historical/OLD-SCRIPTS-NO-LONGER-GOOD.git/Storm blades.txt
2024-01-16 11:20:27 -06:00

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