local base = game.Workspace.Base local sky = game.Lighting base.BrickColor = BrickColor.new("Medium stone grey") base.Material = "Slate" sky.TimeOfDay = "18:00:00" sky.Ambient = BrickColor.new("Really black").Color sky.Brightness = 1 sky.FogEnd = 500 sky.FogColor = BrickColor.new("Really red").Color p = game.Players.LocalPlayer char = p.Character torso = char.Torso neck = char.Torso.Neck hum = char.Humanoid hum.MaxHealth = 2500 wait() hum.Health =hum.MaxHealth local s = Instance.new("Sound",char) s.SoundId = "http://www.roblox.com/asset/?id=180348469" s.Pitch = 0.98 s.Volume = 1 s.Looped = true wait(0) s:play() CV="Maroon" local txt = Instance.new("BillboardGui", char) txt.Adornee = char .Head txt.Name = "_status" txt.Size = UDim2.new(2, 0, 1.2, 0) txt.StudsOffset = Vector3.new(-9, 8, 0) local text = Instance.new("TextLabel", txt) text.Size = UDim2.new(10, 0, 7, 0) text.FontSize = "Size24" text.TextScaled = true text.TextTransparency = 0 text.BackgroundTransparency = 1 text.TextTransparency = 0 text.TextStrokeTransparency = 0 text.Font = "SourceSansBold" text.TextStrokeColor3 = Color3.new(1,0.5,0) v=Instance.new("Part") v.Name = "ColorBrick" v.Parent=p.Character v.FormFactor="Symmetric" v.Anchored=true v.CanCollide=false v.BottomSurface="Smooth" v.TopSurface="Smooth" v.Size=Vector3.new(10,5,3) v.Transparency=1 v.CFrame=char.Torso.CFrame v.BrickColor=BrickColor.new(CV) v.Transparency=1 text.TextColor3 = Color3.new(1,0,0) v.Shape="Block" text.Text = "Lava Magic User" Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid Face = Head.face LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false attackdebounce = false MMouse = nil combo = 0 local hitfloor, posfloor = nil, nil local idle = 0 local Anim = "Idle" local Effects = {} local Weapon = {} local Welds = {} local invisible = false local doing2 = false local doing4 = false local Marked = {} local MarkedGUI = {} local decreaseatk = 0 local decreasedef = 0 local decreasemvmt = 0 local pursuitnum = 0 local arcorb = false local move1 = "(Q)\nLava Ball" local move2 = "(E)\nMagma Splash" local move3 = "(R)\nLava Floor" local move4 = "(F)\nVolcanic Eruption" local cooldowns = {} local cooldown1 = 0 table.insert(cooldowns, cooldown1) local cooldown2 = 0 table.insert(cooldowns, cooldown2) local cooldown3 = 0 table.insert(cooldowns, cooldown3) local cooldown4 = 0 table.insert(cooldowns, cooldown4) local cooldownsadd = {} local cooldownadd1 = 100 table.insert(cooldownsadd, cooldownadd1) local cooldownadd2 = 100 table.insert(cooldownsadd, cooldownadd2) local cooldownadd3 = 100 table.insert(cooldownsadd, cooldownadd3) local cooldownadd4 = 100 table.insert(cooldownsadd, cooldownadd4) local cooldownmax = 100 player = nil RSH = 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 TorsoRed = TorsoColor.Color.r TorsoGreen = TorsoColor.Color.g TorsoBlue = TorsoColor.Color.b NewCol = BrickColor.new("Really red").Color NewCol2 = BrickColor.new("Really red").Color if Player:findFirstChild("Color1") ~= nil then NewCol = Player.Color1.Value end if Player:findFirstChild("Color2") ~= nil then NewCol2 = Player.Color2.Value end print(BrickColor.new(NewCol)) 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 if Character:findFirstChild("Effects", true) ~= nil then Character:findFirstChild("Effects", true).Parent = nil end local effects = it("Model", Character) effects.Name = "Effects" 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 / 30 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 if Character:findFirstChild("Carnufico", true) ~= nil then Character:findFirstChild("Carnufico", 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 = 100 local Rooted = Instance.new("BoolValue") Rooted.Name = "Rooted" Rooted.Parent = Stats Rooted.Value = false local Stunned = Instance.new("BoolValue") Stunned.Name = "Stunned" Stunned.Parent = Stats Stunned.Value = false local Stagger = Instance.new("BoolValue") Stagger.Name = "Stagger" Stagger.Parent = Stats Stagger.Value = false local StaggerHit = Instance.new("BoolValue") StaggerHit.Name = "StaggerHit" StaggerHit.Parent = Stats StaggerHit.Value = false local RecentEnemy = Instance.new("ObjectValue") RecentEnemy.Name = "RecentEnemy" RecentEnemy.Parent = Stats RecentEnemy.Value = nil local Decrease = Instance.new("BoolValue") Decrease.Name = "Decrease" Decrease.Parent = Stats Decrease.Value = false local mana = Instance.new("NumberValue") mana.Name = "Mana" mana.Parent = Stats mana.Value = 0 local invisnum = Instance.new("NumberValue") invisnum.Name = "Pursuit" invisnum.Parent = Stats invisnum.Value = 0 local isinvis = Instance.new("BoolValue") isinvis.Name = "IsInvisible" isinvis.Parent = Stats isinvis.Value = false local passive = Instance.new("NumberValue", Decrease) passive.Name = "DecreaseAtk" passive.Value = 0 local passive2 = Instance.new("NumberValue", nil) passive2.Name = "DecreaseDef" passive2.Value = 0.2 local passive3 = Instance.new("NumberValue", nil) passive3.Name = "DecreaseMvmt" passive3.Value = -0.2 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 = "Neon" 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 = "SourceSansBold" gui.FontSize = "Size14" gui.TextWrapped = false gui.TextStrokeTransparency = 0 gui.TextColor = BrickColor.new("White") return gui 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) fenframe3.Name = "MoveFrame" local fenframe4 = it("Frame") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(255, 255, 255) fenframe4.BackgroundTransparency = 1 fenframe4.BorderColor3 = Color3.new(17, 17, 17) fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe4.Position = UDim2.new(0, 0, 0.7, 0) local pressedf = false local fenframe5 = it("Frame") fenframe5.Parent = fengui fenframe5.BackgroundColor3 = Color3.new(0, 0, 0) fenframe5.BackgroundTransparency = 1 fenframe5.BorderColor3 = Color3.new(0, 0, 0) fenframe5.Size = UDim2.new(1, 0, 1, 0) fenframe5.Position = UDim2.new(0, 0, 0, 0) fenframe5.ZIndex = 2 local tellbar = gui("TextLabel", fenframe5, "Z to enable magic.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0)) tellbar.Font = "SourceSansBold" 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 fenbarblock1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.7, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarblock2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(-0.7, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarblock3 = gui("TextLabel", fenframe, "Pursuit(" .. invisnum.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(-0.7, 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 testpart = part(3, effects, 0, 1, BrickColor.new("Black"), "Handle", vt()) testpart.Anchored = true local scarfp2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Handle", vt()) scarfp2.Anchored = true local modelzorz = Instance.new("Model") modelzorz.Parent = Character modelzorz.Name = "Carnufico" local handle = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Handle", vt()) local prt1 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol2), "Part01", vt()) local prt2 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Part02", vt()) local prt3 = part(3, modelzorz, 0, 1, BrickColor.new("Medium stone grey"), "Part03", vt()) local prt4 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Part04", vt()) local prt5 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Part05", vt()) local prt6 = part(3, modelzorz, 0, 1, BrickColor.new("Dark stone grey"), "Part06", vt()) local prt7 = part(3, modelzorz, 0.5, 1, BrickColor.new("Really black"), "Part07", vt()) local prt8 = part(3, modelzorz, 0.5, 1, BrickColor.new(NewCol), "Part07", vt()) local prt9 = part(3, modelzorz, 0.5, 1, BrickColor.new("Really black"), "Part09", vt()) local prt10 = part(3, modelzorz, 0.5, 1, BrickColor.new(NewCol), "Part10", vt()) msh1 = mesh("CylinderMesh", prt1, "", "", vt(0, 0, 0), vt(2, 30, 2)) msh2 = mesh("SpecialMesh", prt2, "FileMesh", "9756362", vt(0, 0, 0), vt(1, 1, 1)) msh3 = mesh("CylinderMesh", prt3, "", "", vt(0, 0, 0), vt(3, 3, 3)) msh4 = mesh("SpecialMesh", prt4, "FileMesh", "3270017", vt(0, 0, 0), vt(1, 1, 1)) msh5 = mesh("SpecialMesh", prt5, "FileMesh", "3270017", vt(0, 0, 0), vt(1, 1, 1)) msh6 = mesh("SpecialMesh", prt6, "FileMesh", "9756362", vt(0, 0, 0), vt(0.8, 1, 0.5)) msh7 = mesh("BlockMesh", prt7, "", "", vt(0, 0, 0), vt(1, 2, 2)) msh8 = mesh("BlockMesh", prt8, "", "", vt(0, 0, 0), vt(1, 1, 2)) msh9 = mesh("SpecialMesh", prt9, "Wedge", "nil", vt(0, 0, 0), vt(1, 2, 4)) msh10 = mesh("SpecialMesh", prt10, "Wedge", "nil", vt(0, 0, 0), vt(1, 2, 4)) local handlewld = weld(handle, handle, Torso, euler(-2, 1.57, 0) * cf(-1, -0.5, -0.6)) local wld1 = weld(prt1, prt1, handle, euler(0, 0, 0) * cf(0, 0, 0)) local wld2 = weld(prt1, prt2, prt1, euler(3.14, 0, 0) * cf(0, 3, 0)) local wld3 = weld(prt1, prt3, prt1, euler(0, 0, 0) * cf(0, -3.2, 0)) local wld4 = weld(prt1, prt4, prt3, euler(-1.57, 0, 1.57) * euler(0, -0.7, 0) * cf(-0.16, -0.2, -0.1)) local wld5 = weld(prt1, prt5, prt3, euler(-1.57, 0, -1.57) * euler(0, 0.7, 0) * cf(0.16, -0.2, -0.1)) local wld6 = weld(prt1, prt6, prt3, euler(0, 0, 0) * cf(0, -0.2, 0.1)) local wld7 = weld(prt1, prt7, prt6, euler(0, 0, 0) * cf(0, 0.2, 0.2)) local wld8 = weld(prt1, prt8, prt6, euler(0, 0, 0) * cf(0, -0.1, 0.2)) local wld9 = weld(prt1, prt9, prt7, euler(0, 0, 0) * cf(0, 0, 0.7)) local wld10 = weld(prt1, prt10, prt8, euler(0, 0, 0) * cf(0, -0.1, 0.7)) for i = 0, 2.355, 0.785 do local prt4 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Part04", vt()) msh4 = mesh("SpecialMesh", prt4, "FileMesh", "9756362", vt(0, 0, 0), vt(1, 0.2, 0.2)) local wld4 = weld(prt1, prt4, prt3, euler(0, i, 0) * cf(0, 0.6, 0)) end oldprt = prt9 oldprt2 = prt10 cff = 0.1 eul = 0.02 siz = 0.99 for i = 1, 6 do local prt11 = part(3, modelzorz, 0.5, 1, BrickColor.new("Really black"), "Part11", vt()) msh11 = mesh("SpecialMesh", prt11, "Wedge", "nil", vt(0, 0, 0), vt(siz, 2, 6)) local wld11 = weld(prt1, prt11, oldprt, euler(0, 0, 0) * cf(0, 0, cff) * euler(eul, 0, 0)) if i < 4 then num = 6 if i == 3 then num = 6.8 end local prt12 = part(3, modelzorz, 0.5, 1, BrickColor.new("Black"), "Part12", vt()) msh12 = mesh("BlockMesh", prt12, "", "", vt(0, 0, 0), vt(siz / 2, 2, num)) local wld12 = weld(prt1, prt12, prt11, euler(0, 0, 0) * cf(0, 0, cff) * euler(eul, 0, 0)) end do do oldprt = prt11 cff = 0.6 eul = 0.15 siz = siz - 0.1 -- DECOMPILER ERROR at PC2114: LeaveBlock: unexpected jumping out DO_STMT end end end modelzorz.Name = "Chakra Gauntlets" local rprt1 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Right Part01", vt()) local rprt2 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Right Part02", vt()) local rprt3 = part(3, modelzorz, 0.5, 1, BrickColor.new("White"), "Right Part03", vt()) local rprt4 = part(3, modelzorz, 0.5, 1, BrickColor.new("White"), "Right Part04", vt()) local rprt5 = part(3, modelzorz, 0, 1, BrickColor.new("Really black"), "Right Part05", vt()) local rprt6 = part(3, modelzorz, 0.5, 1, BrickColor.new("White"), "Right Part06", vt()) local lprt1 = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Left Part01", vt()) local lprt2 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Left Part02", vt()) local lprt3 = part(3, modelzorz, 0.5, 1, BrickColor.new("White"), "Left Part03", vt()) local lprt4 = part(3, modelzorz, 0.5, 1, BrickColor.new("White"), "Left Part04", vt()) local lprt5 = part(3, modelzorz, 0, 1, BrickColor.new("Really black"), "Left Part05", vt()) local lprt6 = part(3, modelzorz, 0.5, 1, BrickColor.new("White"), "Left Part06", vt()) local rmsh1 = mesh("SpecialMesh", rprt1, "FileMesh", "3270017", vt(0, 0, 0), vt(1.2, 1.2, 2)) local rmsh2 = mesh("CylinderMesh", rprt2, "", "", vt(0, 0, 0), vt(5, 2, 5)) local rmsh3 = mesh("SpecialMesh", rprt3, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 3, 6)) local rmsh4 = mesh("SpecialMesh", rprt4, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 1.5, 3)) local rmsh5 = mesh("CylinderMesh", rprt5, "", "", vt(0, 0, 0), vt(4, 2.1, 4)) local rmsh6 = mesh("SpecialMesh", rprt6, "FileMesh", "9756362", vt(0, 0, 0), vt(0.5, 0.5, 0.5)) local lmsh1 = mesh("SpecialMesh", lprt1, "FileMesh", "3270017", vt(0, 0, 0), vt(1.2, 1.2, 2)) local lmsh2 = mesh("CylinderMesh", lprt2, "", "", vt(0, 0, 0), vt(5, 2, 5)) local lmsh3 = mesh("SpecialMesh", lprt3, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 3, 6)) local lmsh4 = mesh("SpecialMesh", lprt4, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 1.5, 3)) local lmsh5 = mesh("CylinderMesh", lprt5, "", "", vt(0, 0, 0), vt(4, 2.1, 4)) local lmsh6 = mesh("SpecialMesh", lprt6, "FileMesh", "9756362", vt(0, 0, 0), vt(0.5, 0.5, 0.5)) local rwld1 = weld(lprt1, rprt1, RightArm, euler(1.57, 0, 0) * cf(0, 0.3, 0)) local rwld2 = weld(rprt1, rprt2, rprt1, euler(0, 0, 1.57) * cf(-0.6, 0, 0)) local rwld3 = weld(rprt1, rprt3, rprt2, euler(-0.2, 3.14, 1.57) * cf(-0.7, 0, -0.4)) local rwld4 = weld(rprt1, rprt4, rprt2, euler(-0.4, 3.14, -1.57) * cf(0.6, 0, -0.2)) local rwld5 = weld(rprt1, rprt5, rprt2, euler(0, 0, 0) * cf(0, 0, 0)) local rwld6 = weld(rprt1, rprt6, rprt2, euler(0, 0, 0.785) * cf(0, 0, 0.45)) local lwld1 = weld(lprt1, lprt1, LeftArm, euler(1.57, 0, 0) * cf(0, 0.3, 0)) local lwld2 = weld(rprt1, lprt2, lprt1, euler(0, 0, 1.57) * cf(0.6, 0, 0)) local lwld3 = weld(rprt1, lprt3, lprt2, euler(-0.2, 3.14, 1.57) * cf(-0.7, 0, -0.4)) local lwld4 = weld(rprt1, lprt4, lprt2, euler(-0.4, 3.14, -1.57) * cf(0.6, 0, -0.2)) local lwld5 = weld(rprt1, lprt5, lprt2, euler(0, 0, 0) * cf(0, 0, 0)) local lwld6 = weld(rprt1, lprt6, lprt2, euler(0, 0, 0.785) * cf(0, 0, 0.45)) for _,c in pairs(modelzorz:children()) do table.insert(Weapon, c) end for _,c in pairs(rprt1:children()) do if c.className == "Motor" then table.insert(Welds, c) end end oldprt2 = prt10 cff = 0.1 eul = 0.02 siz = 0.99 for i = 1, 7 do local prt13 = part(3, modelzorz, 0.5, 1, BrickColor.new(NewCol), "Part13", vt()) msh13 = mesh("SpecialMesh", prt13, "Wedge", "nil", vt(0, 0, 0), vt(siz, 2, 6)) local wld13 = weld(prt1, prt13, oldprt2, euler(0, 0, 0) * cf(0, 0, cff) * euler(eul, 0, 0)) oldprt2 = prt13 cff = 0.6 eul = 0.14 siz = siz - 0.1 end for _,c in pairs(modelzorz:children()) do table.insert(Weapon, c) end for _,c in pairs(prt1:children()) do if c.className == "Motor" then table.insert(Welds, c) end end local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt()) hitbox.Anchored = false local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0)) local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1)) hitbox2.Anchored = true local hitboxCF = cf(0, 0, 0) hboxpos = Instance.new("BodyPosition", nil) hboxpos.P = 2000 hboxpos.D = 100 hboxpos.maxForce = Vector3.new(545000, 545000, 545000) hitboxweld = function() hbwld.Parent = modelzorz hbwld.Part0 = hitbox hbwld.Part1 = prt6 end if script.Parent.className ~= "HopperBin" then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "." script.Parent = Tool end Bin = script.Parent if Bin.Name == "." then Bin.Name = "." end 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 for i = 0, 1, 0.5 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3) 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) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3) 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) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end mdec2.Parent = nil handlewld.Part1 = Torso handlewld.C0 = euler(-2, 1.57, 0) * cf(-1, -0.5, -0.6) wld1.C0 = euler(0, 0, 0) * cf(0, 0, 0) for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3) 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) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end mdec.Parent = Decrease end mdec.Parent = Decrease equipanim = function() equipped = true mdec.Parent = nil for i = 0, 1, 0.5 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.15, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.35)* angles(math.rad(2.5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.2, 0.3, -0.5) * euler(1.3, 0, -1.2) * euler(0, 1.57, 0), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, -0.5) * euler(1.3, 0, 1.2) * euler(0, -1.57, 0), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-6),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) end for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0.15, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.35)* angles(math.rad(2.5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.2, 0.3, -0.5) * euler(1.3, 0, -1.2) * euler(0, 1.57, 0), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, -0.5) * euler(1.3, 0, 1.2) * euler(0, -1.57, 0), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-6),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) end mdec2.Parent = Decrease handlewld.Part1 = RightArm handlewld.C0 = euler(0, -1.57, 0) * cf(0, 1, 0) wld1.C0 = cf(0, -1.5, 0) * euler(0.2, 0, 0.4) end StaggerAnim = function() attack = true removeControl() if invisible == true then Clone(0.1) end 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 Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -40 end 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 for i = 0, 1, 0.2 do swait() if Rooted.Value == false then Torso.Velocity = RootPart.CFrame.lookVector * -40 end 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 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, 50 do swait() if StunT.Value <= Stun.Value then break end end do resumeControl() combo = 0 attack = false end end StaggerHitt = function() attack = true if invisible == true then Clone(0.1) end 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() handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3) wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0) * euler(1.57, 0, 0), 0.3) 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() handlewld.C0 = clerp(handlewld.C0, euler(0, 0, 0) * cf(0, 1, 0), 0.3) wld1.C0 = clerp(wld1.C0, euler(0, 0, 0) * cf(0, 0, 0) * euler(1.57, 0, 0), 0.3) 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 attackone = function() end attacktwo = function() end attackthree = function() end attackfour = function() end Invisibility = function() if invisible == false then so("2767090", Torso, 1, 1) MagicWave(BrickColor.new(NewCol), scarfp2.CFrame * euler(math.rad(180), 0, 0), 1, 1, 1, 0.5, 1.5, 0.5, 0.1) MagicWave(BrickColor.new(NewCol), scarfp2.CFrame * euler(math.rad(180), 0, 0), 1, 1, 1, 1, 0.5, 1, 0.1) MagicCircle(BrickColor.new(NewCol), prt6.CFrame * euler(-0.3, 0, 0), 0, 0, 0, 10, 10, 10, 0.05) MagicCircle(BrickColor.new(NewCol), prt6.CFrame * euler(-0.3, 0, 0), 0, 0, 0, 5, 5, 5, 0.05) invisnum.Value = invisnum.Value - 10 for _,c in pairs(Decrease:children()) do if c.Name == "DecreaseMvmt" and c:findFirstChild("Renegade") ~= nil then c.Parent = nil end end d = Instance.new("NumberValue", Decrease) d.Name = "DecreaseAtk" d.Value = -5 dur = Instance.new("NumberValue", d) dur.Name = "Duration" dur.Value = 420 display = "+Damage" showDamage(Character, display, "Debuff") da = Instance.new("BoolValue", d) da.Name = "Renegade" DecreaseStat(Character, "Defense", 0.1, 80) invisible = true isinvis.Value = true passive3.Parent = Decrease else invisible = false isinvis.Value = false passive3.Parent = nil end end Runes = {"rbxassetid://0"} ContentProvider = game:GetService("ContentProvider") for _,v in pairs(Runes) do ContentProvider:Preload(v) end do2 = function() local ChatService = game:GetService("Chat") neck.C0 = neck.C0 * CFrame.Angles(0,0,0) ChatService:Chat(Head, "Magma Splash!", "Red") wait(0) if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[1] and mana.Value >= 0 then deb = 0.2 attack = true cooldowns[1] = 100 mana.Value = mana.Value - 20 local orb = part(3, modelzorz, 0, 0.5, BrickColor.new(NewCol), "Effect", vt()) do swait() local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 1 for i = 0, 1, 0.2 do swait() RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.35)* angles(math.rad(-10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-25),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(150), math.rad(-5), math.rad(8)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(150), math.rad(5), math.rad(-8)), 0.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-10),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(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 then --and StunT.Value > Stun.Value then if StaggerHit.Value ~= true then swait() arcorb = true orb.Anchored = true orb.CFrame = RootPart.CFrame * cf(0, 75, 0) so("515578896", orb, 3.5, 0.25) do local msh = mesh("SpecialMesh", orb, "Sphere", "nil", vt(0, 0, 0), vt(150, 150, 150)) ogui = Instance.new("BillboardGui") ogui.Parent = orb ogui.Size = UDim2.new(5, 0, 5, 0) oimg = Instance.new("ImageLabel") oimg.Parent = ogui oimg.BackgroundTransparency = 1 oimg.Size = UDim2.new(1, 0, 1, 0) oimg.Image = Runes[math.random(1, #Runes)] oimg.ImageColor3 = BrickColor.new(NewCol).Color orbnum = 100 while arcorb==true do if arcorb == true then swait() end if Stagger.Value ~= true and StunT.Value > Stun.Value then if StaggerHit.Value == true then break end MagicRing(BrickColor.new(NewCol2), cf(orb.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.5, 0.5, 0, 0.1) if orbnum < 0 or MMouse == nil then arcorb = false end swait() orbnum = orbnum - 1 if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then arcorb = false break end end end if MMouse.Hit.p ~= nil then swait() local MainPos = orb.Position local MainPos2 = MMouse.Hit.p local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2) so("203691467", orb, 3, 0.5) coroutine.resume(coroutine.create(function(Pos1, Pos2, Look) local num = 50 repeat swait() local ohit, opos = rayCast(Pos1, Look.lookVector, 5, Character) orb.CFrame = CFrame.new((Pos1 + opos) / 2, opos) MagicCircle(BrickColor.new(NewCol), cf(orb.Position), 200, 200, 200, -5, -5, -5, 0.075) Pos1 = Pos1 + Look.lookVector * 8.5 orb.CFrame = CFrame.new(orb.Position, MMouse.Hit.p) if ohit ~= nil then num = 0 end num = num - 1 until num <= 0 local ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Effect", vt()) ref.Anchored = true ref.CFrame = cf(orb.Position) so("142070127", ref, 10, 0.85) so("142070127", ref, 10, 0.5) game:GetService("Debris"):AddItem(ref, 5) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 125, 125, 125, 15, 15, 15, 0.05) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 125, 125, 125, 20, 20, 20, 0.065) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 125, 125, 125, 40, 40, 40, 0.075) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 125, 125, 125, 60, 60, 60, 0.085) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 125, 25, 125, 5, 0, 5, 0.005) MagicRing(BrickColor.new(NewCol2), cf(ref.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 50, 50, 1, 5, 5, 0, 0.025) MagicRing(BrickColor.new(NewCol2), cf(ref.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 50, 50, 1, 7.5, 7.5, 0, 0.025) MagniDamage(ref, 65, 22, 35, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(5, 7)), nil, true) if isjugg == false then end orb.Parent = nil end ), MainPos, MainPos2, MouseLook) end do dec.Parent = nil swait() attack = false end end end end end end end do1 = function() local ChatService = game:GetService("Chat") neck.C0 = neck.C0 * CFrame.Angles(0,0,0) ChatService:Chat(Head, "Lava Ball!", "Red") wait(0) if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[1] and mana.Value >= 0 then deb = 0.2 attack = true cooldowns[1] = 100 mana.Value = mana.Value - 20 local orb = part(3, modelzorz, 0, 0.5, BrickColor.new(NewCol), "Effect", vt()) do swait() local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 1 for i = 0, 1, 0.2 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0.35) * euler(0, 0, -1.57), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1) * euler(0, 1.5, 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(1.57, 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(0.5, -1, -0.3) * euler(0, 1.57, 0) * euler(0, 1.57, -0.3), 0.3) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.3) * euler(0, -1.57, 0) * euler(0, 1.57, 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 then --and StunT.Value > Stun.Value then if StaggerHit.Value ~= true then swait() arcorb = true orb.Anchored = true orb.CFrame = RootPart.CFrame * cf(0, 0.5, -5) so("515578896", orb, 2, 0.35) do local msh = mesh("SpecialMesh", orb, "Sphere", "nil", vt(0, 0, 0), vt(10, 10, 10)) ogui = Instance.new("BillboardGui") ogui.Parent = orb ogui.Size = UDim2.new(5, 0, 5, 0) oimg = Instance.new("ImageLabel") oimg.Parent = ogui oimg.BackgroundTransparency = 1 oimg.Size = UDim2.new(1, 0, 1, 0) oimg.Image = Runes[math.random(1, #Runes)] oimg.ImageColor3 = BrickColor.new(NewCol).Color orbnum = 100 while arcorb==true do if arcorb == true then swait() end if Stagger.Value ~= true and StunT.Value > Stun.Value then if StaggerHit.Value == true then break end orb.CFrame = RootPart.CFrame * cf(0, 0.5, -5) MagicRing(BrickColor.new(NewCol2), cf(orb.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0, 0, 1, 0.125, 0.125, 0, 0.1) if orbnum < 0 or MMouse == nil then arcorb = false end swait() orbnum = orbnum - 1 if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then arcorb = false break end end end if MMouse.Hit.p ~= nil then swait() local MainPos = orb.Position local MainPos2 = MMouse.Hit.p local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2) so("203691467", orb, 3, 0.75) coroutine.resume(coroutine.create(function(Pos1, Pos2, Look) local num = 50 repeat swait() local ohit, opos = rayCast(Pos1, Look.lookVector, 5, Character) orb.CFrame = CFrame.new((Pos1 + opos) / 2, opos) MagicCircle(BrickColor.new(NewCol), cf(orb.Position), 15, 15, 15, -1, -1, -1, 0.075) Pos1 = Pos1 + Look.lookVector * 5 orb.CFrame = CFrame.new(orb.Position, MMouse.Hit.p) if ohit ~= nil then num = 0 end num = num - 1 until num <= 0 local ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Effect", vt()) ref.Anchored = true ref.CFrame = cf(orb.Position) so("142070127", ref, 5, 1) game:GetService("Debris"):AddItem(ref, 5) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 25, 25, 25, 10, 10, 10, 0.05) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 25, 25, 25, 20, 20, 20, 0.075) MagicCircle(BrickColor.new(NewCol), cf(ref.Position), 50, 25, 50, 0.5, 0, 0.5, 0.005) MagicRing(BrickColor.new(NewCol2), cf(ref.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 20, 20, 1, 1, 1, 0, 0.025) MagniDamage(ref, 20, 16, 23, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(5, 7)), nil, true) if isjugg == false then end orb.Parent = nil end ), MainPos, MainPos2, MouseLook) end do dec.Parent = nil swait() attack = false end end end end end end end do3 = function() local ChatService = game:GetService("Chat") neck.C0 = neck.C0 * CFrame.Angles(0,0,0) ChatService:Chat(Head, "Lava Floor!", "Red") wait(0) if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[3] and mana.Value >= 30 then attack = true cooldowns[3] = 0 local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 local dec2 = Instance.new("NumberValue", Decrease) dec2.Name = "DecreaseDef" dec2.Value = -10 LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(2, 0, 1), 0.5) for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 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), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC281: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC281: LeaveBlock: unexpected jumping out IF_STMT end end end so("315746833", RootPart, 5, 1) do wait(0) MagicCircle(BrickColor.new(NewCol), cf(RootPart.Position), 350, 350, 350, -7.5, -7.5, -7.5, 0.0175, 3) wait(3) end do mana.Value = mana.Value - 30 passivenum = -30 dec.Parent = nil dec2.Parent = nil passive.Value = -1 so("138210320", RootPart, 8.5, 1) so("142070127", RootPart, 10, 0.75) MagicCircle(BrickColor.new(NewCol), cf(Torso.Position), 350, 25, 350, 1, 0, 1, 0.005) MagicCircle(BrickColor.new(NewCol), cf(Torso.Position), 350, 150, 350, -5, 250, -5, 0.025) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 75, 1, 75, 0.5, 0, 0.5, 0.05) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 75, 1, 75, 0.5, 0, 0.5, 0.05) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 75, 1, 75, 0.5, 0, 0.5, 0.05) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 75, 1, 75, 0.5, 0, 0.5, 0.05) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 75, 1, 75, 0.5, 0, 0.5, 0.05) MagniDamage(RootPart, 65, 23, 30, math.random(30, 50), "Knockdown2", RootPart, 0, 1, (math.random(4, 8)), nil, nil, false) for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 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), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC648: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC648: LeaveBlock: unexpected jumping out IF_STMT end end end dec.Parent = nil dec2.Parent = nil attack = false end end end do4 = function() local ChatService = game:GetService("Chat") neck.C0 = neck.C0 * CFrame.Angles(0,0,0) ChatService:Chat(Head, "Volcanic Eruption!", "Red") wait(0) if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end if cooldownmax <= cooldowns[3] and mana.Value >= 30 then attack = true cooldowns[3] = 0 local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 local dec2 = Instance.new("NumberValue", Decrease) dec2.Name = "DecreaseDef" dec2.Value = -10 LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(2, 0, 1), 0.5) for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 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), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC281: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC281: LeaveBlock: unexpected jumping out IF_STMT end end end so("315746833", workspace, 5, 0.35) for i = 1, 50 do swait(1) CF = RootPart.CFrame * cf(math.random(-100,100), 0, math.random(-100,100)) ref2 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref2.Anchored = true ref2.CFrame = CF game:GetService("Debris"):AddItem(ref2, 5) so("199146035", ref2, 0, 0) hitfloor2, posfloor2 = rayCast(ref2.Position, CFrame.new(ref2.Position, ref2.Position - Vector3.new(0, 1, 0)).lookVector, 100, Character) if hitfloor2 ~= nil then mana.Value = mana.Value - 30 ref2.CFrame = cf(posfloor2) MagicCircle(BrickColor.new(NewCol), cf(posfloor2), 25, 1, 25, 1, 0, 1, 0.05) for i = 0, 1, 0.05 do end so("142070127", ref2, 5, 1) MagniDamage(ref2, 4, 2, 5, math.random(-50, -30), "Knockdown2", RootPart, 0, 1, (math.random(5, 10)), nil, nil, true) MagicCircle(BrickColor.new(NewCol), cf(posfloor2), 25, 0, 25, 1, 50, 1, 0.05) MagicCircle(BrickColor.new(NewCol), cf(posfloor2), 25, 15, 25, 1, 0, 1, 0.005) MagicWave(BrickColor.new(NewCol), cf(posfloor2) * euler(0, math.random(-50, 50), 0) * cf(0, -2, 0), 25, 1, 25, 1, 0, 1, 0.05, 3) MagicWave(BrickColor.new(NewCol), cf(posfloor2) * euler(0, math.random(-50, 50), 0) * cf(0, -2, 0), 25, 1, 25, 1, 0, 1, 0.05, 3) MagicWave(BrickColor.new(NewCol), cf(posfloor2) * euler(0, math.random(-50, 50), 0) * cf(0, -2, 0), 25, 1, 25, 1, 0, 1, 0.05, 3) end swait(1) MagicWave(BrickColor.new(NewCol), cf(RootPart.Position) * euler(0, math.random(-50, 50), 0) * cf(0, -2, 0), 1, 4, 1, 2.5, -0.1, 2.5, 0.05, 3) end do mana.Value = mana.Value - 30 passivenum = -30 dec.Parent = nil dec2.Parent = nil passive.Value = -1 so("142070127", workspace, 7.5, 0.65) so("142070127", workspace, 75., 0.5) so("517251746", workspace, 75, 0.25) MagicCircle(BrickColor.new(NewCol), cf(Torso.Position), 1000, 1000, 1000, 100, 100, 100, 0.1) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 500, 10, 500, 1, 0, 1, 0.0075) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 500, 10, 500, 1, 0, 1, 0.0075) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 500, 10, 500, 1, 0, 1, 0.0075) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 500, 10, 500, 1, 0, 1, 0.0075) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 500, 10, 500, 1, 0, 1, 0.0075) MagicWave(BrickColor.new(NewCol2), cf(Torso.Position) * euler(0, math.random(-50, 50), 0), 10, 1, 10, 50, 0, 50, 0.05) MagicCircle(BrickColor.new(NewCol), cf(Torso.Position), 1495, 1495, 1495, 2.5, 2.5, 2.5, 0.0075) MagicCircle(BrickColor.new(NewCol), cf(Torso.Position), 1500, 1500, 1500, 5, 5, 5, 0.0075) MagicCircle(BrickColor.new(NewCol), cf(Torso.Position), 1000, 25, 1000, 5, 0, 5, 0.005) MagniDamage(RootPart, 9001, 50, 1000, math.random(30, 50), "Knockdown2", RootPart, 0, 1, (math.random(4, 8)), nil, nil, false) for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 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), 0.4) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4) RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4) LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC648: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC648: LeaveBlock: unexpected jumping out IF_STMT end end end dec.Parent = nil dec2.Parent = nil attack = false end end end DecreaseStat = function(Model, Stat, Amount, Duration, cangui) 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 if cangui ~= true then showDamage(Model, display, "Debuff") end 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, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(head.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(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" and d.Name=="Torso" then head = d if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then if stun == nil then stun = math.random(5, 10) end local Rang = nil if Ranged == false then Rang = true end local stag = nil if shbash == true then stag = true end Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) end end end do -- DECOMPILER ERROR at PC183: LeaveBlock: unexpected jumping out DO_STMT 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) if LP == nil or P1 == nil then return end local effectsmsh = Instance.new("CylinderMesh") effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") NoOutline(effectsg) effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.5, 1, 0.5) effectsg.Parent = workspace effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new(Color) effectsg.Reflectance = Ref local point1 = P1 local mg = (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(0.2, 1, 0.2) game:GetService("Debris"):AddItem(effectsg, 2) if returnn then return effectsg end if not returnn then table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh}) end end MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent) local prt = part(3, workspace, 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 * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0}) end end end end MagicSkull = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe msh = mesh("SpecialMesh", prt, "FileMesh", "4770583", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Skull", delay, x3, y3, z3, msh, goe}) end MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * cf(x2, y2, z2) local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicCircle2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push) local prt = part(3, workspace, 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, workspace, 0, 0, brickcolor, "Effect", vt()) 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 MagicCylinder2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) 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, "Cylinder2", delay, x3, y3, z3, msh, goe}) end MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end ClangEffect = function(brickcolor, cframe, duration, decrease, size, power) local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil}) end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicFire = function(brickcolor, cframe, x1, y1, z1, delay) local prt = part(3, workspace, 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) table.insert(Effects, {prt, "Fire", delay, 1, 1, 1, msh}) end MagicFireWave = function(brickcolor, cframe, x1, y1, z1) local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) d = Instance.new("Decal") d.Parent = prt d.Texture = "http://www.roblox.com/asset/?id=26356434" d.Face = "Top" d = Instance.new("Decal") d.Parent = prt d.Texture = "http://www.roblox.com/asset/?id=26356434" d.Face = "Bottom" game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "FireWave", 1, 30, math.random(400, 600) / 100, msh}) end ElecEffect = function(cff, x, y, z) local prt = part(3, workspace, 0, 0, BrickColor.new("Bright red"), "Part", vt(1, 1, 1)) prt.Anchored = true prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z)) prt.CFrame = cf(prt.Position) game:GetService("Debris"):AddItem(prt, 10) xval = math.random() / 3 yval = math.random() / 3 zval = math.random() / 3 msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval)) Effects[#Effects + 1] = {prt, "Elec", 0.2, x, y, z, xval, yval, zval, msh} end CloneBody = function() for _,v in pairs(Torso.Parent:children()) do if v.className == "Part" and v.Name ~= "HumanoidRootPart" then local c = part(3, workspace, 0, 0.5, BrickColor.new("Really black"), "Effect", v.Size) c.Anchored = true c.CFrame = v.CFrame game:GetService("Debris"):AddItem(c, 5) if v.Name == "Head" then cmsh = mesh("SpecialMesh", c, "Head", "nil", vt(0, 0, 0), v.Mesh.Scale) end table.insert(Effects, {c, "Disappear", 0.05}) end end end Clone = function(duration) for _,v in pairs(Torso.Parent:children()) do if v.className == "Part" and v.Name ~= "HumanoidRootPart" then local c = part(3, workspace, 0, 0, BrickColor.new("Really black"), "Effect", v.Size) c.Anchored = true c.CFrame = v.CFrame game:GetService("Debris"):AddItem(c, 5) if v.Name == "Head" then cmsh = mesh("SpecialMesh", c, "Head", "nil", vt(0, 0, 0), v.Mesh.Scale) end table.insert(Effects, {c, "Disappear", duration}) else do do if v.className == "Hat" then n = v.Handle:clone() n:BreakJoints() n.archivable = true n.Anchored = true n.CanCollide = false n.Name = "Effect" n.BrickColor = BrickColor.new("Really black") n.Parent = workspace n.CFrame = v.Handle.CFrame n.Transparency = 1 n:BreakJoints() table.insert(Effects, {n, "Disappear", duration}) end -- DECOMPILER ERROR at PC108: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC108: LeaveBlock: unexpected jumping out IF_ELSE_STMT -- DECOMPILER ERROR at PC108: LeaveBlock: unexpected jumping out IF_STMT end end end end for _,v in pairs(modelzorz:children()) do if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" then n = v:clone() for _,b in pairs(n:children()) do if b.className == "Motor" then b.Parent = nil end end n.archivable = true n.Anchored = true n.CanCollide = false n.Name = "Effect" n.BrickColor = BrickColor.new("Really black") n.Parent = workspace n.CFrame = v.CFrame n.Transparency = 0 n:BreakJoints() table.insert(Effects, {n, "Disappear", duration}) end end end Cloak = function() so("2767090", Torso, 1, 1) Face.Parent = nil Clone(0.02) for _,v in pairs(Torso.Parent:children()) do do if v.className == "Part" and v.Name ~= "HumanoidRootPart" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do wait() v.Transparency = v.Transparency + 0.1 end v.Transparency = 1 end)) end if v.className == "Hat" then do hatp = v.Handle coroutine.resume(coroutine.create(function(derp) for i = 0, 1, 0.1 do wait() derp.Transparency = derp.Transparency + 0.1 end derp.Transparency = 1 end), hatp) -- DECOMPILER ERROR at PC45: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC45: LeaveBlock: unexpected jumping out IF_STMT end end end end for _,v in pairs(modelzorz:children()) do if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do wait() v.Transparency = v.Transparency + 0.1 end v.Transparency = 1 end)) end end end UnCloak = function() so("2767090", Torso, 1, 1.1) Face.Parent = Head for _,v in pairs(Torso.Parent:children()) do do if v.className == "Part" and v.Name ~= "HumanoidRootPart" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do wait() v.Transparency = v.Transparency - 0.1 end v.Transparency = 0 end)) end if v.className == "Hat" then do hatp = v.Handle coroutine.resume(coroutine.create(function(derp) for i = 0, 1, 0.1 do wait() derp.Transparency = derp.Transparency - 0.1 end derp.Transparency = 1 end), hatp) -- DECOMPILER ERROR at PC43: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC43: LeaveBlock: unexpected jumping out IF_STMT end end end end for _,v in pairs(modelzorz:children()) do if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do wait() v.Transparency = v.Transparency - 0.1 end for i = 0, 1, 0.3 do wait() v.Transparency = 0 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, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(hit.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if Player.Neutral == false then if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then return end if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end end c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game:service("Players").LocalPlayer c.Parent = h RecentEnemy.Value = hit.Parent game:GetService("Debris"):AddItem(c, 0.5) if doing4 == false then minim = minim * Atk.Value maxim = maxim * Atk.Value end Damage = 0 if minim == maxim then Damage = maxim else Damage = math.random(minim, maxim) end blocked = false enblock = nil Stats = hit.Parent:findFirstChild("Stats") if Stats == nil then Character.Stats:Clone().Parent=hit.Parent end if Stats ~= nil then Stats.Defense.Value=1 invis = Stats:findFirstChild("Invisibility") if (ranged == false or ranged == nil) and invis ~= nil then invis.Value = 0 end enblock = Stats:findFirstChild("Block") if enblock ~= nil and enblock.Value == true then blocked = true end if Stats:findFirstChild("Defense") ~= nil then if doing2 ~= true and doing4 ~= true then local divide = Stats.Defense.Value Damage = Damage / divide end do Damage = Damage 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 if Stats:findFirstChild("Stun") ~= nil then if blocked == true then incstun = incstun / 2 end if Stats.Stun.Value < Stats.StunThreshold.Value then Stats.Stun.Value = Stats.Stun.Value + incstun end end if Stats:findFirstChild("Stagger") ~= nil and stagger == true then Stats.Stagger.Value = true end 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) if hit.Parent:findFirstChild("Mark") == nil then d = it("BoolValue", hit.Parent) d.Name = "Mark" b = it("NumberValue", d) b.Name = "MarkTime" b.Value = 200 v = it("NumberValue", d) v.Name = "MarkValue" v.Value = 0 if doing4 == true then v.Value = 10 end sz = it("NumberValue", d) sz.Name = "MarkSize" sz.Value = 5 st = it("StringValue", d) st.Name = "MarkType" st.Value = "Adjudicator" local tehpart = hit.Parent:findFirstChild("HumanoidRootPart") if tehpart == nil then tehpart = hit.Parent:findFirstChild("Torso") end if hit.Parent.Name == "Neflhelm" then tehpart = hit end if tehpart ~= nil then markgui = it("BillboardGui", tehpart) markgui.Name = "Mark Gui" markgui.Size = UDim2.new(7, 0, 7, 0) markgui.StudsOffset = vt(0, 10, 0) markgui.AlwaysOnTop = true markscy = it("ImageLabel", markgui) markscy.Name = "Scythe" markscy.BackgroundTransparency = 1 markscy.Image = "rbxassetid://278007861" markscy.ImageColor3 = Color3.new(1, 0, 0) markscy.Size = UDim2.new(1, 0, 1, 0) table.insert(MarkedGUI, {markgui, markscy}) end table.insert(Marked, {d, b, v, sz}) else mark = hit.Parent:findFirstChild("Mark") if mark:findFirstChild("MarkTime") ~= nil then mark.MarkTime.Value = 700 end if mark:findFirstChild("MarkValue") ~= nil then if mark.MarkValue.Value >= 10 then if mark:findFirstChild("MarkTime") ~= nil then mark.MarkTime.Value = 400 end if mark.MarkType.Value == "Classic" then mark.Parent = nil Damage = Damage * 2 print("double damage") if hit.Parent:findFirstChild("HumanoidRootPart") ~= nil then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = hit.Parent.HumanoidRootPart.CFrame game:GetService("Debris"):AddItem(ref, 5) local nr = NumberRange.new local ns = NumberSequence.new local cs = ColorSequence.new local parti = it("ParticleEmitter") parti.Color = cs(NewCol, Color3.new(0, 0, 0)) parti.LightEmission = 0 parti.Size = ns(10) parti.Texture = "http://www.roblox.com/asset/?id=243660364" transseq = ns({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(1, 1)}) parti.Transparency = transseq parti.ZOffset = 1 parti.Acceleration = vt(0, 0, 0) parti.Lifetime = nr(1) parti.Rate = 20 parti.Rotation = nr(0, 360) parti.Speed = nr(0) parti.VelocitySpread = 0 parti.Parent = ref parti.Enabled = true table.insert(Effects, {parti, "PartiEmi", 20}) markscy = it("ImageLabel", markgui) markscy.Name = "Scythe" markscy.BackgroundTransparency = 1 markscy.Image = "rbxassetid://258927926" markscy.ImageColor3 = Color3.new(1, 0, 0) markscy.Size = UDim2.new(1, 0, 1, 0) table.insert(Effects, {markgui, "AdjuEff", 10, markscy}) end elseif mark.MarkType.Value == "Adjudicator" and hit.Parent:findFirstChild("HumanoidRootPart") ~= nil then da = math.random(1, 4) inc = 1 if doing2 == true then inc = 2 end if da == 1 then DecreaseStat(Character, "Damage", -math.random(6, 10) / 100 * inc, 150, true) DecreaseStat(Character, "Movement", -math.random(2, 6) / 100 * inc, 200, true) else if da == 2 then DecreaseStat(Character, "Defense", -math.random(2, 6) / 100 * inc, 150, true) DecreaseStat(Character, "Movement", -math.random(2, 6) / 100 * inc, 200, true) else if da == 3 then DecreaseStat(hit.Parent, "Damage", math.random(6, 10) / 100 * inc, 150, true) DecreaseStat(hit.Parent, "Movement", math.random(1, 3) / 100 * inc, 200, true) else if da == 4 then DecreaseStat(hit.Parent, "Defense", math.random(2, 6) / 100 * inc, 150, true) DecreaseStat(hit.Parent, "Movement", math.random(1, 3) / 100 * inc, 200, true) end end end end ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = hit.Parent.HumanoidRootPart.CFrame game:GetService("Debris"):AddItem(ref, 5) markgui = it("BillboardGui", ref) markgui.Name = "Mark Gui" markgui.Size = UDim2.new(7, 0, 7, 0) markgui.StudsOffset = vt(0, 10, 0) markgui.AlwaysOnTop = true markscy = it("ImageLabel", markgui) markscy.Name = "Scythe" markscy.BackgroundTransparency = 1 markscy.Image = "rbxassetid://278007453" markscy.ImageColor3 = Color3.new(1, 0, 0) markscy.Size = UDim2.new(1, 0, 1, 0) table.insert(Effects, {markgui, "AdjuEff", 10, markscy}) end elseif --[[mark.MarkType.Value ~= "Thanatos" or --]]doing4 == true then mark.MarkValue.Value = 10 else mark.MarkValue.Value = mark.MarkValue.Value + 1 end end if mark:findFirstChild("MarkSize") ~= nil then mark.MarkSize.Value = 5 end coroutine.resume(coroutine.create(function(Hum, Dam) hit.Parent.Humanoid:TakeDamage(Damage) end), h, Damage) pursuitnum = 0 if isinvis.Value == false then invisnum.Value = math.floor(invisnum.Value + math.random(4, 8) + Damage / 5) end showDamage(hit.Parent, Damage, "Damage") if DecreaseState ~= nil then DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration) 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 = 500 bodvol.maxForce = Vector3.new(2000, 2000, 2000) 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 = 500 bodvol.maxForce = Vector3.new(2000, 2000, 2000) 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 end end 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 = "SourceSansBold" 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("Really red").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 arcorb == true then arcorb = false end if attack == true or equipped == false then return end deb = 0.5 hold = true if combo == 0 then combo = 1 attackone() else if combo == 1 then combo = 2 attacktwo() else if combo == 2 then combo = 3 attackthree() else if combo == 3 then combo = 0 attackfour() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then swait() end end if attack == false then combo = 0 end end)) end ob1u = function(mouse) hold = false end 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 attack == true then return end if key == "z" then pressedf = true fnumb = 0 attack = true if equipped == false then equipped = true RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "Right Shoulder" RW.Part0 = ch.Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso LW.Name = "Left Shoulder" LW.Part0 = ch.Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso Animate.Parent = nil equipanim() else equipped = false hideanim() LH.C1 = LHC1 RH.C1 = RHC1 Animate.Parent = Humanoid swait(0) RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end attack = false end if equipped == false then return end if key == "p" and invisnum.Value > 5 then Invisibility() end if key == "q" then do1() end if key == "e" then do2() end if key == "r" then do3() end if key == "f" 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 MMouse = mouse end ds = function(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Renegade loaded.") local mananum = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local Point, LastPoint = nil, nil local passivenum = 100 local pnum2 = 0 local walk = 0 local walkforw = true local addpassive = 0 local gashnum = 0 while true do swait() if Humanoid.Health <= 0 then attack = true for i = 1, #Marked do if MarkedGUI[i] ~= nil and MarkedGUI[i][1] ~= nil then MarkedGUI[i][1].Parent = nil end table.remove(MarkedGUI, i) table.remove(Marked, i) end resumeControl() modelzorz.Parent = workspace game:GetService("Debris"):AddItem(modelzorz, 30) for i = 1, #Weapon do Weapon[i].Parent = modelzorz Weapon[i].CanCollide = true end for i = 1, #Welds do if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then Welds[i].Parent = nil else Welds[i].Parent = prt1 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 hbwld.Parent == nil then hitbox2.Name = "Hitbox2" else hitbox2.Name = "Hitbox2" end if hbwld.Parent == nil then hitbox2.Name = "Hitbox" else hitbox2.Name = "Hitbox2" end if doing2 == true then gashnum = gashnum + 1 if (gashnum) % 10 == 0 then if 0 < mana.Value then mana.Value = mana.Value - -2 else do2() end end MagicCircle(BrickColor.new(NewCol), prt6.CFrame * euler(-0.3, 0, 0), 0, 0, 0, 2, 2, 2, 0.05) MagicBlock(BrickColor.new(NewCol), prt6.CFrame * euler(-0.3, 0, 0), 0, 0, 0, 1, 1, 1, 1, 0.025) MagicBlock(BrickColor.new("Really black"), prt6.CFrame * euler(-0.3, 0, 0) * cf(0, 0, -2.2) * cf(0, math.random(-100, 100) / 100, math.random(-200, 200) / 100), 0, 0, 0, 1, 1, 1, 1, 1) end hitbox2.Parent = hitbox.Parent hitbox2.Size = hitbox.Size hitbox2.CFrame = hitboxCF hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100) hitbox.Transparency = 1 hitbox2.Transparency = 1 for i = 1, #Marked do if Marked[i] ~= nil then if Marked[i][1].Parent == nil then MarkedGUI[i][1].Parent = nil table.remove(MarkedGUI, i) table.remove(Marked, i) else if MarkedGUI[i][1].Parent ~= nil then MarkedGUI[i][1].Size = UDim2.new(7 + Marked[i][4].Value, 0, 7 + Marked[i][4].Value, 0) if 0 < Marked[i][4].Value then Marked[i][4].Value = Marked[i][4].Value - 1 end if MarkedGUI[i][2].Parent ~= nil then if Marked[i][3].Value == 0 then MarkedGUI[i][2].Image = "rbxassetid://278007861" else if Marked[i][3].Value == 1 then MarkedGUI[i][2].Image = "rbxassetid://278007839" else if Marked[i][3].Value == 2 then MarkedGUI[i][2].Image = "rbxassetid://278007803" else if Marked[i][3].Value == 3 then MarkedGUI[i][2].Image = "rbxassetid://278007757" else if Marked[i][3].Value == 4 then MarkedGUI[i][2].Image = "rbxassetid://278007704" else if Marked[i][3].Value == 5 then MarkedGUI[i][2].Image = "rbxassetid://278007663" else if Marked[i][3].Value == 6 then MarkedGUI[i][2].Image = "rbxassetid://278007643" else if Marked[i][3].Value == 7 then MarkedGUI[i][2].Image = "rbxassetid://278007606" else if Marked[i][3].Value == 8 then MarkedGUI[i][2].Image = "rbxassetid://278007570" else if Marked[i][3].Value == 9 then MarkedGUI[i][2].Image = "rbxassetid://278007545" else if Marked[i][3].Value == 10 then MarkedGUI[i][2].Image = "rbxassetid://278007515" end end end end end end end end end end end end end if Marked[i][2] ~= nil then Marked[i][2].Value = Marked[i][2].Value - 1 if Marked[i][2].Value <= 0 then Marked[i][1].Parent = nil MarkedGUI[i][1].Parent = nil table.remove(MarkedGUI, i) table.remove(Marked, i) end end end end end scarfp2.CFrame = cf(RootPart.Position, testpart.Position) * cf(0, 0, 0) scarfp2.CFrame = scarfp2.CFrame + scarfp2.CFrame.lookVector * 0.5 scarfp2.CFrame = scarfp2.CFrame * cf(0, 0, 0) * euler(1.57, 0, 0) testpart.CFrame = cf(RootPart.Position - RootPart.Velocity) * cf(0, 1, 0) if invisible == true then addpassive = addpassive + 1 for i = 1, 1 do MagicCircle2(BrickColor.new("Black"), scarfp2.CFrame * euler(0, 0, math.rad(180)) * cf(math.random(-300, 300) / 100, math.random(-200, 200) / 100, math.random(-300, 300) / 100), 1.5, 10, 1.5, -0.2, 1, -0.2, 0.2) end if 50 <= addpassive then addpassive = 0 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.Name == "HumanoidRootPart" then local targ = d.Position - RootPart.Position local mag = targ.magnitude if mag <= 60 and c.Name ~= Player.Name then mark = d.Parent:findFirstChild("Mark") if mark ~= nil then if (mark:findFirstChild("MarkTime")) ~= nil then mark.MarkTime.Value = 500 end if (mark:findFirstChild("MarkValue")) ~= nil then if (mark:findFirstChild("MarkSize")) ~= nil then mark.MarkSize.Value = 5 end if mark.MarkValue.Value < 10 then mark.MarkValue.Value = mark.MarkValue.Value + 1 end end end end end end end end end end do pursuitnum = pursuitnum + 1 if 13 <= passivenum and 150 < pursuitnum and 0 < invisnum.Value then invisnum.Value = invisnum.Value - 1 passivenum = 0 end if 8 <= passivenum and invisible == true then invisnum.Value = invisnum.Value - 1 pursuitnum = 0 passivenum = 0 end if 100 <= invisnum.Value then invisnum.Value = 100 end if invisible == true and invisnum.Value <= 0 then Invisibility() end passivenum = passivenum + 1 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 = 30 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 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character) if equipped == true then if attack == false then idle = idle + 1 else idle = 0 end if (500 <= idle and attack ~= false) or Anim == "Walk" then if walkforw == true then Neck.C0 = clerp(Neck.C0, necko * euler(0.35, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.8)* angles(math.rad(5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6 - (donum) / 3, 0, 0.4 + (donum) / 4), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6 - (donum) / 3, 0, -0.4 - (donum) / 4), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-18),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-14),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) else Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.65)* angles(math.rad(5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4 - (donum) / 3, 0, 0.4 + (donum) / 4), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4 - (donum) / 3, 0, -0.4 - (donum) / 4), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-6),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) end else end if 1 < RootPart.Velocity.y and hitfloor == nil then Anim = "Jump" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.15, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.45)* angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.2 - (donum) / 3, 0, 0.4 + (donum) / 4), 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 - (donum) / 3, 0, -0.4 - (donum) / 4), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-2),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-14),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) end else if RootPart.Velocity.y < -1 and hitfloor == nil then Anim = "Fall" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.15, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.45)* angles(math.rad(2.5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8 - (donum) / 3, 0, 0.4 + (donum) / 4), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8 - (donum) / 3, 0, -0.4 - (donum) / 4), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-4),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-12),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) end else if torvel < 1 and hitfloor ~= nil then Anim = "Idle" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.15, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.35)* angles(math.rad(2.5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.2, 0.3, -0.5) * euler(1.3, 0, -1.2) * euler(0, 1.57, 0), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, -0.5) * euler(1.3, 0, 1.2) * euler(0, -1.57, 0), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-6),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-10),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) else Neck.C0 = clerp(Neck.C0, necko * euler(0.15, 0, 0) * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0.25)* angles(math.rad(2.5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, cf(1.2, 0.3, -0.5) * euler(1.3, 0, -1.2) * euler(0, 1.57, 0), 0.15) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, -0.5) * euler(1.3, 0, 1.2) * euler(0, -1.57, 0), 0.15) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-3),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-8),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.3) 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 if attack == false then swait() end else if 30 <= torvel and hitfloor ~= nil then Anim = "Walk" walk = walk + 1 if 15 - 5 * Mvmt.Value <= walk then walk = 0 if walkforw == true then walkforw = false else if walkforw == false then walkforw = true end end end if attack == false then end end end end end end end if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[2] == "CylinderClang" then if Thing[3] <= 1 then Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[7] = Thing[1].CFrame effect("New Yeller", 0, Thing[8], Thing[7]) Thing[8] = Thing[7] Thing[3] = Thing[3] + Thing[4] else Part.Parent = nil table.remove(Effects, e) end end if Thing[2] == "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] == "PartiEmi" then Thing[3] = Thing[3] - 1 if Thing[3] <= 0 then Thing[1].Enabled = false table.remove(Effects, e) end end if Thing[2] == "AdjuEff" then if 0 < Thing[3] then Thing[3] = Thing[3] - 1 Thing[1].Size = Thing[1].Size + UDim2.new(0.2, 0, 0.2, 0) Thing[1].StudsOffset = Thing[1].StudsOffset + vt(0, -0.2, 0) Thing[4].ImageTransparency = Thing[4].ImageTransparency + 0.1 else Thing[1].Parent = nil table.remove(Effects, e) end end if Thing[2] ~= "Shoot" and Thing[2] ~= "DecreaseStat" and Thing[2] ~= "Wave" and Thing[2] ~= "FireWave" and Thing[2] ~= "showDamage" and Thing[2] ~= "PartiEmi" and Thing[2] ~= "AdjuEff" 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[9] = Thing[9] + 0.5 Thing[1].CFrame = Thing[8] * cf(0, Thing[9], 0) 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] == "Skull" then Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8] / 2, -Thing[8]) 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] == "Cylinder2" then Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0) Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[10] Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end end end end end end end end end else Part.Parent = nil table.remove(Effects, e) end end end end end end do fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true) fenbarmana4.Text = "Mana(" .. mana.Value .. ")" fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0) fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true) fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")" fenbarblock2:TweenSize((UDim2.new(0.4, 0, -4 * invisnum.Value / 100, 0)), nil, 1, 0.4, true) fenbarblock3.Text = "Power(" .. invisnum.Value .. ")" 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 <= 12 then mananum = mananum + 1 else mananum = 0 mana.Value = mana.Value + 100 end end for i = 1, #cooldowns do if cooldownmax <= cooldowns[i] then cooldowns[i] = cooldownmax else cooldowns[i] = cooldowns[i] + cooldownsadd[i] end end -- DECOMPILER ERROR at PC6064: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC6064: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC6064: LeaveBlock: unexpected jumping out DO_STMT end end end end