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