--[[ Fenrier's Storm Blade Script created by: Fenrier: Everything. If you're gonna steal this, then please I ask you. Please don't forum,free model, give away, or anything like that to this script. Thank you very much :) ]] --[[OLD]]-- Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] bladecolor = BrickColor.new("Gold") attack = false attackdebounce = false attacktype = 1 damage = 25 oridamage = 25 --player player = nil --save shoulders RSH, LSH = nil, nil --welds RW, LW = Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" demondance = false demonmode = false ragecharge = 400 skill = false mode = 1 guardy = false unsheathed = false walking = false guardattack = false if Character:findFirstChild("StormBlade",true) ~= nil then Character:findFirstChild("StormBlade",true).Parent = nil end if Player.PlayerGui:findFirstChild("RageGUI",true) ~= nil then Player.PlayerGui:findFirstChild("RageGUI",true).Parent = nil end local stormblade = Instance.new("Model") stormblade.Name = "StormBlade" stormblade.Parent = Character local prt1 = Instance.new("Part") prt1.formFactor = 1 prt1.Parent = stormblade prt1.CanCollide = false prt1.BrickColor = Character.Torso.BrickColor prt1.Name = "Handle1" prt1.Size = Vector3.new(1,1,1) prt1.CFrame = Torso.CFrame local prt2 = Instance.new("Part") prt2.formFactor = 1 prt2.Parent = stormblade prt2.CanCollide = false prt2.BrickColor = Character.Torso.BrickColor prt2.Name = "Handle2" prt2.Size = Vector3.new(1,1,1) prt2.CFrame = Torso.CFrame local prt3 = Instance.new("Part") prt3.formFactor = 1 prt3.Parent = stormblade prt3.CanCollide = false prt3.BrickColor = BrickColor.new("Really black") prt3.Name = "Part1" prt3.Size = Vector3.new(1,1,1) prt3.CFrame = Torso.CFrame local prt4 = Instance.new("Part") prt4.formFactor = 1 prt4.Parent = stormblade prt4.CanCollide = false prt4.BrickColor = BrickColor.new("Really black") prt4.Name = "Part2" prt4.Size = Vector3.new(1,1,1) prt4.CFrame = Torso.CFrame local prt5 = Instance.new("Part") prt5.formFactor = 1 prt5.Parent = stormblade prt5.CanCollide = false prt5.BrickColor = BrickColor.new("Bright blue") prt5.Name = "Part3" prt5.Size = Vector3.new(1,1,1) prt5.CFrame = Torso.CFrame local prt6 = Instance.new("Part") prt6.formFactor = 1 prt6.Parent = stormblade prt6.CanCollide = false prt6.BrickColor = BrickColor.new("Bright blue") prt6.Name = "Part4" prt6.Size = Vector3.new(1,1,1) prt6.CFrame = Torso.CFrame local prt7 = Instance.new("Part") prt7.formFactor = 1 prt7.Parent = stormblade prt7.Reflectance = 0.5 prt7.CanCollide = false prt7.BrickColor = bladecolor prt7.Name = "Blade1" prt7.Size = Vector3.new(1,2,1) prt7.CFrame = Torso.CFrame local prt8 = Instance.new("Part") prt8.formFactor = 1 prt8.Parent = stormblade prt8.Reflectance = 0.5 prt8.CanCollide = false prt8.BrickColor = bladecolor prt8.Name = "Blade2" prt8.Size = Vector3.new(1,2,1) prt8.CFrame = Torso.CFrame stormblade:BreakJoints() local msh1 = Instance.new("CylinderMesh") msh1.Parent = prt1 msh1.Scale = Vector3.new(0.5,0.1,0.5) local msh2 = Instance.new("CylinderMesh") msh2.Parent = prt2 msh2.Scale = Vector3.new(0.5,0.1,0.5) local msh3 = Instance.new("CylinderMesh") msh3.Parent = prt3 msh3.Scale = Vector3.new(0.5,1,0.5) local msh4 = Instance.new("CylinderMesh") msh4.Parent = prt4 msh4.Scale = Vector3.new(0.5,1,0.5) local msh5 = Instance.new("CylinderMesh") msh5.Parent = prt5 msh5.Scale = Vector3.new(0.5,0.1,0.5) local msh6 = Instance.new("CylinderMesh") msh6.Parent = prt6 msh6.Scale = Vector3.new(0.5,0.1,0.5) local msh7 = Instance.new("SpecialMesh") msh7.Parent = prt7 msh7.MeshType = "Torso" msh7.Scale = Vector3.new(0.7,0.7,0.7) local msh8 = Instance.new("SpecialMesh") msh8.Parent = prt8 msh8.MeshType = "Torso" msh8.Scale = Vector3.new(0.7,0.7,0.7) local wld1 = Instance.new("Weld") wld1.Parent = prt1 wld1.Part0 = prt1 wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1.57) * CFrame.new(-0.1,0.7, -0.75) local wld2 = Instance.new("Weld") wld2.Parent = prt2 wld2.Part0 = prt2 wld2.Part1 = prt1 wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.1,0) local wld3 = Instance.new("Weld") wld3.Parent = prt3 wld3.Part0 = prt3 wld3.Part1 = prt2 wld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.66,0) local wld4 = Instance.new("Weld") wld4.Parent = prt4 wld4.Part0 = prt4 wld4.Part1 = prt1 wld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.66,0) local wld5 = Instance.new("Weld") wld5.Parent = prt5 wld5.Part0 = prt5 wld5.Part1 = prt3 wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.66,0) local wld6 = Instance.new("Weld") wld6.Parent = prt6 wld6.Part0 = prt6 wld6.Part1 = prt4 wld6.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.66,0) local wld7 = Instance.new("Weld") wld7.Parent = prt7 wld7.Part0 = prt7 wld7.Part1 = prt5 wld7.C0 = CFrame.fromEulerAnglesXYZ(0,1.57,0) * CFrame.new(0,-0.66,0) local wld8 = Instance.new("Weld") wld8.Parent = prt8 wld8.Part0 = prt8 wld8.Part1 = prt6 wld8.C0 = CFrame.fromEulerAnglesXYZ(3.15,1.57,0) * CFrame.new(0,0.66,0) local fengui = Instance.new("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "RageGUI" local fenframe = Instance.new("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255,255,255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17,17,17) fenframe.Size = UDim2.new(0.0500000007, 0, 0.100000001, 0) local fentext = Instance.new("TextLabel") fentext.Parent = fenframe fentext.Text = "Rage Charge("..ragecharge..")" fentext.BackgroundTransparency = 1 fentext.SizeConstraint = "RelativeXY" fentext.TextXAlignment = "Center" fentext.TextYAlignment = "Center" fentext.Position = UDim2.new(0,50,1,150) local fentext2 = Instance.new("TextLabel") fentext2.Parent = fenframe fentext2.Text = " " fentext2.BackgroundTransparency = 0 fentext2.BackgroundColor3 = Color3.new(1,1,0) fentext2.SizeConstraint = "RelativeXY" fentext2.TextXAlignment = "Center" fentext2.TextYAlignment = "Center" fentext2.Position = UDim2.new(0,10,1,170) local sword1fire = Instance.new("Fire") sword1fire.Parent = prt7 sword1fire.Enabled = false sword1fire.Color = Color3.new(1,1,0) sword1fire.Heat = "13" sword1fire.Size = "3" sword1fire.SecondaryColor = Color3.new(1,1,1) local sword1bfire = sword1fire:Clone() sword1bfire.Parent = prt8 sword1bfire.Color = Color3.new(1,1,0) sword1bfire.SecondaryColor = Color3.new(1,1,1) local fenfire = Instance.new("Fire") fenfire.Parent = Torso fenfire.Color = Color3.new(1,0,0) fenfire.SecondaryColor = Color3.new(1,0,0) fenfire.Heat = "15" fenfire.Size = "3" fenfire.Enabled = false if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Storm Blade" Tool.TextureId = "http://www.roblox.com/asset/?id=31872785" Player.Backpack["Storm Blade"].TextureId = "http://www.roblox.com/asset/?id=31872785" script.Parent = Tool end Bin = script.Parent if Bin:findFirstChild("ManaBar",true) ~= nil then mana=Bin.ManaBar.Value Bin:findFirstChild("ManaBar",true).Parent = nil end local bar=Instance.new("IntValue") bar.Parent=Bin bar.Name="ManaBar" bar.Value=mana function unequipweld() wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1.57) * CFrame.new(-0.1,0.7, -0.75) end function equipweld() wld1.Part1 = RightArm wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) end function hideanim() for i = 0 ,1 , 0.1 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end unequipweld() wait(0.1) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i-1,0,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function equipanim() for i = 0 , 1 , 0.085 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i,1*i,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end equipweld() wait(0.1) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i-1,-1*i+1,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function hideanim2() for i = 0 ,1 , 0.1 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2-2+math.rad(260)*i, 0.5+0.5*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5-1.5+math.rad(260)*i,-0.5-0.5*i,0) LW.C1 = CFrame.new(0, 0.5, 0) end wait(0.1) end function equipanim2() for i = 0 , 1 , 0.085 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(260)-math.rad(260)*i, 1,-1+1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(260)-math.rad(260)*i,-1,1-1*i) LW.C1 = CFrame.new(0, 0.5, 0) end wait(0.1) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i, 1-0.5*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,-1+0.5*i,0) LW.C1 = CFrame.new(0, 0.5, 0) end end function unequipweld2() wld1.Part1 = Torso wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(0, 0, -0.57) * CFrame.new(1, -1.57, -0.75) wld2.Part1 = Torso wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(0, 0, -0.57) * CFrame.new(-1, 0, -0.75) end function equipweld2() wld1.Part1 = RightArm wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57) wld2.Part1 = LeftArm wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57) end DBHit=function(hit,DB) --credits to turdulator for making this function :D if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") t=hit.Parent:FindFirstChild("Torso") if h~=nil and t~=nil then if h.Parent==Character then return end h:TakeDamage(5) vl=Instance.new("BodyVelocity") vl.P=4500 vl.maxForce=Vector3.new(math.huge,math.huge,math.huge) vl.velocity=DB.BodyVelocity.velocity*1.05+Vector3.new(0,3,0) vl.Parent=t game:GetService("Debris"):AddItem(vl,.2) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) rl.Parent=t game:GetService("Debris"):AddItem(rl,.2) else if hit.CanCollide==false then return end MagicCom:disconnect() -- DBExplode(DB) end end function effectone(part,cframe) p2=Instance.new("Part") p2.Name="Blast" p2.TopSurface=0 p2.BottomSurface=0 p2.CanCollide=false p2.Anchored=true p2.BrickColor=BrickColor.new("Gold") p2.Size=Vector3.new(2,2,2) p2.formFactor="Symmetric" p2.CFrame=part.CFrame*CFrame.new(0,cframe,0) p2.Parent=workspace m=Instance.new("BlockMesh") m.Parent=p2 m.Name="BlastMesh" coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.Transparency=loll/20 part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end part.Parent=nil end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10)) end function ringattack(part,cframe) r=Instance.new("Part") r.Anchored=true r.Name="Ring" r.CanCollide=false r.TopSurface=0 r.BottomSurface=0 r.CFrame=part.CFrame*CFrame.new(0,cframe,0)*CFrame.fromEulerAnglesXYZ(0,0,0) r.Parent=workspace local ring = Instance.new("SpecialMesh") ring.Parent = r ring.MeshId = "http://www.roblox.com/asset/?id=3270017" ring.Name = "RingMesh" r.RingMesh.Scale=Vector3.new(3,3,3) r.BrickColor=BrickColor.new("Gold") coroutine.resume(coroutine.create(function(par) for i=1, 14 do par.Transparency=i/14 par.RingMesh.Scale=par.RingMesh.Scale+Vector3.new(5,5,.1) wait() end par.Parent=nil end),r) p=Instance.new("Part") p.Name="BlastRing" p.TopSurface=0 p.BottomSurface=0 p.CanCollide=false p.Anchored=true p.BrickColor=BrickColor.new("Gold") p.Size=Vector3.new(1,1,1) p.CFrame=part.CFrame*CFrame.new(0,cframe,0)*CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0) p.CFrame=p.CFrame-Vector3.new(0,3,0) p.Parent=workspace local mesheh = Instance.new("SpecialMesh") mesheh.Parent = p mesheh.Name = "BlastMesh" mesheh.MeshId = "http://www.roblox.com/asset/?id=20329976" p.BlastMesh.Scale=Vector3.new(5,5,1) coroutine.resume(coroutine.create(function(par) for lol=1, 17 do if Corrupt==false then par.BlastMesh.Scale=par.BlastMesh.Scale+Vector3.new(1,1,1) else par.BlastMesh.Scale=par.BlastMesh.Scale+Vector3.new(2,1.3,2) end par.Transparency=lol/17 par.CFrame=par.CFrame*CFrame.new(0,.1,0) wait() end par.Parent=nil end),p) end function oneslash() if mode == 0 then attack = true wait(0) ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack = false con:disconnect() con2:disconnect() elseif mode == 1 then attack = true wait(0) for i = 0 , 1 , 0.125 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local con = prt8.Touched:connect(OT) ss(prt1,1) for i = 0 , 0.95 , 0.25 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) effect2() end con:disconnect() attack = false end end function twoslash() if mode == 0 then attack = true wait(0) ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-4*i+3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack = false con:disconnect() con2:disconnect() elseif mode == 1 then attack = true wait(0) for i = 0 , 1 , 0.125 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i) LW.C1 = CFrame.new(0, 0.5, 0) end local con2 = prt7.Touched:connect(OT) ss(prt2,1) for i = 0 , 0.9 , 0.25 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() end con2:disconnect() attack = false end end function threeslash() if mode == 0 then attack = true wait(0) ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.5*i+1,0,0) end attack = false con:disconnect() con2:disconnect() elseif mode == 1 then attack = true wait(0.1) local con = prt8.Touched:connect(OT) ss(prt1,1) for i = 0 , 0.95 , 0.25 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) effect2() end con:disconnect() attack = false end end function fourslash() if mode == 0 then attack = true wait(0) ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i+0.5,0,0) end attack = false con:disconnect() con2:disconnect() elseif mode == 1 then attack = true wait(0.1) local con2 = prt7.Touched:connect(OT) ss(prt2,1) for i = 0 , 0.9 , 0.25 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() end con2:disconnect() attack = false end end function fiveslash() if mode == 0 then attack = true wait(0) ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(megatouch) local con2 = prt8.Touched:connect(megatouch) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0) end for i = 0 , 1 , 0.30 do wait(0) effect() wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0) end attack = false con:disconnect() con2:disconnect() elseif mode == 1 then attack = true wait(0.1) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) ss(prt1,1) ss(prt2,1) for i = 0 , 1 , 0.10 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 1.1*i,0.001-1*-i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, -1.1*i,-0.001+1*-i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() effect2() end con:disconnect() con2:disconnect() attack = false end end function sixslash() attack = true wait(0.1) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) ss(prt1,1) ss(prt2,1) for i = 0 , 1 , 0.10 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5*i, 1.1*i,0.1-1*-i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5*i, -1.1*i,-0.1+1*-i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() effect2() end con:disconnect() con2:disconnect() attack = false end function sevenslash() attack = true ss(prt1,1) ss(prt2,1) local con = prt7.Touched:connect(OT) local con2 = prt8.Touched:connect(OT) for i = 0 , 1 , 0.15 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, -1*i,0.1-1*-i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, 1*i,-0.1+1*-i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() effect2() end con:disconnect() con2:disconnect() attack = false end function guard2slash() attack = true ss(prt1,1) ss(prt2,1) local con = prt7.Touched:connect(guardOT2) local con2 = prt8.Touched:connect(guardOT2) for i = 0 , 1 , 0.15 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, -1*i,0.1-1*-i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, 1*i,-0.1+1*-i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() effect2() end con:disconnect() con2:disconnect() attack = false end function guardslash() attack = true wait(0) ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(guardOT2) local con2 = prt8.Touched:connect(guardOT2) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0) end for i = 0 , 1 , 0.30 do wait(0) effect() wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0) end attack = false con:disconnect() con2:disconnect() end function guardslashtwo() attack = true wait(0) for _,v in pairs(Torso.Parent:children()) do if v.className=="Part" then n=v:clone() n.archivable=true n.Anchored=true n.CanCollide=false n.Name="TRAILER" n.BrickColor=BrickColor.new("Gold") n.Parent=workspace coroutine.resume(coroutine.create(function(ne) for i=1, 12 do ne.Transparency=i/12 wait() end ne.Parent=nil end),n) elseif v.className=="Hat" then n=v.Handle:clone() n.archivable=true n.Anchored=true n.CanCollide=false n.Name="TRAILER" n.BrickColor=BrickColor.new("Bright yellow") n.Parent=workspace coroutine.resume(coroutine.create(function(ne) for i=1, 12 do ne.Transparency=i/12 wait() end ne.Parent=nil end),n) end end for _,v in pairs(stormblade:children()) do if v.className=="Part" then n=v:clone() n.archivable=true n.Anchored=true n.CanCollide=false n.Name="TRAILER" n.BrickColor=BrickColor.new("Gold") n.Parent=workspace coroutine.resume(coroutine.create(function(ne) for i=1, 12 do ne.Transparency=i/12 wait() end ne.Parent=nil end),n) end end ass(Torso,0.8) Character:MoveTo(Torso.Position+Torso.CFrame.lookVector*10) Torso.CFrame = Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,math.rad(180),0) attack = false end function stab() if ragecharge >= 10 then skill = true attack = true for i = 0 , 1 , 0.20 do wait(0) LW.C0 = CFrame.new(-1, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,1*i) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , math.rad(90) , 0.10 do wait(0) wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(90)*i, 0) end ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(megatouch) local con2 = prt8.Touched:connect(megatouch) for i = 0 , 1 , 0.20 do wait(0) effect() LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.5*i+1,0,-1*i+1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0) end for i = 0 , 1 , 0.30 do wait(0) effect() wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0) end ragecharge = ragecharge - 10 con:disconnect() con2:disconnect() wait(1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) skill = false attack = false end end function showoff() attack = true for i = 0 , 1 , 0.05 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.01 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) end for i = 0 , 1 , 0.01 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i+1,0,0) end for i = 0 , 1 , 0.01 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) end for i = 0 , 1 , 0.01 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i+1,0,0) end ragecharge = ragecharge + 100 for i = 0 , 1 , 0.05 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack = false end function bewmstab() if ragecharge >= 50 then skill = true attack = true for i = 0 , 1 , 0.20 do wait(0) LW.C0 = CFrame.new(-1, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,1*i) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , math.rad(90) , 0.10 do wait(0) wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(90)*i, 0) end efect() ss(prt1,0.7) ss(prt2,0.7) wait(0.3) local con = prt7.Touched:connect(boomtouch) local con2 = prt8.Touched:connect(boomtouch) for i = 0 , 1 , 0.20 do wait(0) effect() LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.5*i+1,0,-1*i+1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0) end local vel = Instance.new("BodyVelocity") vel.Parent = Player.Character.Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1 vel.velocity = Player.Character.Torso.CFrame.lookVector * 250 for i = 0 , 1 , 0.30 do wait(0) effect() wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0) end vel:Remove() ragecharge = ragecharge - 50 con:disconnect() con2:disconnect() wait(1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) skill = false attack = false end end function attack1() if ragecharge >= 5 then skill = true attack = true ss(prt1,0.7) ss(prt2,0.7) wait(0.3) coroutine.resume(coroutine.create(function() wait(0) ss(prt1,0.7) ss(prt2,0.7) end)) local con = prt7.Touched:connect(skillOT) local con2 = prt8.Touched:connect(skillOT) for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.20 do wait(0) effect() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i-0.1,0,0) end ragecharge = ragecharge - 5 con:disconnect() con2:disconnect() wait(1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) skill = false attack = false end end function charging() charging2 = true attack = true skill = true Character.Humanoid.WalkSpeed = 0 for i = 0 ,1 , 0.05 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i) RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(0.43*i+1.57,3.14,0) * CFrame.new(0,0,-0.5) end while charging2 == true do Character.Humanoid.Health = Character.Humanoid.Health + 1 local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); local targ = head.Position - Torso.Position; local mag = targ.magnitude; if mag <= 6 and c[i].Name ~= Player.Name then hum.Health = hum.Health + 1 end end end wait(0.15) p=Instance.new("Part") p.Name="FlameEm" p.Shape=0 p.TopSurface=0 p.BottomSurface=0 p.BrickColor=BrickColor.new("White") p.Anchored=true p.CanCollide=false p.Size=Vector3.new(1,1,1) p.CFrame=CFrame.new(Character["Torso"].CFrame.p+Vector3.new(0,-3,0))+Vector3.new(math.random(-10,10)/5,0,math.random(-10,10)/5) p.Parent=workspace m=Instance.new("SpecialMesh") m.MeshType="Sphere" m.Parent=p m.Scale=Vector3.new(1,1,1) coroutine.resume(coroutine.create(function(p) for i=1, 9 do p.Mesh.Scale=p.Mesh.Scale+Vector3.new(0,1.5,0) p.Transparency=p.Transparency+1/9 wait(0) end p.Parent=nil end),p) if ragecharge >= 400 then wait(0) else coroutine.resume(coroutine.create(function() wait(1) if charging2 == true then if ragecharge >= 400 then wait(0) else Character.Humanoid.Health = Character.Humanoid.Health + 0.01 ragecharge = ragecharge + 1 end end end)) end end if charging2 == false then attack = false skill = false Character.Humanoid.WalkSpeed = 16 for i = 0 ,1 , 0.05 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,-1*i+1) RW.C0 = CFrame.new(1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(-0.50*i+0.43+1.57,3.14,0) * CFrame.new(0,0,-0.5) end end end function boomerang() if ragecharge >= 20 then attack = true skill = true for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0) end efect() --[[coroutine.resume(coroutine.create(function() end))]] for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(math.rad(90), 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5*i-1,0,0) end wait(0) ragecharge = ragecharge - 20 local con = prt7.Touched:connect(spinOT) local con2 = prt8.Touched:connect(spinOT) for i = 0 , 1 , 0.05 do wait(0) effect() ss(prt1,1) ss(prt2,1) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(630)*i, 1.57) * CFrame.new(0, 20*i+1, 0) end for i = 0 , 1 , 0.05 do wait(0) effect() ss(prt1,1) ss(prt2,1) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(630)*i, 1.57) * CFrame.new(0, -20*i+21, 0) end wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) con:disconnect() con2:disconnect() for i = 0 , 1 , 0.25 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i-4,0,0) end wait(0.25) for i = 0 , 1 , 0.10 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0) end attack = false skill = false end end function rampage() attack = true skill = true for i = 0 , 1 , 0.175 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2-0.5*i, 0.5,-0.75*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-0.5,0.75*i) LW.C1 = CFrame.new(0, 0.5, 0) end uss(prt3,1.5) wait(0.1) for i = 0 , 1 , 0.125 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i) LW.C1 = CFrame.new(0, 0.5, 0) end local con = prt7.Touched:connect(rampageOT) local con2 = prt8.Touched:connect(rampageOT) Character.Humanoid.WalkSpeed = 0 local vel = Instance.new("BodyVelocity") vel.Parent = Player.Character.Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1 vel.velocity = Player.Character.Torso.CFrame.lookVector * 20 ss(prt2,1) for i = 0 , 0.8 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) effect2() end ss(prt2,1) for i = 0 , 0.8 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) end for i = 0 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(prt2,1) for i = 0 , 0.8 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) effect2() end for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) end ss(prt2,1) for i = 0 , 0.8 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() end for i = 0 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end ss(prt2,1) for i = 0 , 0.8 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) effect2() end for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) end ss(prt2,1) for i = 0 , 0.8 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect1() end wait(0.5) Character.Humanoid.WalkSpeed = 16 con:disconnect() con2:disconnect() vel:Remove() coroutine.resume(coroutine.create(function() for i = 0 , 0.8 , 0.1 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) effect() end end)) local conneh = prt7.Touched:connect(finalrampageOT) local conneh2 = prt8.Touched:connect(finalrampageOT) g=Instance.new("BodyGyro") g.P=6000 g.D=100 g.maxTorque=Vector3.new(5000000,500000000,5000000)*5000000 g.cframe=Torso.CFrame g.Parent=Torso for i=1, 16 do g.cframe=g.cframe*CFrame.fromEulerAnglesXYZ(-math.pi/4,0,0) wait() end ss(prt2,1) ss(prt2,1) for i = 0 , 0.8 , 0.1 do wait(0) effect() LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(1) for i=1, 16 do g.cframe=g.cframe*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) wait() end g:Remove() conneh:disconnect() conneh2:disconnect() attack = false skill = false end function trololol() for i = 0, 1, 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -0.5-1.7*i, 0.5+0.5*i) end end function guard() attack = true skill = true wait(0) guardattack = false guardy = true --Character.Humanoid.WalkSpeed = 0 --Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 1.57, 0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,1) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,1.57) * CFrame.new(0,0,-0.5) local con = prt1.Touched:connect(guardOT) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(90),0) while guardy == true do wait(0) effect() wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0) end vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) --Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, -1.57, 0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5) if guardattack == true then guardslash() end vel:Remove() wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) con:disconnect() guardy = false attack = false skill = false end function guardtwo() attack = true skill = true wait(0) guardattack = false guardy = true RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,1) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,1.57) * CFrame.new(0,0,-0.5) local con = prt1.Touched:connect(guardOT) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(90),0) while guardy == true do wait(0) effect() wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0) end vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, -1.57, 0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5) if guardattack == true then wait(0.1) guardslashtwo() end vel:Remove() wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) con:disconnect() guardy = false attack = false skill = false end function magicbeam() attack = true skill = true css(Torso,0.2) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-90),0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(-90)) * CFrame.new(0,0,-0.5) LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1,0,1) for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.2,0.2,0.2) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.3,0.3,0.3) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.4,0.4,0.4) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.1 do wait() LW.C0 = CFrame.new(-.5*i-1, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(.57*i+1,0,-2.57*i+1) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.4,0.4,0.4) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.5,0.5,0.5) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end ubersoundboom(Torso) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) msh1.MeshType = "Sphere" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Bright yellow") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S ringattack(LeftArm,-1) coroutine.resume(coroutine.create(function(Part,CF) for i=1, 19 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(1,1,1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=Part.Transparency+0.05 wait() end Part.Parent=nil end),S,S.CFrame) local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) msh1.MeshType = "Sphere" S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 19 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.7,0.7,0.7) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=Part.Transparency+0.05 wait() end Part.Parent=nil end),S,S.CFrame) Vel=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z) v=Instance.new("BodyVelocity") v.P=3000 v.maxForce=Vector3.new(math.huge,math.huge,math.huge) v.velocity=Vel v.Parent=S local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - S.Position; local mag = targ.magnitude; if mag <= 25 and c[i].Name ~= Player.Name then coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() DBHit(head,S) end end)) end end end end wait(1) vel:Remove() for i = 0,1,0.1 do wait() Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(90)*i+math.rad(-90)) * CFrame.new(0,0,-0.5) end attack = false skill = false end function haxball() attack = true skill = true css(Torso,0.4) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-90),0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(-90)) * CFrame.new(0,0,-0.5) LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1,0,1) for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.1 do wait() LW.C0 = CFrame.new(-.5*i-1, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(.57*i+1,0,-2.57*i+1) local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.2,0.2,0.2) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end for i = 0,1,0.03 do wait() local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.5,0.5,0.5) S=Instance.new("Part") S.Name="Effect" S.formFactor=0 S.Size=Vector3.new(3,3,3) S.BrickColor=BrickColor.new("Gold") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) S.Parent=Character msh1.Parent = S coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.2,0.2,0.2) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame) end local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(1.2,1.2,1.2) msh1.MeshType = "Sphere" local bawl = Instance.new("Part") bawl.Parent = workspace bawl.formFactor = 0 bawl.BrickColor = BrickColor.new("Gold") bawl.Size = Vector3.new(3,3,3) bawl.CFrame = LeftArm.CFrame*CFrame.new(0,-1.5,0) bawl.Reflectance = 0 bawl.TopSurface = 0 bawl.BottomSurface = 0 bawl.Transparency = 0 bawl.Friction = .9 bawl.Elasticity = 0 bawl.Anchored = true bawl.CanCollide = true msh1.Parent = bawl wait(2) bawl.Velocity = Head.CFrame.lookVector * 50 bawl.CFrame = LeftArm.CFrame*CFrame.new(0,-1,0) bawl.Anchored = false local force = Instance.new("BodyForce") force.Parent = bawl force.force = Vector3.new(0,2200,0) ubersoundboom(Torso) wait(1) vel:Remove() for i = 0,1,0.1 do wait() Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(90)*i+math.rad(-90)) * CFrame.new(0,0,-0.5) end attack = false skill = false end function guard2() attack = true skill = true wait(0) guardy = true --Character.Humanoid.WalkSpeed = 0 Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(-0.5, 0, 0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1,3.14,0) * CFrame.new(0,0,-0.5) local con = prt7.Touched:connect(guardOT) local con2 = prt8.Touched:connect(guardOT) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360),0) coroutine.resume(coroutine.create(function() wait(8) if guardy == true then guardy = false Character.Humanoid.WalkSpeed = 16 end end)) while guardy == true do wait(0) effect() wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0) wld2.C0 = wld2.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0) end vel:Remove() wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57) wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5) guard2slash() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2, 1-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-1+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) con:disconnect() con2:disconnect() guardy = false attack = false skill = false end function spinny() if ragecharge >= 10 then attack = true skill = true for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 1.5*i) end local con = prt7.Touched:connect(skillOT) local con2 = prt8.Touched:connect(skillOT) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Torso.CFrame ragecharge = ragecharge - 5 ss(prt1,0.7) ss(prt2,0.7) for i = 0 , 1 , 0.075 do wait(0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)*i,0) effect() end ragecharge = ragecharge - 5 ss(prt1,0.7) ss(prt2,0.7) for i = 1 , 0 , -0.075 do wait(0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)-math.rad(-360)*i*i,0) effect() end con:disconnect() con2:disconnect() for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -1.5*i+1.5) end vel:Remove() attack = false skill = false end end --other mode skills here function crossslash() if ragecharge >= 10 then attack = true skill = true for i = 0 , 1 , 0.175 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2-0.5*i, 0.5,-0.75*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-0.5,0.75*i) LW.C1 = CFrame.new(0, 0.5, 0) end uss(prt3,1.5) wait(0.1) for i = 0 , 1 , 0.125 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i) LW.C1 = CFrame.new(0, 0.5, 0) end local con = prt7.Touched:connect(skillOT) local con2 = prt8.Touched:connect(skillOT) ragecharge = ragecharge - 10 ss(prt3,1) for i = 0 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect() end con:disconnect() con2:disconnect() for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+3*i, 0.5,-0.75+0.75*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+2.5*i,-0.5,0.75-.75*i) LW.C1 = CFrame.new(0, 0.5, 0) end attack = false skill = false end end function animationlol() --turdulator was here X3 for i = 0 , 1 , 0.05 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(4*i, 1*i, 0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,2*i) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(4*i, -1*i, 0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,-2*i) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(0.43*i+1.57,3.14,0) * CFrame.new(0,0,-0.5) end end function animationlol2() for i = 0 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3+4, 1, 0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3+4, -1, 0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(-1*i-4.5,3.14,0) * CFrame.new(0,0,-0.5) end end function animationlol3() LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57+1.57,0,-1+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57+1.57,0,1-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5) end function spinslash() if ragecharge >= 10 then attack = true for i = 0 , 1 , 0.175 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2+2*i, 0.5-.5*i,2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5-5.5*i,-0.5+.5*i,-2*i) LW.C1 = CFrame.new(0, 0.5, 0) end local con = prt7.Touched:connect(skillOT) local con2 = prt8.Touched:connect(skillOT) local vel = Instance.new("BodyGyro") vel.Parent = Player.Character.Torso vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge vel.P = 20e+003 CF = Player.Character.Torso.CFrame ss(prt1,1) ragecharge = ragecharge - 5 for i = 0 , 1 , 0.075 do wait(0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)*i,0) effect() end ss(prt1,1) ragecharge = ragecharge - 5 for i = 1 , 0 , -0.075 do wait(0) vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)-math.rad(-360)*i*i,0) effect() end vel.Parent = nil con:disconnect() con2:disconnect() wait(0.1) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5+.5*i) * CFrame.fromEulerAnglesXYZ(4-2*i, 0+0.5*i,2-2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-4+5.5*i,0-.5*i,-2+2*i) LW.C1 = CFrame.new(0, 0.5, 0) end walkspeed(16) attack = false end end function thrustspread() if ragecharge >= 5 then attack = true ss(prt1,0.5) for i = 0 , 1 , 0.175 do wait(0) RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.fromEulerAnglesXYZ(2-.5*i, 0.5-0.5*i,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(1.5,-0.5+0.5*i,1*i) LW.C1 = CFrame.new(0, 0.5, 0) end for i = 0 , 1 , 0.1 do wait(0) RW.C0 = CFrame.new(1.0, 0.5, -1) * CFrame.fromEulerAnglesXYZ(1.5-2*i, 0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.0, 0.5, -1) * CFrame.fromEulerAnglesXYZ(1.5-2*i,0,1) LW.C1 = CFrame.new(0, 0.5, 0) end local con = prt7.Touched:connect(skillOT) local con2 = prt8.Touched:connect(skillOT) ragecharge = ragecharge - 5 ss(prt1,1) for i = 0 , 1 , 0.1 do wait(0) RW.C0 = CFrame.new(1+0.5*i , 0.5, -1+0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+2.5*i, 0,-1+3*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1-0.5*i, 0.5, -1+0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+2.5*i,0,1-3*i) LW.C1 = CFrame.new(0, 0.5, 0) effect() end con:disconnect() con2:disconnect() wait(0.1) for i = 0 , 1 , 0.05 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(2, 0+0.5*i,2-2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(2-0.5*i,0-.5*i,-2+2*i) LW.C1 = CFrame.new(0, 0.5, 0) end walkspeed(16) attack = false end end function testy() if ragecharge >= 50 then attack = true for i = 0 , 1 , 0.175 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2-0.5*i, 0.5,-0.75*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-0.5,0.75*i) LW.C1 = CFrame.new(0, 0.5, 0) end uss(prt1,1.5) efect() wait(0) for i = 0 , 1 , 0.125 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i) LW.C1 = CFrame.new(0, 0.5, 0) end local con = prt7.Touched:connect(boomtouch) local con2 = prt8.Touched:connect(boomtouch) ss(prt1,1) ragecharge = ragecharge - 50 local vel = Instance.new("BodyVelocity") vel.Parent = Player.Character.Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1 vel.velocity = Player.Character.Torso.CFrame.lookVector * 250 for i = 0 , 0.5 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect() end blast4(prt1) for i = 0.5 , 1 , 0.2 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i) LW.C1 = CFrame.new(0, 0.5, 0) effect() end vel:Remove() con:disconnect() con2:disconnect() for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+3*i, 0.5,-0.75+0.75*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+2.5*i,-0.5,0.75-.75*i) LW.C1 = CFrame.new(0, 0.5, 0) end attack = false end end function blast4(part) colors = {BrickColor.new("Bright red")} local mesh = Instance.new("SpecialMesh") mesh.MeshType = "Sphere" local shell = Instance.new("Part") mesh.Parent = shell shell.Anchored = true shell.formFactor = 1 shell.Size = Vector3.new(1,1,1) shell.CFrame = part.CFrame * CFrame.fromEulerAnglesXYZ(14,5.5,0) shell.Parent = swordholder shell.Transparency = 0 if demondance == true then shell.BrickColor = BrickColor.new("Bright red") else shell.BrickColor = BrickColor.new("White") end shell.CanCollide = false coroutine.resume(coroutine.create(function() for i = 0 , 3 , 0.5 do wait(0.1) mesh.Scale = Vector3.new(2,40*i,2) shell.Transparency = 0.5*i end shell.Transparency = 1 shell.Parent = nil end)) end function switch() if mode == 0 then mode = 1 attack = true skill = true for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 1.5*i) end wait(0.2) Player.Backpack["Storm Blade"].TextureId = "http://www.roblox.com/asset/?id=31872483" wld2.Part1 = LeftArm for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -1*i+1.5) wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 1*i-1.5) end wait(0.3) for i = 0 , 1 , 0.20 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i-1.57,0,0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57) wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57) end wait(0.1) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i, 1*i-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,-1*i+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end elseif mode == 1 then mode = 0 if walking == false then for i = 0 , 1 , 0.1 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2*i+2, -0.5*i+0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.5*i+1.5,0.5*i-0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end wait(0.1) end for i = 0 , 1 , 0.1 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,-1.57*i,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0) LW.C1 = CFrame.new(0, 0.5, 0) wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57*i-0.9) wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57*i-0.9) end wait(0.2) Player.Backpack["Storm Blade"].TextureId = "http://www.roblox.com/asset/?id=31872785" wld2.Part1 = prt1 wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.1,0) wld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i-1.57,0,0) end end attack = false skill = false end function efect() local lol = Instance.new("Part") lol.Parent = Character lol.Shape = "Ball" lol.Position = Torso.Position lol.Anchored = true lol.CanCollide = false lol.Size = Vector3.new(1,1,1) lol.BrickColor = BrickColor.new("White") lol.Reflectance = 1 lol.CFrame = Torso.CFrame local lolmesh = Instance.new("SpecialMesh") lolmesh.Parent = lol lolmesh.Scale = Vector3.new(0.5,0.5,0.5) lolmesh.MeshType = "Sphere" wait(0) local lolweld = Instance.new("Weld") lolweld.Parent = lol lolweld.Part0 = lol lolweld.Part1 = Torso lolweld.C0 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) lolweld.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) for i = 0, 1, 0.05 do wait(0) lolmesh.Scale = lolmesh.Scale + Vector3.new(9,9,9) lol.Transparency = lol.Transparency + 0.20 lol.Reflectance = lol.Reflectance - 0.25 lol.CFrame = Torso.CFrame end lol:Remove() end function deman() coroutine.resume(coroutine.create(function() wait(0) local m = Instance.new("Part") m.Parent = workspace m.BrickColor = BrickColor.new("Bright red") m.Transparency = 0 m.Anchored = true m.Size = Vector3.new(25,25,25) m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0) m.CanCollide = false m.Touched:connect(function(hit) kill(b,hit) end) function kill(brick,hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= ""..script.Name.."" then hum:TakeDamage(damage + 2) local torso = hit.Parent:findFirstChild("Torso") if torso.Parent ~= nil then if (torso.Position-RightArm.Position).magnitude<=25 then local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local Gyro=Instance.new("BodyGyro") Gyro.P=1000 Gyro.D=Gyro.D/2 Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000 Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) Gyro.Parent=torso local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=angle*40+Vector3.new(0,35,0) bodyVelocity.P=500 bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003) bodyVelocity.Parent=torso coroutine.resume(coroutine.create(function() wait(0.3) bodyVelocity:Remove() end)) coroutine.resume(coroutine.create(function() wait(0.8) Gyro:Remove() end)) end end end end local me = Instance.new("SpecialMesh") me.Parent = m me.MeshType = "FileMesh" me.MeshId = "http://www.roblox.com/asset/?id=1323306" me.Scale = Vector3.new(6,3.5,6) coroutine.resume(coroutine.create(function() for i = 0,15 do wait(0) m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0) m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0) m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0) m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0) me.Scale = me.Scale + Vector3.new(0.8,1.5,0.8) end for i = 0,15 do wait(0) m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0) m.Transparency = m.Transparency + 0.06 me.Scale = me.Scale + Vector3.new(1.2,-2.5,1.2) end m:Remove() fieldcon:disconnect() end)) end)) end function waveef() coroutine.resume(coroutine.create(function() wait(0) local m = Instance.new("Part") m.Parent = workspace m.BrickColor = BrickColor.new("Bright red") m.Transparency = 0 m.Anchored = true m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0) m.CanCollide = false local me = Instance.new("SpecialMesh") me.Parent = m me.MeshType = "FileMesh" me.MeshId = "http://www.roblox.com/asset/?id=20329976" me.Scale = Vector3.new(2,2.5,2) m.CFrame=CFrame.new(Character["Torso"].CFrame.p+Vector3.new(0,-2.5,0))+Vector3.new(0,0,0) coroutine.resume(coroutine.create(function() for i = 0,5 do wait(0.1) m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, math.random(0,2), 0) me.Scale = me.Scale + Vector3.new(0.5,-0.4,0.5) m.Transparency = m.Transparency + 0.20 end m:Remove() end)) end)) end function demonize() if demonmode == true then return end attack = true skill = true animationlol() wait(0.3) coroutine.resume(coroutine.create(function() animationlol2() wait(1.5) animationlol3() attack = false skill = false end)) demondance = true demonmode = true sword1fire.Enabled = true sword1bfire.Enabled = true sword1fire.Color = Color3.new(1,0,0) sword1fire.SecondaryColor = Color3.new(1,0,0) sword1bfire.Color = Color3.new(1,0,0) sword1bfire.SecondaryColor = Color3.new(1,0,0) if Character.Humanoid.Health < 50 then fenfire.Enabled = true damage = 15 else damage = 10 end deman() sss(Torso,1) prt7.BrickColor = BrickColor.new("Bright red") prt8.BrickColor = BrickColor.new("Bright red") while ragecharge >= 5 do ragecharge = ragecharge - 1 coroutine.resume(coroutine.create(function() wait(0.1) waveef() end)) wait(0) end prt7.BrickColor = bladecolor prt8.BrickColor = bladecolor sword1fire.Enabled = false sword1bfire.Enabled = false fenfire.Enabled = false damage = oridamage demondance = false demonmode = false end function OT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum game:GetService("Debris"):AddItem(c,.5) if ragecharge < 400 then ragecharge = ragecharge + math.random(1,5) end if ragecharge > 400 then ragecharge = 400 end end end end function skillOT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage + 1) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum game:GetService("Debris"):AddItem(c,.5) end end end function rampageOT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum game:GetService("Debris"):AddItem(c,.5) end end end function finalrampageOT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage + 5) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum game:GetService("Debris"):AddItem(c,.5) local torso = hit.Parent:findFirstChild("Torso") if torso.Parent ~= nil then if (torso.Position-RightArm.Position).magnitude<=25 then local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local Gyro=Instance.new("BodyGyro") Gyro.P=1000 Gyro.D=Gyro.D/2 Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000 Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) Gyro.Parent=torso local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=angle*40+Vector3.new(0,35,0) bodyVelocity.P=500 bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003) bodyVelocity.Parent=torso coroutine.resume(coroutine.create(function() wait(0.3) bodyVelocity:Remove() end)) coroutine.resume(coroutine.create(function() wait(0.8) Gyro:Remove() end)) end end end end end function guardOT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then Character.Humanoid.WalkSpeed = 16 guardattack = true guardy = false end end end function spinOT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage + 2) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum game:GetService("Debris"):AddItem(c,.5) local torso = hit.Parent:findFirstChild("Torso") if torso.Parent ~= nil then if (torso.Position-prt1.Position).magnitude<=25 then local angle = (torso.Position-(prt1.Position+Vector3.new(0,-3,0))).unit torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local Gyro=Instance.new("BodyGyro") Gyro.P=1000 Gyro.D=Gyro.D/2 Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000 Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) Gyro.Parent=torso local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=angle*40+Vector3.new(0,35,0) bodyVelocity.P=500 bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003) bodyVelocity.Parent=torso coroutine.resume(coroutine.create(function() wait(0.3) bodyVelocity:Remove() end)) coroutine.resume(coroutine.create(function() wait(0.8) Gyro:Remove() end)) end end end end end function waveOT(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum.Health = hum.Health - 100 c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum hit.Velocity = hit.CFrame.lookVector * 500 hum.PlatformStand = true wait(0.5) hum.PlatformStand = false end end end function guardOT2(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(2) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum local torso = hit.Parent:findFirstChild("Torso") if torso.Parent ~= nil then if (torso.Position-RightArm.Position).magnitude<=25 then local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local Gyro=Instance.new("BodyGyro") Gyro.P=1000 Gyro.D=Gyro.D/2 Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000 Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) Gyro.Parent=torso local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=angle*40+Vector3.new(0,35,0) bodyVelocity.P=500 bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003) bodyVelocity.Parent=torso coroutine.resume(coroutine.create(function() wait(0.3) bodyVelocity:Remove() end)) coroutine.resume(coroutine.create(function() wait(0.8) Gyro:Remove() end)) end end end end end function megatouch(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage + 2) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum local torso = hit.Parent:findFirstChild("Torso") if torso.Parent ~= nil then if (torso.Position-RightArm.Position).magnitude<=25 then local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local Gyro=Instance.new("BodyGyro") Gyro.P=1000 Gyro.D=Gyro.D/2 Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000 Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) Gyro.Parent=torso local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=angle*40+Vector3.new(0,35,0) bodyVelocity.P=500 bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003) bodyVelocity.Parent=torso coroutine.resume(coroutine.create(function() wait(0.3) bodyVelocity:Remove() end)) coroutine.resume(coroutine.create(function() wait(0.8) Gyro:Remove() end)) end end end end end function boomtouch(hit) if hit.Parent == nil then return end if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.1) attackdebounce = false end)) local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage + 5) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game.Players.LocalPlayer c.Parent=hum local torso = hit.Parent:findFirstChild("Torso") if torso.Parent ~= nil then local bewm = Instance.new("Explosion") bewm.Parent = workspace bewm.BlastPressure = 0 bewm.BlastRadius = 5 bewm.Position = torso.Position if (torso.Position-RightArm.Position).magnitude<=25 then local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local Gyro=Instance.new("BodyGyro") Gyro.P=1000 Gyro.D=Gyro.D/2 Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000 Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) Gyro.Parent=torso local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=angle*40+Vector3.new(0,35,0) bodyVelocity.P=1000 bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodyVelocity.Parent=torso coroutine.resume(coroutine.create(function() wait(0.5) bodyVelocity:Remove() end)) coroutine.resume(coroutine.create(function() wait(1) Gyro:Remove() end)) end end end end end function ss(parent,pitch) --linerider64 was here :D local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch --linerider64 was also here XD SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function sss(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function css(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(7) SlashSound.Parent = nil end)) end function ubersoundboom(parent) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2691586" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = 0.3 SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2974000" SlashSound.Parent = parent SlashSound.Volume = 0.8 SlashSound.Pitch = 1.1 SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function uss(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function fss(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209908" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function ass(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2767090" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function effect() local clone = prt7:clone() clone.Parent = workspace clone.Anchored = true clone.Transparency = 0.5 clone.Reflectance = 0 clone.Mesh.Scale = clone.Mesh.Scale + Vector3.new(0.1,0.1,0.1) if demondance == true then clone.BrickColor = BrickColor.new("Bright red") else clone.BrickColor = BrickColor.new("Gold") end coroutine.resume(coroutine.create(function() wait(0.25) clone.Parent = nil end)) local cloneb = prt8:clone() cloneb.Parent = workspace cloneb.Anchored = true cloneb.Transparency = 0.5 cloneb.Reflectance = 0 cloneb.Mesh.Scale = cloneb.Mesh.Scale + Vector3.new(0.1,0.1,0.1) if demondance == true then cloneb.BrickColor = BrickColor.new("Bright red") else cloneb.BrickColor = BrickColor.new("Gold") end coroutine.resume(coroutine.create(function() wait(0.25) cloneb.Parent = nil end)) end function effect1() local clone = prt7:clone() clone.Parent = workspace clone.Anchored = true clone.Transparency = 0.5 clone.Reflectance = 0 clone.Mesh.Scale = clone.Mesh.Scale + Vector3.new(0.1,0.1,0.1) if demondance == true then clone.BrickColor = BrickColor.new("Bright red") else clone.BrickColor = BrickColor.new("Gold") end coroutine.resume(coroutine.create(function() wait(0.25) clone.Parent = nil end)) end function effect2() local cloneb = prt8:clone() cloneb.Parent = workspace cloneb.Anchored = true cloneb.Transparency = 0.5 cloneb.Reflectance = 0 cloneb.Mesh.Scale = cloneb.Mesh.Scale + Vector3.new(0.1,0.1,0.1) if demondance == true then cloneb.BrickColor = BrickColor.new("Bright red") else cloneb.BrickColor = BrickColor.new("Gold") end coroutine.resume(coroutine.create(function() wait(0.25) cloneb.Parent = nil end)) end function walkspeed(value) Character.Humanoid.WalkSpeed = value end hold = false function ob1d(mouse) hold = true if attack == true then return end oneslash() if hold == true then twoslash() end if hold == true then threeslash() end if hold == true then fourslash() end if hold == true then fiveslash() end if mode == 1 then if hold == true then sixslash() end if hold == true then sevenslash() end end if mode == 0 then attack = true wait(1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) attack = false elseif mode == 1 then attack = true wait(1) for i = 0 , 1 , 0.075 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2, 1-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-1+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end attack = false end end function ob1u(mouse) hold = false end buttonhold = false function key(key) if key == "h" then if mode == 0 then if guardy == false then guard() else guardy = false end end end if key == "k" then if mode == 0 then if guardy == false then guardtwo() else guardy = false end end end if attack == true then return end if key == "q" then if mode == 0 then stab() elseif mode == 1 then crossslash() end end if key == "e" then if mode == 0 then spinny() elseif mode == 1 then spinslash() end end if key == "r" then if mode == 0 then attack1() elseif mode == 1 then thrustspread() end end if key == "f" then demonize() end end if key == "g" then charging() end if key == "z" then if mode == 0 then bewmstab() elseif mode == 1 then testy() end end if key == "x" then if mode == 0 then boomerang() elseif mode == 1 then rampage() end end if key == "j" then switch() end function key2(key) charging2 = false end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) if mode == 0 then unsheathed = true player = Player ch = Character RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] -- RSH.Parent = nil LSH.Parent = nil -- RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso _G.R = RW -- LW.Part0 = ch.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso _G.L = LW -- equipanim() elseif mode == 1 then equipweld2() player = Player ch = Character RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] -- RSH.Parent = nil LSH.Parent = nil -- RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso _G.R = RW -- LW.Part0 = ch.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso _G.L = LW -- equipanim2() end end function ds(mouse) unsheathed = false if mode == 0 then guardy = false hideanim() chargy = ragecharge guardy = false Character.Humanoid.WalkSpeed = 16 wait(0.1) prt7.BrickColor = bladecolor prt8.BrickColor = bladecolor if demonmode == true then demondance = false demonmode = false ragecharge = 0 wait(0) ragecharge = chargy end RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso elseif mode == 1 then hideanim2() unequipweld2() chargy = ragecharge guardy = false Character.Humanoid.WalkSpeed = 16 wait(0.1) prt7.BrickColor = bladecolor prt8.BrickColor = bladecolor if demonmode == true then demondance = false demonmode = false ragecharge = 0 wait(0) ragecharge = chargy end RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end end Bin.Selected:connect(s) Bin.Deselected:connect(ds) function onRunning(speed) if skill == true then return end if mode == 0 then if speed>0 then walking = true for i = 0 ,1 , 0.1 do wait(0) LW.C0 = CFrame.new(-1, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,1*i) if attack == false then RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end else walking = false for i = 0 ,1 , 0.1 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.5*i+1.5,0,-1*i+1) if attack == false then RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0.5*i-0.5,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end end elseif mode == 1 then if speed>0 then walking = true for i = 0 ,1 , 0.05 do wait(0) if attack == false then RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+2, -0.5*i+1-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.5*i+1.5,0.5*i-1+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end end else walking = false for i = 0 ,1 , 0.05 do wait(0) if attack == false then RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i-3+2, 0.5*i-0.5+1-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5*i-2.5+1.5,-0.5*i+0.5-1+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end end end end end Character.Humanoid.Running:connect(onRunning) coroutine.resume(coroutine.create(function() while true do wait(0) bar.Value=mana fentext2.Size = UDim2.new(ragecharge*0.007,0,0.400000006,0) fentext.Text = "Rage Charge("..ragecharge..")" end end)) --[[coroutine.resume(coroutine.create(function() while true do wait(0) if mode == 0 then if attack == false and skill == false and unsheathed == true then wait(math.random(10,30)) if attack == false and skill == false and unsheathed == true and mode == 0 and walking == false then attack = true skill = true for i = 0 ,1 , 0.05 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i) RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.5,1.5) for i = 0 ,4 , 0.05 do wait(0) effect() wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.5*i) * CFrame.new(0,-0.5,1.5) end wld1.Part1 = RightArm wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0) wait(0.5) for i = 0 ,1 , 0.05 do wait(0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,-1*i+1) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack = false skill = false end end elseif mode == 1 then wait(0) if attack == false and skill == false and unsheathed == true then wait(math.random(10,30)) if attack == false and skill == false and unsheathed == true and mode == 1 and walking == false then for i = 0 ,1 , 0.05 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+2, -0.5*i+1-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.5*i+1.5,0.5*i-1+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end wait(0.5) for i = 0 ,1 , 0.05 do wait(0) effect() wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 351*i, 1.57) * CFrame.new(0, 1, -0.57) wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 351*i, 1.57) * CFrame.new(0, 1, -0.57) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i-3+2, 0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i-2.5+1.5,0,0) LW.C1 = CFrame.new(0, 0.5, 0) end wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57) wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57) wait(0.5) for i = 0 ,1 , 0.05 do wait(0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i+3-3+2, 0.5*i-0.5+1-0.5,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i+3-2.5+1.5,-0.5*i+0.5-1+0.5,0) LW.C1 = CFrame.new(0, 0.5, 0) end end end end end end)) ]] print("Fenrier's Storm Blade script loaded :D") -- lego blockland This acts as a chat filter. Don't ask why I do it. I just do >.> --[[ Copyrighted (C) Fenrier 2011 This script is copyrighted for Fenrier. Any use of this script is breaking this copyright. All Rights Reserved. ]]