--[ Fixed by all_suck ]-- taunting = false math.randomseed(tick()) local plr = game.Players.LocalPlayer local uis = game:GetService("UserInputService") repeat wait() until plr.Character and plr.Character:WaitForChild("Torso") and plr.Character:WaitForChild("Humanoid") local char = plr.Character local torso = char.Torso local humanoid = char.Humanoid local canTaunt = false local charStats = Instance.new("Folder", char) charStats.Name = "CharStats" speed = Instance.new("NumberValue", charStats) speed.Name = "Speed" speed.Value = 10 local Anim 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 = char.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) player = nil RSH, LSH = nil, nil RW, LW = Instance.new("Weld"), Instance.new("Weld") RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" Sheathed = true SwordStance = false Charge = 0 RSH = char.Torso["Right Shoulder"] LSH = char.Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "Right Shoulder" RW.Part0 = char.Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = char["Right Arm"] RW.Parent = char.Torso LW.Name = "Left Shoulder" LW.Part0 = char.Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = char["Left Arm"] LW.Parent = char.Torso local cam = workspace.CurrentCamera local Effects = Instance.new("Model", char) Effects.Name = "Effects" local currentattack, basicattacking local walkspeed = 14 humanoid.WalkSpeed = walkspeed mouse = plr:GetMouse() sinecount, normcount, tweentick, tweenrot, tweenrotm = 0, 0, 0, 0, 0 Mode = "Positive" local Key1 = Enum.KeyCode.Q local Key2 = Enum.KeyCode.E local Key3 = Enum.KeyCode.R local Key4 = Enum.KeyCode.F local key1re = 5 local key2re = 6 local key3re = 10 local key4re = 1 local atk1d = 3.2 local atk2d = 1.8 local atk3d = 3 local atk4d = 0 local key1db = false local key2db = false local key3db = false local key4db = false local attacking = Instance.new("BoolValue", charStats) attacking.Value = false attacking.Name = "Attacking" local PosAtk1 = "Up" local PosAtk2 = "Force Push" local PosAtk3 = "Gravity Field" local PosAtk4 = "Inverse Polarity" local NegAtk1 = "Down" local NegAtk2 = "Fissure" local NegAtk3 = "Black Hole" local NegAtk4 = "Inverse Polarity" local Click1 = Enum.UserInputType.MouseButton1 local ComboAttacks = { "Combo1", "Combo2", "Combo3" } local counter = 1 local countermax = #ComboAttacks local combo1duration = 0.8 local combo2duration = 1 local combo3duration = 1.2 click1db = false local Stab1Dam = 10 local Stab2Dam = 10 local Stab3Dam = 1 local Attack1Damage = 2.5 local Attack2Damage = 15 local Attack3Damage = 13 local Attack4Damage local Energy = Instance.new("NumberValue", charStats) Energy.Name = "EnergyAmount" Energy.Value = math.huge local Attack1Energy = 0 local Attack2Energy = 0 local Attack3Energy = 0 local Attack4Energy = 0 function rayCast(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function thread(f) coroutine.resume(coroutine.create(f)) end function swait(num) if num == 0 or num == nil then game:service("RunService").Stepped:wait(0) else for i = 0, num do game:service("RunService").Stepped:wait(0) end end end function clerp(a, b, t) local qa = { QuaternionFromCFrame(a) } local qb = { QuaternionFromCFrame(b) } local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m00 < m11 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 >= 1.0E-4 then if 1 - cosTheta > 1.0E-4 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 elseif 1 + cosTheta > 1.0E-4 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 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 function round(num) local a, b = math.modf(num) if num % 1 ~= 0 then return math.floor(num) + math.floor(b * 10 + 0.5) / 10 else return math.floor(num) end end function NoOutline(Part) Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10 end function newPart(parent, brickcolor, transparency, anchored, cancollide, size, name) local fp = Instance.new("Part") fp.Parent = parent fp.Transparency = transparency fp.Anchored = anchored fp.CanCollide = cancollide fp.Locked = true fp.BrickColor = BrickColor.new(brickcolor) fp.Name = name fp.Size = size fp.Position = torso.Position NoOutline(fp) fp.Material = "SmoothPlastic" fp:BreakJoints() fp.CFrame = RootPart.CFrame return fp end function mesh(Mesh, part, meshtype, meshid, offset, scale) local mesh = Instance.new(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid then mesh.MeshId = meshid end end if offset then mesh.Offset = offset end mesh.Scale = scale return mesh end function weld(parent, part0, part1, c0) local weld = Instance.new("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end function createBlockPart() local part = Instance.new("Part", Effects) part.Anchored = true part.CanCollide = false part.Size = Vector3.new(1, 1, 1) part.BrickColor = BrickColor.new(Mode == "Negative" and "Really black" or "Lily white") part.Transparency = 0.4 part.Material = Mode == "Negative" and "Granite" or "Neon" part.CFrame = RootPart.CFrame coroutine.resume(coroutine.create(function() if humanoid.Health <= 0 then part:Destroy() end end), part) return part end function createSpherePart() local part = Instance.new("Part", Effects) part.Anchored = true part.CanCollide = false part.Size = Vector3.new(1, 1, 1) part.BrickColor = BrickColor.new(Mode == "Negative" and "Really black" or "Lily white") part.Transparency = 0.4 part.Material = "Neon" part.Material = Mode == "Negative" and "Granite" or "Neon" local pmesh = Instance.new("SpecialMesh", part) pmesh.MeshType = "Sphere" part.CFrame = RootPart.CFrame return part, pmesh end function createPulsePart() local pulse = Instance.new("Part", Effects) pulse.BrickColor = BrickColor.new("Lily white") pulse.Material = "Neon" pulse.Transparency = 0.2 pulse.Anchored = true pulse.CanCollide = false pulse.Size = Vector3.new(5, 5, 0.2) local pulsem = Instance.new("SpecialMesh", pulse) pulsem.MeshId = "http://www.roblox.com/asset/?id=3270017" pulsem.Scale = Vector3.new(10, 10, 0.2) pulse.CFrame = RootPart.CFrame return pulse, pulsem end function createBodyVelocity(vtors) local bv = Instance.new("BodyVelocity", vtors) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.P = 1250 return bv end function randomangles() local random = math.rad((math.random() - 0.5) * 180) local randomangles = CFrame.Angles(random, random, random) return randomangles end function findCloseHumanoid(centre, distance) local tab = {} for _, child in pairs(game.Workspace:GetChildren()) do if child:findFirstChild("Humanoid") and child:findFirstChild("Humanoid") ~= humanoid and child:findFirstChild("Torso") then local vtors = child.Torso local mag = math.abs((vtors.Position - centre).magnitude) if distance >= mag then table.insert(tab, child.Humanoid) end end end return tab end function sound(id, par, vol, dur, pit) coroutine.resume(coroutine.create(function() 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 swait() sou:play() thread(function() wait(dur) sou:Destroy() end) return sou end)) end --loldamage function basicDamage(vhum, damage, colour) if not vhum or not vhum.Parent:findFirstChild("Humanoid") then return end vhum.Parent.Humanoid:TakeDamage(damage) local damagepart = Instance.new("Part", Effects) damagepart.Transparency = 1 damagepart.Anchored = true damagepart.CanCollide = false damagepart.Size = Vector3.new(1, 1, 1) damagepart.Name = "DamagePart" damagepart.CFrame = vhum.Parent.Head.CFrame * CFrame.new(0, 1, 0) local g = Instance.new("BillboardGui", damagepart) g.Enabled = true g.Adornee = damagepart g.Size = UDim2.new(5, 0, 5, 0) g.ExtentsOffset = Vector3.new(0, 0, 0) g.StudsOffset = Vector3.new(0, 0, 0) local t = Instance.new("TextLabel", g) t.BackgroundTransparency = 1 t.Font = "ArialBold" t.TextSize = 24 t.Text = "-" .. round(damage) if round(damage) % 1 == 0 then t.Text = "-" .. round(damage) .. ".0" end t.Size = UDim2.new(1, 0, 1, 0) t.TextStrokeTransparency = 0 t.TextTransparency = 0 t.TextScaled = true t.TextWrapped = true t.TextXAlignment = "Center" t.TextYAlignment = "Center" t.TextColor3 = colour coroutine.resume(coroutine.create(function() for i = 1, 50 do game:GetService("RunService").Heartbeat:wait() local sinewave = math.sin(i / 500) * 4 damagepart.CFrame = damagepart.CFrame * CFrame.new(Vector3.new(0, 0.3 - sinewave, 0)) t.TextTransparency = t.TextTransparency + 0.02 t.TextStrokeTransparency = t.TextTransparency + 0.02 end damagepart:Destroy() end), t) end --xdddddddddddd function keyDown(key, clientinput) if clientinput then return end if not humanoid or not torso or humanoid.Health <= 0 then return end if attacking.Value == true then return end if key.UserInputType == Enum.UserInputType.MouseButton1 then if click1db then return end local attack = ComboAttacks[counter] currentattack = attack if attack == "Combo1" then attacking.Value = true do local p = createBlockPart() p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p.Size = Vector3.new(1.25, 1.25, 1.25) p.Transparency = 0.4 p.Parent = Effects local p2 = createBlockPart() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p2.Size = Vector3.new(1.75, 1.75, 1.75) p2.Transparency = 0.6 p2.Parent = Effects for i = 0, 1.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(90)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-90)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, math.rad(0)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-60), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, -math.rad(45)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() swait() end for i = 0, 0.8, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(-80)), 0.16) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(80)), 0.16) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, math.rad(0)), 0.16) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, math.rad(35)), 0.16) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(60)), 0.16) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.16) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() if i > 0 and i < 0.1 then thread(function() sound(300915947, char.Head, 0.5, 4, 1) for i = 1, 2 do do local s, smesh = createSpherePart() s.Transparency = 0.2 thread(function() for i = 1, 18 do wait() local sinewave = 100 * math.asin(i / 100) smesh.Scale = smesh.Scale + Vector3.new(sinewave * 0.05, sinewave * 0.05, sinewave * 0.05) s.CFrame = p.CFrame s.Transparency = s.Transparency + 0.044444444444444446 end s:Destroy() end) wait(0.05) end end end) thread(function() wait(0.1) local closeHumanoids = findCloseHumanoid(p.Position, 7) for _, vhum in pairs(closeHumanoids) do if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then end basicDamage(vhum, Stab1Dam, (Color3.fromRGB(0, 0, 0))) if vhum.Parent:findFirstChild("Torso") then do local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -4 or 10) + Vector3.new(0, 2, 0) delay(0.5, function() bv:Destroy() end) end end end end) end swait() end thread(function() for i = 1, 10 do wait() p.Transparency = p.Transparency + 0.06 p2.Transparency = p.Transparency + 0.04 end p:Destroy() p2:Destroy() end) wait(0.1) attacking.Value = false end end if attack == "Combo2" then attacking.Value = true do local p = createBlockPart() p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p.Size = Vector3.new(1.25, 1.25, 1.25) p.Transparency = 0.4 p.Parent = Effects local p2 = createBlockPart() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p2.Size = Vector3.new(1.75, 1.75, 1.75) p2.Transparency = 0.6 p2.Parent = Effects for i = 0, 1.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(-90)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(90)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(45)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(60), 0, 0), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() swait() end for i = 0, 0.8, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(80)), 0.16) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-80)), 0.16) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-60)), 0.16) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.16) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0), 0.16) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, math.rad(-35)), 0.16) p.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() if i > 0 and i < 0.1 then thread(function() sound(300915983, char.Head, 0.5, 4, 1) for i = 1, 2 do do local s, smesh = createSpherePart() s.Transparency = 0.2 thread(function() for i = 1, 18 do wait() local sinewave = 100 * math.asin(i / 100) smesh.Scale = smesh.Scale + Vector3.new(sinewave * 0.05, sinewave * 0.05, sinewave * 0.05) s.CFrame = p.CFrame s.Transparency = s.Transparency + 0.044444444444444446 end s:Destroy() end) wait(0.05) end end end) thread(function() wait(0.1) local closeHumanoids = findCloseHumanoid(p.Position, 7) for _, vhum in pairs(closeHumanoids) do if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then end basicDamage(vhum, Stab1Dam, (Color3.fromRGB(0, 0, 0))) if vhum.Parent:findFirstChild("Torso") then do local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -4 or 10) + Vector3.new(0, 2, 0) delay(0.5, function() bv:Destroy() end) end end end end) end swait() end thread(function() for i = 1, 10 do wait() p.Transparency = p.Transparency + 0.06 p2.Transparency = p.Transparency + 0.04 end p:Destroy() p2:Destroy() end) wait(0.1) attacking.Value = false end end if attack == "Combo3" then attacking.Value = true do local p = createBlockPart() p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p.Size = Vector3.new(1.25, 1.25, 1.25) p.Transparency = 0.4 p.Parent = Effects local p2 = createBlockPart() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p2.Size = Vector3.new(1.75, 1.75, 1.75) p2.Transparency = 0.6 p2.Parent = Effects local p3 = createBlockPart() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) p3.Size = Vector3.new(1.25, 1.25, 1.25) p3.Transparency = 0.4 p3.Parent = Effects local p4 = createBlockPart() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) p4.Size = Vector3.new(1.75, 1.75, 1.75) p4.Transparency = 0.6 p4.Parent = Effects for i = 0, 1.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() swait() end thread(function() sound(300916014, char.Head, 0.5, 4, 2) local s, smesh = createSpherePart() s.Transparency = 0.2 smesh.Scale = Vector3.new(2, 2, 2) thread(function() for i = 1, 25 do wait() local sinewave = 100 * math.asin(i / 100) smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.08, 2 - sinewave * 0.08, 2 - sinewave * 0.08) s.CFrame = char.HumanoidRootPart.CFrame s.Transparency = s.Transparency + 0.032 end s:Destroy() end) wait(0.1) local closeHumanoids = findCloseHumanoid(p.Position, 12) for _, vhum in pairs(closeHumanoids) do if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then end basicDamage(vhum, Stab3Dam, (Color3.fromRGB(0, 0, 0))) if vhum.Parent:findFirstChild("Torso") then do local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -10 or 20) + Vector3.new(0, 4, 0) delay(0.5, function() bv:Destroy() end) end end end end) for i = 0, 1.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(-5), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(-0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() swait() end thread(function() for i = 1, 10 do wait() p.Transparency = p.Transparency + 0.06 p2.Transparency = p.Transparency + 0.04 p3.Transparency = p.Transparency + 0.06 p4.Transparency = p.Transparency + 0.04 end p:Destroy() p2:Destroy() p3:Destroy() p4:Destroy() end) wait(0.1) attacking.Value = false end end if counter <= countermax then counter = counter + 1 end if counter > countermax then counter = 1 end end if key.KeyCode == Enum.KeyCode.T then if canTaunt == false then return end if Anim ~= "Idle" then return end do local function part(formfactor, parent, reflectance, transparency, brickcolor, name, size) local fp = Instance.new("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = torso.Position NoOutline(fp) fp.Material = "SmoothPlastic" fp:BreakJoints() return fp end local mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = Instance.new(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid then mesh.MeshId = meshid end end if offset then mesh.Offset = offset end mesh.Scale = scale return mesh end local function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent) local prt = part(3, Effects, 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) return prt, msh end if taunting == true then return end if 0 >= charStats.Speed.Value then return end taunting = true attacking.Value = true charStats.Speed.Value = charStats.Speed.Value - 10 for i = 0, 1.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) swait() end local ts = sound(300916082, char.Head, 1, 4, 0.5) local ncount = 0 for i = 0, 5, 0.05 do ts = char.Head:findFirstChild("Sound") if not ts then return end ncount = ncount + 1 if ncount % 1 == 0 then do local mb = MagicBlock(BrickColor.new("Really black"), RootPart.CFrame * CFrame.new(math.random(-7, 7), math.random(-5, 5), math.random(-7, 7)) * CFrame.Angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 2, 2, 2, 2, 2, 2, 0.05, 2, Part) local mb2 = MagicBlock(BrickColor.new("Lily white"), RootPart.CFrame * CFrame.new(math.random(-7, 7), math.random(-5, 5), math.random(-7, 7)) * CFrame.Angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 2, 2, 2, 2, 2, 2, 0.05, 2, Part) mb.Transparency = 0.2 mb2.Transparency = 0.2 mb.Material = "Granite" mb2.Material = "Neon" thread(function() local now = mb.CFrame for i = 1, 20 do swait() mb.CFrame = clerp(mb.CFrame, char["Right Arm"].CFrame * CFrame.new(0, -0.9, 0), 0.05) mb2.CFrame = clerp(mb2.CFrame, char["Left Arm"].CFrame * CFrame.new(0, -0.9, 0), 0.05) mb.Transparency = mb.Transparency + 0.04 mb2.Transparency = mb2.Transparency + 0.04 end mb:Destroy() mb2:Destroy() end) end end Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(10), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(-0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.15) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.15) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) RH.C0 = clerp(RH.C0, CFrame.new(1, -0.98, -0.2) * CFrame.Angles(-0.2, math.rad(90), 0), 0.14) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.14) swait() end for i = 0, 1.1, 0.05 do ts = char.Head.Sound Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) swait() end taunting = false attacking.Value = false charStats.Speed.Value = charStats.Speed.Value + 10 end end if key.KeyCode == Key1 then if key1db then return end if Energy.Value < Attack1Energy then return end key1db = true delay(key1re + atk1d, function() key1db = false end) coroutine.resume(coroutine.create(function() local rewinddelay = atk1d local reloaddelay = key1re Re1:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay) wait(rewinddelay) Re1:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay) end)) Energy.Value = Energy.Value - Attack1Energy attacking.Value = true if Mode == "Positive" then attacking.Value = true for i = 0, 2, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(-0.15, 0, math.rad(-20)), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(15)), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-15)), 0.2) if i < 0.2 then RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(math.rad(90), 0, math.rad(15)), 0.1) else RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(math.rad(175), 0, math.rad(15)), 0.1) end LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) end do local bvtable = {} thread(function() for i = 1, 4 do sound(301033949, char.Head, 0.5, 4, 1) for _, vhum in pairs(findCloseHumanoid(torso.Position, 18)) do basicDamage(vhum, 4, Color3.fromRGB(255, 255, 255)) end do local s, smesh = createSpherePart() s.Transparency = 0.2 thread(function() for i = 1, 25 do wait() local sinewave = 100 * math.asin(i / 100) smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.1, 2 - sinewave * 0.1, 2 - sinewave * 0.1) s.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) s.Transparency = s.Transparency + 0.0404 end s:Destroy() end) wait(0.25) end end end) for i = 1, 13 do wait(0.1) for _, vhum in pairs(findCloseHumanoid(torso.Position, 16)) do thread(function() if not vhum.Parent.Torso:findFirstChild("UpVelocity" .. char.Name) then local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Name = "UpVelocity" .. char.Name bv.Velocity = Vector3.new(0, 4, 0) table.insert(bvtable, bv) end end) end end for _, v in pairs(bvtable) do v:Destroy() end for i = 0, 1, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(0)), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(0)), 0.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(0)), 0.1) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) end attacking.Value = false end elseif Mode == "Negative" then attacking.Value = true for i = 0, 1.5, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.2, 0, math.rad(0)), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-20)), 0.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(20)), 0.2) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) end do local bvtable = {} thread(function() for i = 1, 4 do sound(301033949, char.Head, 0.5, 4, 1) for _, vhum in pairs(findCloseHumanoid(torso.Position, 18)) do basicDamage(vhum, 4, Color3.fromRGB(0, 0, 0)) end do local s, smesh = createSpherePart() s.Transparency = 0.2 s.BrickColor = BrickColor.new() thread(function() for i = 1, 25 do wait() local sinewave = 100 * math.asin(i / 100) smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.1, 2 - sinewave * 0.1, 2 - sinewave * 0.1) s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.3, 0) s.Transparency = s.Transparency + 0.0404 end s:Destroy() end) wait(0.25) end end end) for i = 1, 13 do wait(0.1) for _, vhum in pairs(findCloseHumanoid(torso.Position, 16)) do thread(function() if not vhum.Parent.Torso:findFirstChild("DownVelocity" .. char.Name) then local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Name = "DownVelocity" .. char.Name bv.Velocity = Vector3.new(0, -2, 0) table.insert(bvtable, bv) end end) end end for i, v in pairs(bvtable) do v:Destroy() end attacking.Value = false end end end if key.KeyCode == Key2 then if key2db then return end if Energy.Value < Attack2Energy then return end key2db = true delay(key2re + atk2d, function() key2db = false end) coroutine.resume(coroutine.create(function() local rewinddelay = atk2d local reloaddelay = key2re Re2:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay) wait(rewinddelay) Re2:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay) end)) Energy.Value = Energy.Value - Attack2Energy if Mode == "Positive" then attacking.Value = true for i = 0, 1.5, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(80)), 0.12) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-80)), 0.12) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.4) * CFrame.Angles(math.rad(90), 0, math.rad(45)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) end do local bvtable = {} sound(301031757, char.Head, 0.5, 8, 1) local pushpart = createBlockPart() pushpart.Anchored = false pushpart.Size = Vector3.new(30, 0.65, 30) pushpart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, 0, -2) * CFrame.Angles(math.rad(90), 0, 0) local pushmesh = Instance.new("CylinderMesh", pushpart) local pushbv = createBodyVelocity(pushpart) local prevvector = char.HumanoidRootPart.CFrame.lookVector thread(function() for i = 1, 30 do wait() local sinewave = math.sin(i / 45) * 60 pushbv.Velocity = prevvector * (40 - sinewave) end end) thread(function() wait(0.2) for i = 1, 30 do wait() pushpart.Transparency = pushpart.Transparency + 0.030000000000000002 end pushpart:Destroy() for _, v in pairs(bvtable) do v:Destroy() end end) pushpart.Touched:connect(function(hit) if hit.Parent == char then return end if hit.Parent:findFirstChild("Humanoid") and hit.Parent:findFirstChild("Torso") then if hit.Parent.Torso:findFirstChild("PushVelocity" .. char.Name) then return end local vhum = hit.Parent.Humanoid local vtors = hit.Parent.Torso basicDamage(vhum, Attack2Damage, Color3.new(255, 255, 255)) local bv = createBodyVelocity(vtors) bv.Name = "PushVelocity" .. char.Name bv.Velocity = pushpart.BodyVelocity.Velocity game.Debris:AddItem(bv, 2.5) table.insert(bvtable, bv) end end) for i = 0, 1.5, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(-80)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(80)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) end attacking.Value = false end elseif Mode == "Negative" then attacking.Value = true local hyperdrive = false charStats.Speed.Value = charStats.Speed.Value - 1 for i = 0, 1.3, 0.05 + (hyperdrive == true and 0.05 or 0) do swait() Neck.C0 = clerp(Neck.C0, necko * euler(math.rad(23), 0, 0), 0.13 + (true == true and 0.1 or 0)) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0)) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2 + (hyperdrive == true and 0.1 or 0)) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-math.rad(17), 0, math.rad(12)), 0.13 + (hyperdrive == true and 0.1 or 0)) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0)) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-math.rad(17), 0, -math.rad(12)), 0.13 + (hyperdrive == true and 0.1 or 0)) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0)) RH.C0 = clerp(RH.C0, cf(1, -1, -0.5) * euler(0, math.rad(90), math.rad(-25)) * cf(0, 0.7, 0), 0.13 + (hyperdrive == true and 0.1 or 0)) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-math.rad(0), -math.rad(90), 0), 0.2 + (hyperdrive == true and 0.1 or 0)) end for i = 0, 1, 0.05 + (hyperdrive == true and 0.05 or 0) do swait() Neck.C0 = clerp(Neck.C0, necko * euler(math.rad(23), 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0)) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0)) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0)) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-math.rad(17), 0, math.rad(12)), 0.15 + (hyperdrive == true and 0.1 or 0)) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0)) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-math.rad(17), 0, -math.rad(12)), 0.15 + (hyperdrive == true and 0.1 or 0)) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0)) RH.C0 = clerp(RH.C0, cf(1, -1, -0.5) * euler(0, math.rad(90), math.rad(15)) * cf(0, -0.1, 0), 0.15 + (hyperdrive == true and 0.1 or 0)) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-math.rad(0), -math.rad(90), 0), 0.15 + (hyperdrive == true and 0.1 or 0)) end for i = 1, 3 do sound(300916105, char.Head, 0.5, 12, 1) do local sphere, spherem = createSpherePart() sphere.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, -18 * i) sphere.Transparency = 0.1 spherem.Scale = Vector3.new(3, 8, 3) local cnow = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, -18 * i) for _, vhum in pairs(findCloseHumanoid(sphere.Position, 18)) do basicDamage(vhum, 12, Color3.fromRGB(0, 0, 0)) do local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Name = "UpVelocity" .. char.Name bv.Velocity = (vtors.Position - sphere.Position).unit * -5 + Vector3.new(0, 5, 0) thread(function() wait(0.5) bv:Destroy() end) end end thread(function() for i = 1, 15 do wait() local sinewave = 3 - math.sin(i / 45) * 5 spherem.Scale = spherem.Scale + Vector3.new(0, sinewave, 0) sphere.CFrame = cnow end for i = 1, 15 do wait() sphere.Transparency = sphere.Transparency + 0.060000000000000005 end end) local pulse, pulsem = createPulsePart() pulse.CFrame = sphere.CFrame * CFrame.Angles(math.rad(90), 0, 0) pulse.BrickColor = BrickColor.new("Really black") local cnow = sphere.CFrame * CFrame.Angles(math.rad(90), 0, 0) thread(function() for i = 1, 30 do wait() local sinewave = 2.5 - math.sin(i / 45) * 4 pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0) pulse.Transparency = pulse.Transparency + 0.030000000000000002 pulse.CFrame = cnow end pulse:Destroy() end) wait(0.2) end end charStats.Speed.Value = charStats.Speed.Value + 1 attacking.Value = false end end if key.KeyCode == Key3 then if key3db then return end if Energy.Value < Attack3Energy then return end key3db = true delay(key3re + atk3d, function() key3db = false end) coroutine.resume(coroutine.create(function() local rewinddelay = atk3d local reloaddelay = key3re Re3:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay) wait(rewinddelay) Re3:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay) end)) Energy.Value = Energy.Value - Attack3Energy if Mode == "Positive" then attacking.Value = true do local p = createBlockPart() p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p.Size = Vector3.new(1.25, 1.25, 1.25) p.Transparency = 0.4 p.Parent = Effects local p2 = createBlockPart() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p2.Size = Vector3.new(1.75, 1.75, 1.75) p2.Transparency = 0.6 p2.Parent = Effects local p3 = createBlockPart() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) p3.Size = Vector3.new(1.25, 1.25, 1.25) p3.Transparency = 0.4 p3.Parent = Effects local p4 = createBlockPart() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) p4.Size = Vector3.new(1.75, 1.75, 1.75) p4.Transparency = 0.6 p4.Parent = Effects for i = 0, 1.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() swait() end local pulses = -1 for i = 1, 3 do sound(301033949, char.Head, 0.5, 4, 1) pulses = pulses + 1 do local pulse, pulsem = createPulsePart() pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0) thread(function() for i = 1, 30 do wait() local sinewave = 2 - math.sin(i / 45) * 3 pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0) pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0) pulse.Transparency = pulse.Transparency + 0.030000000000000002 end pulse:Destroy() end) local s, smesh = createSpherePart() s.Transparency = 0.2 thread(function() for i = 1, 25 do wait() local sinewave = 8 - 100 * math.asin(i / 100) * 0.8 if pulses == 3 then sinewave = 10 - 100 * math.asin(i / 100) * 0.8 end smesh.Scale = smesh.Scale + Vector3.new(sinewave, sinewave, sinewave) s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) s.Transparency = s.Transparency + 0.04 end s:Destroy() end) local closeHumanoids = findCloseHumanoid(pulse.Position, pulses == 3 and 40 or 25) for _, vhum in pairs(closeHumanoids) do basicDamage(vhum, pulses == 3 and 12 or 8, Color3.fromRGB(255, 255, 255)) if vhum.Parent:findFirstChild("Torso") then do local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Velocity = (vtors.Position - torso.Position).unit * ((pulses == 3 and 35 or 30) - (vtors.Position - torso.Position).magnitude) + Vector3.new(0, 7, 0) delay(0.5, function() bv:Destroy() end) end end end for i = 0, 2.1, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.1, 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-95)), 0.08) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(95)), 0.08) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() end end end thread(function() for i = 1, 10 do wait() p.Transparency = p.Transparency + 0.06 p2.Transparency = p.Transparency + 0.04 p3.Transparency = p.Transparency + 0.06 p4.Transparency = p.Transparency + 0.04 end p:Destroy() p2:Destroy() p3:Destroy() p4:Destroy() end) end elseif Mode == "Negative" then attacking.Value = true do local p = createBlockPart() p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p.Size = Vector3.new(1.25, 1.25, 1.25) p.Transparency = 0.4 p.Parent = Effects local p2 = createBlockPart() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) p2.Size = Vector3.new(1.75, 1.75, 1.75) p2.Transparency = 0.6 p2.Parent = Effects local p3 = createBlockPart() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) p3.Size = Vector3.new(1.25, 1.25, 1.25) p3.Transparency = 0.4 p3.Parent = Effects local p4 = createBlockPart() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) p4.Size = Vector3.new(1.75, 1.75, 1.75) p4.Transparency = 0.6 p4.Parent = Effects p.BrickColor = BrickColor.new("Really black") p2.BrickColor = BrickColor.new("Really black") p3.BrickColor = BrickColor.new("Really black") p4.BrickColor = BrickColor.new("Really black") for i = 0, 1.1, 0.05 do swait() Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.1, 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-95)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(95)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() end local pulses = -1 for i = 1, 3 do sound(301033949, char.Head, 0.5, 4, 1) pulses = pulses + 1 do local pulse, pulsem = createPulsePart() pulse.BrickColor = BrickColor.new("Really black") pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0) thread(function() for i = 1, 30 do wait() local sinewave = 2 - math.sin(i / 45) * 3 pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0) pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0) pulse.Transparency = pulse.Transparency + 0.030000000000000002 end pulse:Destroy() end) local s, smesh = createSpherePart() s.Transparency = 0.2 thread(function() for i = 1, 25 do wait() local sinewave = 8 - 100 * math.asin(i / 100) * 0.8 if pulses == 3 then sinewave = 10 - 100 * math.asin(i / 100) * 0.8 end smesh.Scale = smesh.Scale + Vector3.new(sinewave, sinewave, sinewave) s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) s.Transparency = s.Transparency + 0.04 end s:Destroy() end) local closeHumanoids = findCloseHumanoid(pulse.Position, pulses == 3 and 40 or 25) for _, vhum in pairs(closeHumanoids) do basicDamage(vhum, pulses == 3 and 12 or 8, Color3.fromRGB(0, 0, 0)) if vhum.Parent:findFirstChild("Torso") then do local vtors = vhum.Parent.Torso local bv = createBodyVelocity(vtors) bv.Velocity = -(vtors.Position - torso.Position).unit * ((pulses == 3 and 35 or 30) - (vtors.Position - torso.Position).magnitude) + Vector3.new(0, 0, 0) delay(0.5, function() bv:Destroy() end) end end end for i = 0, 2.1, 0.05 do Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14) RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14) p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles() swait() end end end thread(function() for i = 1, 10 do wait() p.Transparency = p.Transparency + 0.06 p2.Transparency = p.Transparency + 0.04 p3.Transparency = p.Transparency + 0.06 p4.Transparency = p.Transparency + 0.04 end p:Destroy() p2:Destroy() p3:Destroy() p4:Destroy() end) end end attacking.Value = false end if key.KeyCode == Key4 then if key4db then return end if Energy.Value < Attack4Energy then return end Energy.Value = Energy.Value - Attack4Energy key4db = true delay(key4re, function() key4db = false end) coroutine.resume(coroutine.create(function() local rewinddelay = 0.5 local reloaddelay = key4re Re4:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay) wait(rewinddelay) Re4:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay) end)) attacking.Value = true delay(0.5, function() attacking.Value = false end) do local boom = Instance.new("Part", Effects) boom.BrickColor = BrickColor.new(Mode == "Positive" and "Really black" or "Lily white") boom.Material = Mode == "Positive" and "Granite" or "Neon" boom.Transparency = 0.2 boom.Anchored = true boom.CanCollide = false boom.Shape = "Ball" boom.Size = Vector3.new(8, 8, 8) boom.CFrame = char.HumanoidRootPart.CFrame thread(function() for i = 1, 30 do wait() boom.Size = boom.Size + Vector3.new(0.2, 0.2, 0.2) boom.CFrame = char.HumanoidRootPart.CFrame boom.Transparency = boom.Transparency + 0.02666666666666667 end boom:Destroy() end) local pulse = Instance.new("Part", Effects) pulse.BrickColor = BrickColor.new(Mode == "Positive" and "Really black" or "Lily white") pulse.Material = Mode == "Positive" and "Granite" or "Neon" pulse.Transparency = 0.1 pulse.Anchored = true pulse.CanCollide = false pulse.Size = Vector3.new(5, 5, 0.2) pulse.CFrame = boom.CFrame * CFrame.Angles(math.rad(90), 0, 0) local now = pulse.CFrame local pulsem = Instance.new("SpecialMesh", pulse) pulsem.MeshId = "http://www.roblox.com/asset/?id=3270017" pulsem.Scale = Vector3.new(10, 10, 0.2) thread(function() for i = 1, 30 do wait() pulsem.Scale = pulsem.Scale + Vector3.new(0.3, 0.3, 0) pulse.CFrame = boom.CFrame * CFrame.Angles(math.rad(90), 0, 0) pulse.Transparency = pulse.Transparency + 0.030000000000000002 end pulse:Destroy() end) sound(300916105, char.Head, 0.5, 12, 1) if Mode == "Positive" then Mode = "Negative" Atk1.AttackLabel.Text = NegAtk1 Atk2.AttackLabel.Text = NegAtk2 Atk3.AttackLabel.Text = NegAtk3 Atk4.AttackLabel.Text = NegAtk4 Atk1.AttackLabel.TextColor3 = Color3.new(255, 255, 255) Atk1.EnergyLabel.TextColor3 = Color3.new(255, 255, 255) Atk1.KeyLabel.TextColor3 = Color3.new(255, 255, 255) Atk1.Reload.BackgroundColor3 = Color3.new(0, 0, 0) Atk1.BackgroundColor3 = Color3.new(0, 0, 0) Atk2.AttackLabel.TextColor3 = Color3.new(255, 255, 255) Atk2.EnergyLabel.TextColor3 = Color3.new(255, 255, 255) Atk2.KeyLabel.TextColor3 = Color3.new(255, 255, 255) Atk2.Reload.BackgroundColor3 = Color3.new(0, 0, 0) Atk2.BackgroundColor3 = Color3.new(0, 0, 0) Atk3.AttackLabel.TextColor3 = Color3.new(255, 255, 255) Atk3.EnergyLabel.TextColor3 = Color3.new(255, 255, 255) Atk3.KeyLabel.TextColor3 = Color3.new(255, 255, 255) Atk3.Reload.BackgroundColor3 = Color3.new(0, 0, 0) Atk3.BackgroundColor3 = Color3.new(0, 0, 0) Atk4.AttackLabel.TextColor3 = Color3.new(255, 255, 255) Atk4.EnergyLabel.TextColor3 = Color3.new(255, 255, 255) Atk4.KeyLabel.TextColor3 = Color3.new(255, 255, 255) Atk4.Reload.BackgroundColor3 = Color3.new(0, 0, 0) Atk4.BackgroundColor3 = Color3.new(0, 0, 0) elseif Mode == "Negative" then Mode = "Positive" Atk1.AttackLabel.Text = PosAtk1 Atk2.AttackLabel.Text = PosAtk2 Atk3.AttackLabel.Text = PosAtk3 Atk4.AttackLabel.Text = PosAtk4 Atk1.AttackLabel.TextColor3 = Color3.new(0, 0, 0) Atk1.EnergyLabel.TextColor3 = Color3.new(0, 0, 0) Atk1.KeyLabel.TextColor3 = Color3.new(0, 0, 0) Atk1.Reload.BackgroundColor3 = Color3.new(255, 255, 255) Atk1.BackgroundColor3 = Color3.new(0, 0, 0) Atk2.AttackLabel.TextColor3 = Color3.new(0, 0, 0) Atk2.EnergyLabel.TextColor3 = Color3.new(0, 0, 0) Atk2.KeyLabel.TextColor3 = Color3.new(0, 0, 0) Atk2.Reload.BackgroundColor3 = Color3.new(255, 255, 255) Atk2.BackgroundColor3 = Color3.new(0, 0, 0) Atk3.AttackLabel.TextColor3 = Color3.new(0, 0, 0) Atk3.EnergyLabel.TextColor3 = Color3.new(0, 0, 0) Atk3.KeyLabel.TextColor3 = Color3.new(0, 0, 0) Atk3.Reload.BackgroundColor3 = Color3.new(255, 255, 255) Atk3.BackgroundColor3 = Color3.new(0, 0, 0) Atk4.AttackLabel.TextColor3 = Color3.new(0, 0, 0) Atk4.EnergyLabel.TextColor3 = Color3.new(0, 0, 0) Atk4.KeyLabel.TextColor3 = Color3.new(0, 0, 0) Atk4.Reload.BackgroundColor3 = Color3.new(255, 255, 255) Atk4.BackgroundColor3 = Color3.new(0, 0, 0) end end end end uis.InputBegan:connect(keyDown) thread(function() tweentick = 45 tweenrot = 0.9 tweenrotm = 0.15 while true do swait() humanoid.WalkSpeed = ((speed.Value / 10) * 16) sinecount = sinecount + 1 normcount = normcount + 1 local sinewave = math.sin(sinecount * 3 / 75) * 0.2 local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude local hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, char) if attacking.Value == false and taunting == false then if 1 < RootPart.Velocity.y and hitfloor == nil then Anim = "Jump" canTaunt = false Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(-15), 0, math.rad(0)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2) RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.2) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.2) elseif RootPart.Velocity.y < -1 and hitfloor == nil then Anim = "Fall" canTaunt = false Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(23), 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * CFrame.Angles(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2) RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(24), math.rad(90), 0), 0.2) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(-12), -math.rad(90), 0), 0.2) elseif torvel < 1 and hitfloor ~= nil then Anim = "Idle" canTaunt = true Neck.C0 = clerp(Neck.C0, necko, 0.1) RootJoint.C0 = clerp(RootJoint.C0, RootCF, 0.1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.new(-0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(-35)), 0.2) RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.new(0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(35)), 0.2) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2) RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, math.rad(90), 0), 0.2) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.2) elseif torvel > 1 and hitfloor ~= nil then sinewave = sinewave / 10 Anim = "Walk" canTaunt = false Neck.C0 = clerp(Neck.C0, necko, 0.1) RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.1, 0, 0), 0.1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.new(-0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(-35)), 0.2) RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.new(0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(35)), 0.2) LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2) RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, math.rad(90), 0), 0.2) LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.2) end RootJoint.C0 = clerp(RootJoint.C0, RootJoint.C0 * CFrame.new(0, 0, sinewave / 3), 0.1) RW.C0 = clerp(RW.C0, RW.C0 * CFrame.new(0, sinewave / 3, 0), 0.2) LW.C0 = clerp(LW.C0, LW.C0 * CFrame.new(0, sinewave / 3, 0), 0.2) RH.C0 = clerp(RH.C0, RH.C0 * CFrame.new(0, -sinewave / 3, 0), 0.2) LH.C0 = clerp(LH.C0, LH.C0 * CFrame.new(0, -sinewave / 3, 0), 0.2) end end end)