TextColor3 = BrickColor.new("Really red").Color
damgui.Font = "SourceSansBold"
end
end
end
else
if Type == "Debuff" then
damgui.TextColor3 = BrickColor.new("White").Color
else
if Type == "Interrupt" then
damgui.TextColor3 = BrickColor.new("New Yeller").Color
end
end
end
damgui.TextScaled = true
ms = Instance.new("CylinderMesh")
ms.Scale = Vector3.new(0.8, 0.8, 0.8)
ms.Parent = c
c.Reflectance = 0
Instance.new("BodyGyro").Parent = c
c.Parent = m
if Char:findFirstChild("Head") ~= nil then
c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
else
if Char.Parent:findFirstChild("Head") ~= nil then
c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
end
end
f = Instance.new("BodyPosition")
f.P = 2000
f.D = 100
f.maxForce = Vector3.new(545000, 545000, 545000)
if Type == "Damage" then
f.position = c.Position + Vector3.new(0, 3, 0)
else
if Type == "Debuff" or Type == "Interrupt" then
f.position = c.Position + Vector3.new(0, 5, 0)
end
end
f.Parent = c
game:GetService("Debris"):AddItem(m, 5)
table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100})
c.CanCollide = false
m.Parent = workspace
c.CanCollide = false
end
combo = 0
ob1d = function(mouse)
if cshoot == false and cdebounce == false then
cshoot = true
end
if shockshoot == false and shockdebounce == false then
shockshoot = true
TehM = MMouse.Hit.p
end
if starshoot == false and stardebounce == false then
starshoot = true
TehM = MMouse.Hit.p
end
if attack == true or equipped == false then
return
end
attack = true
hold = true
if combo == 0 then
combo = 1
attackone()
else
if combo == 1 then
combo = 2
attacktwo()
else
if combo == 2 then
combo = 3
attackthree()
else
if combo == 3 then
combo = 0
attackfour()
end
end
end
end
attack = false
end
ob1u = function(mouse)
hold = false
end
buttonhold = false
fenbarmove1.MouseButton1Click:connect(do1)
fenbarmove2.MouseButton1Click:connect(do2)
fenbarmove3.MouseButton1Click:connect(do3)
fenbarmove4.MouseButton1Click:connect(do4)
eul = 0
equipped = false
key = function(key)
if key == "q" and Player.Name == "Fenrier" then
cooldowns[1] = 100
cooldowns[2] = 100
cooldowns[3] = 100
cooldowns[4] = 100
end
if key == "z" and cbuster == true then
cbuster = false
return
end
if key == "x" and sbreaker == true then
sbreaker = false
return
end
if key == "c" and sblazing == true then
sblazing = false
return
end
if key == "e" then
if prising == true then
prising = false
return
end
if cbuster == true and mana.Value > 15 then
busterlaser = true
return
end
if sbreaker == true and mana.Value > 10 then
sbreakerII = true
return
end
if sblazing == true and mana.Value > 20 then
galacblazing = true
return
end
end
if attack == true then
return
end
if key == "f" then
attack = true
pressedf = true
fnumb = 0
repeat swait() until effects:FindFirstChild("Effect") == nil
if equipped == false then
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "Right Shoulder"
RW.Part0 = ch.Torso
RW.C0 = cf(1.5, 0.5, 0)
RW.C1 = cf(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
LW.Name = "Left Shoulder"
LW.Part0 = ch.Torso
LW.C0 = cf(-1.5, 0.5, 0)
LW.C1 = cf(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
Animate.Parent = nil
equipanim()
equipped = true
else
equipped = false
hideanim()
LH.C1 = LHC1
RH.C1 = RHC1
Animate.Parent = Humanoid
swait(0)
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
attack = false
end
if equipped == false then
return
end
if key == "e" then
PowerRising()
end
if key == "q" then
mana.Value = 100
end
if key == "z" then
do1()
end
if key == "x" then
do2()
end
if key == "c" then
do3()
end
if key == "v" then
do4()
end
end
key2 = function(key)
end
s = function(mouse)
mouse.Button1Down:connect(function()
ob1d(mouse)
end
)
mouse.Button1Up:connect(function()
ob1u(mouse)
end
)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
player = Player
ch = Character
end
ds = function(mouse)
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
print("Dreamer loaded.")
local mananum = 0
local donum = 0
local stunnum = 0
local staggeranim = false
local stunanim = false
local walk = 0
local walkforw = true
local fnum = 0
local domodel = false
local gef = 10
local col = 1
local colnum = 0
while true do
swait()
for _,c in pairs(model3:children()) do
if c.className == "Part" then
if c.BrickColor == Neons[1] then
c.BrickColor = Neons[2]
else
if c.BrickColor == Neons[2] then
c.BrickColor = Neons[3]
else
if c.BrickColor == Neons[3] then
c.BrickColor = Neons[4]
else
if c.BrickColor == Neons[4] then
c.BrickColor = Neons[5]
else
if c.BrickColor == Neons[5] then
c.BrickColor = Neons[6]
else
if c.BrickColor == Neons[6] then
c.BrickColor = Neons[7]
else
if c.BrickColor == Neons[7] then
c.BrickColor = Neons[1]
end
end
end
end
end
end
end
end
end
starsparti.Color = cs(Neons[math.random(1, 7)].Color, Color3.new(1, 1, 1))
if Mode == "Sabers" then
passive1.Value = 0
passive2.Value = -0.1
else
passive1.Value = -0.1
passive2.Value = 0
end
if (Head:findFirstChild("Running")) ~= nil then
if floating == true then
Head.Running.Volume = 0
Humanoid.JumpPower = 60
else
Head.Running.Volume = 0.5
Humanoid.JumpPower = 50
end
end
colnum = colnum + 1
if #Neons - 1 < col and (colnum) % 2 == 0 then
col = 1
end
if (colnum) % 2 == 0 then
col = col + 1
end
gef = gef + 1
if (gef) % 10 == 0 and 0 < Humanoid.Health then
hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
if hitfloor2 ~= nil and equipped == true and floating == true and Mode == "Normal" then
MagicWave(BrickColor.new("Institutional white"), cf(posfloor2) * euler(0, math.random(-50, 50), 0), 1, 2, 1, 0.7, -0.05, 0.7, 0.15)
end
end
if Humanoid.Health <= 0 then
attack = true
resumeControl()
modelzorz.Parent = workspace
model2.Parent = workspace
game:GetService("Debris"):AddItem(modelzorz, 30)
game:GetService("Debris"):AddItem(model2, 30)
if domodel == false then
domodel = true
for i = 1, #Weapon do
Weapon[i].Parent = modelzorz
Weapon[i].CanCollide = true
end
for i = 1, #Welds do
Welds[i].Parent = main1
end
end
end
do
if fnumb < 21 then
fnumb = fnumb + 1
if pressedf == false then
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
tellbar.TextTransparency = tellbar.TextTransparency - 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
else
if fnumb == 20 then
fenframe5.Parent = nil
print("daigui")
end
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
tellbar.TextTransparency = tellbar.TextTransparency + 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
end
end
if Stagger.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
swait()
end
StaggerAnim()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end
))
end
if StaggerHit.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
swait()
end
StaggerHitt()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end
))
end
if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
Humanoid.WalkSpeed = 0
else
Humanoid.WalkSpeed = 16 * Mvmt.Value
end
if StunT.Value <= Stun.Value and stunanim == false then
coroutine.resume(coroutine.create(function()
stunanim = true
while attack == true do
swait()
end
StunAnim()
Stun.Value = 0
stunanim = false
end
))
end
local stunnum2 = 40
if stunnum2 <= stunnum then
if 0 < Stun.Value then
Stun.Value = Stun.Value - 1
end
stunnum = 0
end
stunnum = stunnum + 1
if 0.5 <= donum then
handidle = true
else
if donum <= 0 then
handidle = false
end
end
if handidle == false then
donum = donum + 0.003
else
donum = donum - 0.003
end
local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
if equipped == true then
if Anim == "Walk" and floating == false then
if walkforw == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
else
RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
end
else
RH.C1 = clerp(RH.C1, RHC1, 0.2)
LH.C1 = clerp(LH.C1, LHC1, 0.2)
end
if 1 < RootPart.Velocity.y and hitfloor == nil then
Anim = "Jump"
if Mode == "Normal" and floating == true then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.5 - (donum)) * euler(-0.1, 0, 0), 0.3)
end
if attack == false then
if Mode == "Normal" then
MagicBlock2(Neons[col], LeftLeg.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
MagicBlock2(Neons[col], RightLeg.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.4 - (donum) / 2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.8 + (donum) / 4) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -0.8 - (donum) / 4) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.1 + (donum) / 7), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.05 - (donum) / 7), 0.3)
else
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2, 0, 0), 0.25)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.25)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.8) * euler(0, -0.6, 0) * euler(0, 0, -0.2), 0.25)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.8) * euler(0, 0.6, 0) * euler(0, 0, 0.2), 0.25)
RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
end
end
else
if RootPart.Velocity.y < -1 and hitfloor == nil then
Anim = "Fall"
if Mode == "Normal" and floating == true then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
end
if attack == false then
if Mode == "Normal" then
Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8) * euler(0, -1.5, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
else
Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1, 0) * euler(0, 0, 0.6), 0.25)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8, 0, -0.4) * euler(0, 1, 0) * euler(0, 0, -0.6), 0.25)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
end
else
if torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
if Mode == "Normal" and floating == true then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.5 - (donum)) * euler(-0.05, 0, 0), 0.3)
end
if attack == false then
if Mode == "Normal" then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2 - (donum) / 8, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.4 + (donum) / 4) * euler(0, -1.5, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -0.4 - (donum) / 4) * euler(0, 1.5, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.1 + (donum) / 7), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.05 - (donum) / 7), 0.3)
else
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.1, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, -0.4) * euler(0.2 + (donum) / 4, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.1) * euler(1, 0, 0.7 - (donum) / 3) * euler(0, 1, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.4, 0, -0.8 + (donum) / 3) * euler(0, -1, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.7, -0.3) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1 + (donum) / 4), 0.2)
LH.C0 = clerp(LH.C0, cf(-1.1, -0.7, -0.2) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(-0.05, 0, -0.15 - (donum) / 4), 0.2)
end
end
else
if 2 < torvel and torvel < 30 and hitfloor ~= nil then
Anim = "Walk"
walk = walk + 1
if 15 - 5 * Mvmt.Value <= walk then
walk = 0
if walkforw == true then
walkforw = false
else
if walkforw == false then
walkforw = true
end
end
end
testpart.CFrame = cf(RootPart.Position - RootPart.Velocity) * cf(0, 6, 0)
newpos = vt(RootPart.Position.X, RootPart.Position.Y, RootPart.Position.Z)
MoveCF = cf(testpart.Position, newpos)
local mpos = testpart.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
if Mode == "Normal" and floating == true then
RootJoint.C0 = clerp(RootJoint.C0, cf(0, 1.4 - (donum), 0) * CFrame.Angles(x, y, 0) * euler(0, 3.14, 0), 0.3)
end
if attack == false then
if Mode == "Normal" then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + (donum) / 2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4 + (donum) / 4) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(-0.2, 0, -0.4 - (donum) / 4) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2 - (donum) / 2) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.5 - (donum) / 2), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2 - (donum) / 2) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.5 + (donum) / 2), 0.3)
else
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.8) * euler(0, -1, 0), 0.25)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.8) * euler(0, 1, 0), 0.25)
RH.C0 = clerp(RH.C0, cf(1.05, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, 0.2), 0.25)
LH.C0 = clerp(LH.C0, cf(-1.05, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, -0.2), 0.25)
end
end
else
do
if 30 <= torvel and hitfloor ~= nil then
Anim = "Run"
if Mode == "Normal" and floating == true then
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.4 - (donum)) * euler(0.4, 0, 0), 0.3)
end
if attack == false then
if Mode == "Normal" then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + (donum) / 2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4 + (donum) / 4) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(-0.2, 0, -0.4 - (donum) / 4) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2 - (donum) / 2) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.5 - (donum) / 2), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2 - (donum) / 2) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.5 + (donum) / 2), 0.3)
else
mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.8) * euler(0, -1, 0), 0.25)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.8) * euler(0, 1, 0), 0.25)
RH.C0 = clerp(RH.C0, cf(1.05, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, 0.2), 0.25)
LH.C0 = clerp(LH.C0, cf(-1.05, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, -0.2), 0.25)
end
end
end
end
end
end
end
end
fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
for _,c in pairs(Decrease:children()) do
if (c:findFirstChild("Duration")) ~= nil then
c.Duration.Value = c.Duration.Value - 1
if c.Duration.Value <= 0 then
c.Parent = nil
end
end
if c.Name == "DecreaseAtk" then
decreaseatk = decreaseatk + c.Value
else
if c.Name == "DecreaseDef" then
decreasedef = decreasedef + c.Value
else
if c.Name == "DecreaseMvmt" then
decreasemvmt = decreasemvmt + c.Value
end
end
end
end
Atk.Value = 1 - (decreaseatk)
if Atk.Value <= 0 then
Atk.Value = 0
end
Def.Value = 1 - (decreasedef)
if Def.Value <= 0 then
Def.Value = 0.01
end
Mvmt.Value = 1 - (decreasemvmt)
if Mvmt.Value <= 0 then
Mvmt.Value = 0
end
decreaseatk = 0
decreasedef = 0
decreasemvmt = 0
AtkVal = Atk.Value * 100
AtkVal = math.floor(AtkVal)
AtkVal = AtkVal / 100
fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
DefVal = Def.Value * 100
DefVal = math.floor(DefVal)
DefVal = DefVal / 100
fenbardef.Text = "Defense\n(" .. DefVal .. ")"
MvmtVal = Mvmt.Value * 100
MvmtVal = math.floor(MvmtVal)
MvmtVal = MvmtVal / 100
if Rooted.Value == true then
MvmtVal = 0
end
fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
if StunT.Value <= Stun.Value then
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
else
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
end
fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
if 100 <= mana.Value then
mana.Value = 100
else
if mananum <= manainc then
mananum = mananum + 1
else
mananum = 0
mana.Value = mana.Value + 1
end
end
for i = 1, #cooldowns do
if cooldownmax <= cooldowns[i] then
cooldowns[i] = cooldownmax
else
cooldowns[i] = cooldowns[i] + cooldownsadd[i]
end
end
end
if #Effects>0 then
for e=1,#Effects do
if Effects[e]~=nil then
local Thing=Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if Thing[2] == "CylinderClang" then
if Thing[3] <= 1 then
Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[7] = Thing[1].CFrame
effect("New Yeller", 0, Thing[8], Thing[7], nil, 0.1, 2)
Thing[8] = Thing[7]
Thing[3] = Thing[3] + Thing[4]
else
Part.Parent = nil
table.remove(Effects, e)
end
end
if Thing[2] == "showDamage" then
if Thing[6] < Thing[5] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[7] then
Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[8] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[9] then
Thing[6] = Thing[6] + 1
Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
else
Thing[1].Parent = nil
table.remove(Effects, e)
end
end
end
end
end
if Thing[2] == "CloneEf" then
if Thing[3] <= 500 then
Thing[3] = Thing[3] + 1
if 10 <= Thing[4] then
Thing[4] = 0
end
Thing[4] = Thing[4] + 1
else
table.remove(Effects, e)
end
end
if Thing[2] == "SatelliteStrike" then
if Thing[5] < 100 then
Thing[5] = Thing[5] + 2
Thing[6] = Thing[6] + 1
if 2 < Thing[6] then
Thing[6] = 0
if Thing[3].BrickColor == BrickColor.new("New Yeller") then
Thing[3].Transparency = 0.8
Thing[3].BrickColor = BrickColor.new("Really red")
else
Thing[3].Transparency = 0.8
Thing[3].BrickColor = BrickColor.new("New Yeller")
end
end
else
refda = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
refda.Anchored = true
refda.CFrame = cf(Thing[1].Position) * cf(0, 500, 0)
game:GetService("Debris"):AddItem(refda, 1)
local mag = (refda.Position - Thing[1].Position).magnitude
MagicCylinder(BrickColor.new("White"), CFrame.new((refda.Position + Thing[1].Position) / 2, Thing[1].Position) * angles(1.57, 0, 0), 40, mag * 5, 40, 0, 0, 0, 0.3)
Lightning(refda.Position, Thing[1].Position, 15, 5, "Bright yellow", 3.5, 0.2, 0.05)
MagicBlock2(BrickColor.new("Bright yellow"), cf(Thing[1].Position), 40, 40, 40, -1, -1, -1, 0.08, 1)
refda.CFrame = cf(Thing[1].Position)
MagniDamage(refda, 5, 10, 12, 0, "Knockdown2", refda, 0.1, 1, (math.random(10, 12)), nil, nil, true)
refda.CFrame = cf(Thing[1].Position) * cf(0, 3, 0)
MagniDamage(refda, 5, 10, 12, 0, "Knockdown2", refda, 0.1, 1, (math.random(10, 12)), nil, nil, true)
refda.CFrame = cf(Thing[1].Position)
so("341336446", refda, 1, math.random(100, 120) / 100)
so("341336459", refda, 1, math.random(100, 120) / 100)
Thing[1].Parent = nil
table.remove(Effects, e)
end
end
do
if Thing[2] == "SatelliteStrike2" then
if Thing[5] < 100 then
Thing[5] = Thing[5] + 2
Thing[6] = Thing[6] + 1
if 2 < Thing[6] then
Thing[6] = 0
if Thing[3].BrickColor == BrickColor.new("New Yeller") then
Thing[3].Transparency = 0.8
Thing[3].BrickColor = BrickColor.new("Really red")
else
Thing[3].Transparency = 0.8
Thing[3].BrickColor = BrickColor.new("New Yeller")
end
end
else
refda = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
refda.Anchored = true
refda.CFrame = cf(Thing[1].Position) * cf(0, 500, 0)
game:GetService("Debris"):AddItem(refda, 1)
local mag = (refda.Position - Thing[1].Position).magnitude
MagicCylinder(BrickColor.new("White"), CFrame.new((refda.Position + Thing[1].Position) / 2, Thing[1].Position) * angles(1.57, 0, 0), 60, mag * 5, 60, 0, 0, 0, 0.1)
Lightning(refda.Position, Thing[1].Position, 25, 5, "Bright yellow", 5, 0.2, 0.03)
MagicBlock2(BrickColor.new("Bright yellow"), cf(Thing[1].Position), 80, 80, 80, -1, -1, -1, 0.06, 1)
refda.CFrame = cf(Thing[1].Position)
MagniDamage(refda, 10, 14, 16, 0, "Knockdown2", refda, 0.1, 1, (math.random(14, 18)), nil, nil, true)
refda.CFrame = cf(Thing[1].Position) * cf(0, 3, 0)
MagniDamage(refda, 10, 14, 16, 0, "Knockdown2", refda, 0.1, 1, (math.random(14, 18)), nil, nil, true)
refda.CFrame = cf(Thing[1].Position)
so("341336446", refda, 1, math.random(70, 90) / 100)
so("341336459", refda, 1, math.random(50, 80) / 100)
Thing[1].Parent = nil
table.remove(Effects, e)
end
end
do
if Thing[2] == "Shoot" then
Thing[11] = Thing[11] + 0.02
local Look = Thing[1]
local hit, pos = rayCast(Thing[4], Look, Thing[11], modelzorz)
local mag = (Thing[4] - pos).magnitude
if 6 < Thing[8] then
Thing[8] = 1
else
Thing[8] = Thing[8] + 1
end
MagicCylinder(Neons[Thing[8]], CFrame.new((Thing[4] + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * 5, 1, 0.5, 0, 0.5, 0.2)
Thing[9].BrickColor = Neons[Thing[8]]
Thing[9].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * cf(0, 0, -1) * Thing[10]
Thing[4] = Thing[4] + Look * Thing[11]
Thing[3] = Thing[3] - 1
if hit ~= nil then
Damagefunc(hit, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0.1, 2, (math.random(1, 3)), nil, nil, true)
end
if Thing[3] <= 0 then
Thing[9].Parent = nil
table.remove(Effects, e)
end
end
do
if Thing[2] == "Shoot2" then
local Look = Thing[1]
local hit, pos = rayCast(Thing[4], Look, 4, Character)
local mag = (Thing[4] - pos).magnitude
if 6 < Thing[8] then
Thing[8] = 1
else
Thing[8] = Thing[8] + 1
end
MagicCircle(BrickColor.new(NewCol3), CFrame.new((Thing[4] + pos) / 2, pos) * angles(1.57, 0, 0), 4, 4, 4, -0.5, -0.5, -0.5, 0.5)
Thing[4] = Thing[4] + Look * 4
Thing[3] = Thing[3] - 1
if hit ~= nil then
Thing[3] = 0
Damagefunc(hit, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0.1, 2, (math.random(1, 5)), nil, nil, true)
end
if Thing[3] <= 0 then
table.remove(Effects, e)
end
end
do
if Thing[2] == "Shoot3" then
local Look = Thing[1]
local hit, pos = rayCast(Thing[4], Look, 1.5, modelzorz)
local mag = (Thing[4] - pos).magnitude
if 6 < Thing[8] then
Thing[8] = 1
else
Thing[8] = Thing[8] + 1
end
Thing[11] = Thing[11] + 0.05
Thing[9].BrickColor = Neons[Thing[8]]
Thing[9].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * euler(0, mr(90), 0) * euler(Thing[10], 0, 0) * euler(0, Thing[11], 0)
MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 25, 25, 25, 2, 2, 2, 0.25)
Thing[4] = Thing[4] + Look * 1.5
Thing[3] = Thing[3] - 1
if hit ~= nil then
Thing[3] = 0
end
if Thing[3] <= 0 then
MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 30, 30, 30, 4, 4, 4, 0.1)
MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 100, 100, 100, 0, 0, 0, 0.05)
local staaaaref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
staaaaref.Anchored = true
staaaaref.CFrame = cf(Thing[9].Position)
game:GetService("Debris"):AddItem(staaaaref, 1)
so("341336499", staaaaref, 0.8, 2)
MagniDamage(staaaaref, 10, 10, 12, math.random(10, 20), "Knockdown2", staaaaref, 0.1, 1, (math.random(4, 6)), nil, nil, true, "Damage", 0.1, 200)
Thing[9].Parent = nil
table.remove(Effects, e)
end
end
do
if Thing[2] == "Shoot4" then
local Look = Thing[1]
local hit, pos = rayCast(Thing[4], Look, 1.5, modelzorz)
local mag = (Thing[4] - pos).magnitude
if 6 < Thing[8] then
Thing[8] = 1
else
Thing[8] = Thing[8] + 1
end
Thing[11] = Thing[11] + 0.05
Thing[9].BrickColor = Neons[Thing[8]]
Thing[9].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * euler(0, mr(90), 0) * euler(Thing[10], 0, 0) * euler(0, Thing[11], 0)
MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 80, 80, 80, 2, 2, 2, 0.25)
Thing[4] = Thing[4] + Look * 1.5
Thing[3] = Thing[3] - 1
if hit ~= nil then
Thing[3] = 0
end
if Thing[3] <= 0 then
MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 90, 90, 90, 4, 4, 4, 0.1)
MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 200, 200, 200, 0, 0, 0, 0.1)
MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 150, 150, 150, 10, 10, 10, 0.08)
MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 100, 100, 100, 15, 15, 15, 0.06)
local staaaaref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
staaaaref.Anchored = true
staaaaref.CFrame = cf(Thing[9].Position)
game:GetService("Debris"):AddItem(staaaaref, 1)
so("341336499", staaaaref, 0.8, 1)
MagniDamage(staaaaref, 20, 15, 18, math.random(30, 50), "Knockdown2", staaaaref, 0.1, 1, (math.random(8, 10)), nil, nil, true, "Damage", 0.1, 400)
Thing[9].Parent = nil
table.remove(Effects, e)
end
end
do
do
if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "CloneEf" and Thing[2] ~= "Blink" and Thing[2] ~= "ShootIce" and Thing[2] ~= "Freeze" and Thing[2] ~= "Shoot" and Thing[2] ~= "Shoot2" and Thing[2] ~= "Shoot3" and Thing[2] ~= "Shoot4" and Thing[2] ~= "SatelliteStrike" and Thing[2] ~= "SatelliteStrike2" then
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Block3" then
Thing[8] = Thing[8] * cf(0, 1, 0)
Thing[1].CFrame = Thing[8] * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Block4" then
if #Neons - 1 < Thing[8] then
Thing[8] = 1
else
Thing[8] = Thing[8] + 1
end
Thing[1].BrickColor = Neons[Thing[8]]
Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Cylinder" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Shatter" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
Thing[4] = Thing[4] * cf(0, Thing[7], 0)
Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0)
Thing[6] = Thing[6] + Thing[5]
else
if Thing[2] == "Blood" then
Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0)
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Elec" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Disappear" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
end
end
end
end
end
end
end
end
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end