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

1569 lines
67 KiB
Text

--[ Fixed by all_suck ]--
taunting = false
math.randomseed(tick())
local plr = game.Players.LocalPlayer
local uis = game:GetService("UserInputService")
repeat
wait()
until plr.Character and plr.Character:WaitForChild("Torso") and plr.Character:WaitForChild("Humanoid")
local char = plr.Character
local torso = char.Torso
local humanoid = char.Humanoid
local canTaunt = false
local charStats = Instance.new("Folder", char)
charStats.Name = "CharStats"
speed = Instance.new("NumberValue", charStats)
speed.Name = "Speed"
speed.Value = 10
local Anim
LS = torso["Left Shoulder"]
LH = torso["Left Hip"]
RS = torso["Right Shoulder"]
RH = torso["Right Hip"]
Neck = torso.Neck
it = Instance.new
vt = Vector3.new
cf = CFrame.new
euler = CFrame.fromEulerAnglesXYZ
angles = CFrame.Angles
necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RootPart = char.HumanoidRootPart
RootJoint = RootPart.RootJoint
RootCF = euler(-1.57, 0, 3.14)
player = nil
RSH, LSH = nil, nil
RW, LW = Instance.new("Weld"), Instance.new("Weld")
RW.Name = "Right Shoulder"
LW.Name = "Left Shoulder"
Sheathed = true
SwordStance = false
Charge = 0
RSH = char.Torso["Right Shoulder"]
LSH = char.Torso["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "Right Shoulder"
RW.Part0 = char.Torso
RW.C0 = cf(1.5, 0.5, 0)
RW.C1 = cf(0, 0.5, 0)
RW.Part1 = char["Right Arm"]
RW.Parent = char.Torso
LW.Name = "Left Shoulder"
LW.Part0 = char.Torso
LW.C0 = cf(-1.5, 0.5, 0)
LW.C1 = cf(0, 0.5, 0)
LW.Part1 = char["Left Arm"]
LW.Parent = char.Torso
local cam = workspace.CurrentCamera
local Effects = Instance.new("Model", char)
Effects.Name = "Effects"
local currentattack, basicattacking
local walkspeed = 14
humanoid.WalkSpeed = walkspeed
mouse = plr:GetMouse()
sinecount, normcount, tweentick, tweenrot, tweenrotm = 0, 0, 0, 0, 0
Mode = "Positive"
local Key1 = Enum.KeyCode.Q
local Key2 = Enum.KeyCode.E
local Key3 = Enum.KeyCode.R
local Key4 = Enum.KeyCode.F
local key1re = 5
local key2re = 6
local key3re = 10
local key4re = 1
local atk1d = 3.2
local atk2d = 1.8
local atk3d = 3
local atk4d = 0
local key1db = false
local key2db = false
local key3db = false
local key4db = false
local attacking = Instance.new("BoolValue", charStats)
attacking.Value = false
attacking.Name = "Attacking"
local PosAtk1 = "Up"
local PosAtk2 = "Force Push"
local PosAtk3 = "Gravity Field"
local PosAtk4 = "Inverse Polarity"
local NegAtk1 = "Down"
local NegAtk2 = "Fissure"
local NegAtk3 = "Black Hole"
local NegAtk4 = "Inverse Polarity"
local Click1 = Enum.UserInputType.MouseButton1
local ComboAttacks = {
"Combo1",
"Combo2",
"Combo3"
}
local counter = 1
local countermax = #ComboAttacks
local combo1duration = 0.8
local combo2duration = 1
local combo3duration = 1.2
click1db = false
local Stab1Dam = 10
local Stab2Dam = 10
local Stab3Dam = 1
local Attack1Damage = 2.5
local Attack2Damage = 15
local Attack3Damage = 13
local Attack4Damage
local Energy = Instance.new("NumberValue", charStats)
Energy.Name = "EnergyAmount"
Energy.Value = math.huge
local Attack1Energy = 0
local Attack2Energy = 0
local Attack3Energy = 0
local Attack4Energy = 0
function rayCast(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
function thread(f)
coroutine.resume(coroutine.create(f))
end
function swait(num)
if num == 0 or num == nil then
game:service("RunService").Stepped:wait(0)
else
for i = 0, num do
game:service("RunService").Stepped:wait(0)
end
end
end
function clerp(a, b, t)
local qa = {
QuaternionFromCFrame(a)
}
local qb = {
QuaternionFromCFrame(b)
}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1 - t
return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5 / s
return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
else
local i = 0
if m00 < m11 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00 - m11 - m22 + 1)
local recip = 0.5 / s
return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
elseif i == 1 then
local s = math.sqrt(m11 - m22 - m00 + 1)
local recip = 0.5 / s
return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
elseif i == 2 then
local s = math.sqrt(m22 - m00 - m11 + 1)
local recip = 0.5 / s
return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w * xs, w * ys, w * zs
local xx = x * xs
local xy = x * ys
local xz = x * zs
local yy = y * ys
local yz = y * zs
local zz = z * zs
return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
local startInterp, finishInterp
if cosTheta >= 1.0E-4 then
if 1 - cosTheta > 1.0E-4 then
local theta = math.acos(cosTheta)
local invSinTheta = 1 / math.sin(theta)
startInterp = math.sin((1 - t) * theta) * invSinTheta
finishInterp = math.sin(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
elseif 1 + cosTheta > 1.0E-4 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1 / math.sin(theta)
startInterp = math.sin((t - 1) * theta) * invSinTheta
finishInterp = math.sin(t * theta) * invSinTheta
else
startInterp = t - 1
finishInterp = t
end
return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
end
function round(num)
local a, b = math.modf(num)
if num % 1 ~= 0 then
return math.floor(num) + math.floor(b * 10 + 0.5) / 10
else
return math.floor(num)
end
end
function NoOutline(Part)
Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
end
function newPart(parent, brickcolor, transparency, anchored, cancollide, size, name)
local fp = Instance.new("Part")
fp.Parent = parent
fp.Transparency = transparency
fp.Anchored = anchored
fp.CanCollide = cancollide
fp.Locked = true
fp.BrickColor = BrickColor.new(brickcolor)
fp.Name = name
fp.Size = size
fp.Position = torso.Position
NoOutline(fp)
fp.Material = "SmoothPlastic"
fp:BreakJoints()
fp.CFrame = RootPart.CFrame
return fp
end
function mesh(Mesh, part, meshtype, meshid, offset, scale)
local mesh = Instance.new(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid then
mesh.MeshId = meshid
end
end
if offset then
mesh.Offset = offset
end
mesh.Scale = scale
return mesh
end
function weld(parent, part0, part1, c0)
local weld = Instance.new("Weld")
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
return weld
end
function createBlockPart()
local part = Instance.new("Part", Effects)
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(1, 1, 1)
part.BrickColor = BrickColor.new(Mode == "Negative" and "Really black" or "Lily white")
part.Transparency = 0.4
part.Material = Mode == "Negative" and "Granite" or "Neon"
part.CFrame = RootPart.CFrame
coroutine.resume(coroutine.create(function()
if humanoid.Health <= 0 then
part:Destroy()
end
end), part)
return part
end
function createSpherePart()
local part = Instance.new("Part", Effects)
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(1, 1, 1)
part.BrickColor = BrickColor.new(Mode == "Negative" and "Really black" or "Lily white")
part.Transparency = 0.4
part.Material = "Neon"
part.Material = Mode == "Negative" and "Granite" or "Neon"
local pmesh = Instance.new("SpecialMesh", part)
pmesh.MeshType = "Sphere"
part.CFrame = RootPart.CFrame
return part, pmesh
end
function createPulsePart()
local pulse = Instance.new("Part", Effects)
pulse.BrickColor = BrickColor.new("Lily white")
pulse.Material = "Neon"
pulse.Transparency = 0.2
pulse.Anchored = true
pulse.CanCollide = false
pulse.Size = Vector3.new(5, 5, 0.2)
local pulsem = Instance.new("SpecialMesh", pulse)
pulsem.MeshId = "http://www.roblox.com/asset/?id=3270017"
pulsem.Scale = Vector3.new(10, 10, 0.2)
pulse.CFrame = RootPart.CFrame
return pulse, pulsem
end
function createBodyVelocity(vtors)
local bv = Instance.new("BodyVelocity", vtors)
bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bv.P = 1250
return bv
end
function randomangles()
local random = math.rad((math.random() - 0.5) * 180)
local randomangles = CFrame.Angles(random, random, random)
return randomangles
end
function findCloseHumanoid(centre, distance)
local tab = {}
for _, child in pairs(game.Workspace:GetChildren()) do
if child:findFirstChild("Humanoid") and child:findFirstChild("Humanoid") ~= humanoid and child:findFirstChild("Torso") then
local vtors = child.Torso
local mag = math.abs((vtors.Position - centre).magnitude)
if distance >= mag then
table.insert(tab, child.Humanoid)
end
end
end
return tab
end
function sound(id, par, vol, dur, pit)
coroutine.resume(coroutine.create(function()
local sou = Instance.new("Sound", par or workspace)
sou.Volume = vol
sou.Pitch = pit or 1
sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
swait()
sou:play()
thread(function()
wait(dur)
sou:Destroy()
end)
return sou
end))
end
--loldamage
function basicDamage(vhum, damage, colour)
if not vhum or not vhum.Parent:findFirstChild("Humanoid") then
return
end
vhum.Parent.Humanoid:TakeDamage(damage)
local damagepart = Instance.new("Part", Effects)
damagepart.Transparency = 1
damagepart.Anchored = true
damagepart.CanCollide = false
damagepart.Size = Vector3.new(1, 1, 1)
damagepart.Name = "DamagePart"
damagepart.CFrame = vhum.Parent.Head.CFrame * CFrame.new(0, 1, 0)
local g = Instance.new("BillboardGui", damagepart)
g.Enabled = true
g.Adornee = damagepart
g.Size = UDim2.new(5, 0, 5, 0)
g.ExtentsOffset = Vector3.new(0, 0, 0)
g.StudsOffset = Vector3.new(0, 0, 0)
local t = Instance.new("TextLabel", g)
t.BackgroundTransparency = 1
t.Font = "ArialBold"
t.TextSize = 24
t.Text = "-" .. round(damage)
if round(damage) % 1 == 0 then
t.Text = "-" .. round(damage) .. ".0"
end
t.Size = UDim2.new(1, 0, 1, 0)
t.TextStrokeTransparency = 0
t.TextTransparency = 0
t.TextScaled = true
t.TextWrapped = true
t.TextXAlignment = "Center"
t.TextYAlignment = "Center"
t.TextColor3 = colour
coroutine.resume(coroutine.create(function()
for i = 1, 50 do
game:GetService("RunService").Heartbeat:wait()
local sinewave = math.sin(i / 500) * 4
damagepart.CFrame = damagepart.CFrame * CFrame.new(Vector3.new(0, 0.3 - sinewave, 0))
t.TextTransparency = t.TextTransparency + 0.02
t.TextStrokeTransparency = t.TextTransparency + 0.02
end
damagepart:Destroy()
end), t)
end
--xdddddddddddd
function keyDown(key, clientinput)
if clientinput then
return
end
if not humanoid or not torso or humanoid.Health <= 0 then
return
end
if attacking.Value == true then
return
end
if key.UserInputType == Enum.UserInputType.MouseButton1 then
if click1db then
return
end
local attack = ComboAttacks[counter]
currentattack = attack
if attack == "Combo1" then
attacking.Value = true
do
local p = createBlockPart()
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p.Size = Vector3.new(1.25, 1.25, 1.25)
p.Transparency = 0.4
p.Parent = Effects
local p2 = createBlockPart()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p2.Size = Vector3.new(1.75, 1.75, 1.75)
p2.Transparency = 0.6
p2.Parent = Effects
for i = 0, 1.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(90)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-90)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, math.rad(0)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-60), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, -math.rad(45)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
swait()
end
for i = 0, 0.8, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(-80)), 0.16)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(80)), 0.16)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, math.rad(0)), 0.16)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, math.rad(35)), 0.16)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(60)), 0.16)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.16)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
if i > 0 and i < 0.1 then
thread(function()
sound(300915947, char.Head, 0.5, 4, 1)
for i = 1, 2 do
do
local s, smesh = createSpherePart()
s.Transparency = 0.2
thread(function()
for i = 1, 18 do
wait()
local sinewave = 100 * math.asin(i / 100)
smesh.Scale = smesh.Scale + Vector3.new(sinewave * 0.05, sinewave * 0.05, sinewave * 0.05)
s.CFrame = p.CFrame
s.Transparency = s.Transparency + 0.044444444444444446
end
s:Destroy()
end)
wait(0.05)
end
end
end)
thread(function()
wait(0.1)
local closeHumanoids = findCloseHumanoid(p.Position, 7)
for _, vhum in pairs(closeHumanoids) do
if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then
end
basicDamage(vhum, Stab1Dam, (Color3.fromRGB(0, 0, 0)))
if vhum.Parent:findFirstChild("Torso") then
do
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -4 or 10) + Vector3.new(0, 2, 0)
delay(0.5, function()
bv:Destroy()
end)
end
end
end
end)
end
swait()
end
thread(function()
for i = 1, 10 do
wait()
p.Transparency = p.Transparency + 0.06
p2.Transparency = p.Transparency + 0.04
end
p:Destroy()
p2:Destroy()
end)
wait(0.1)
attacking.Value = false
end
end
if attack == "Combo2" then
attacking.Value = true
do
local p = createBlockPart()
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p.Size = Vector3.new(1.25, 1.25, 1.25)
p.Transparency = 0.4
p.Parent = Effects
local p2 = createBlockPart()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p2.Size = Vector3.new(1.75, 1.75, 1.75)
p2.Transparency = 0.6
p2.Parent = Effects
for i = 0, 1.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(-90)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(90)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(45)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(60), 0, 0), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
swait()
end
for i = 0, 0.8, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(80)), 0.16)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-80)), 0.16)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-60)), 0.16)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.16)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0), 0.16)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, math.rad(-35)), 0.16)
p.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
if i > 0 and i < 0.1 then
thread(function()
sound(300915983, char.Head, 0.5, 4, 1)
for i = 1, 2 do
do
local s, smesh = createSpherePart()
s.Transparency = 0.2
thread(function()
for i = 1, 18 do
wait()
local sinewave = 100 * math.asin(i / 100)
smesh.Scale = smesh.Scale + Vector3.new(sinewave * 0.05, sinewave * 0.05, sinewave * 0.05)
s.CFrame = p.CFrame
s.Transparency = s.Transparency + 0.044444444444444446
end
s:Destroy()
end)
wait(0.05)
end
end
end)
thread(function()
wait(0.1)
local closeHumanoids = findCloseHumanoid(p.Position, 7)
for _, vhum in pairs(closeHumanoids) do
if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then
end
basicDamage(vhum, Stab1Dam, (Color3.fromRGB(0, 0, 0)))
if vhum.Parent:findFirstChild("Torso") then
do
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -4 or 10) + Vector3.new(0, 2, 0)
delay(0.5, function()
bv:Destroy()
end)
end
end
end
end)
end
swait()
end
thread(function()
for i = 1, 10 do
wait()
p.Transparency = p.Transparency + 0.06
p2.Transparency = p.Transparency + 0.04
end
p:Destroy()
p2:Destroy()
end)
wait(0.1)
attacking.Value = false
end
end
if attack == "Combo3" then
attacking.Value = true
do
local p = createBlockPart()
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p.Size = Vector3.new(1.25, 1.25, 1.25)
p.Transparency = 0.4
p.Parent = Effects
local p2 = createBlockPart()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p2.Size = Vector3.new(1.75, 1.75, 1.75)
p2.Transparency = 0.6
p2.Parent = Effects
local p3 = createBlockPart()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
p3.Size = Vector3.new(1.25, 1.25, 1.25)
p3.Transparency = 0.4
p3.Parent = Effects
local p4 = createBlockPart()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
p4.Size = Vector3.new(1.75, 1.75, 1.75)
p4.Transparency = 0.6
p4.Parent = Effects
for i = 0, 1.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
swait()
end
thread(function()
sound(300916014, char.Head, 0.5, 4, 2)
local s, smesh = createSpherePart()
s.Transparency = 0.2
smesh.Scale = Vector3.new(2, 2, 2)
thread(function()
for i = 1, 25 do
wait()
local sinewave = 100 * math.asin(i / 100)
smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.08, 2 - sinewave * 0.08, 2 - sinewave * 0.08)
s.CFrame = char.HumanoidRootPart.CFrame
s.Transparency = s.Transparency + 0.032
end
s:Destroy()
end)
wait(0.1)
local closeHumanoids = findCloseHumanoid(p.Position, 12)
for _, vhum in pairs(closeHumanoids) do
if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then
end
basicDamage(vhum, Stab3Dam, (Color3.fromRGB(0, 0, 0)))
if vhum.Parent:findFirstChild("Torso") then
do
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -10 or 20) + Vector3.new(0, 4, 0)
delay(0.5, function()
bv:Destroy()
end)
end
end
end
end)
for i = 0, 1.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(-5), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(-0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
swait()
end
thread(function()
for i = 1, 10 do
wait()
p.Transparency = p.Transparency + 0.06
p2.Transparency = p.Transparency + 0.04
p3.Transparency = p.Transparency + 0.06
p4.Transparency = p.Transparency + 0.04
end
p:Destroy()
p2:Destroy()
p3:Destroy()
p4:Destroy()
end)
wait(0.1)
attacking.Value = false
end
end
if counter <= countermax then
counter = counter + 1
end
if counter > countermax then
counter = 1
end
end
if key.KeyCode == Enum.KeyCode.T then
if canTaunt == false then
return
end
if Anim ~= "Idle" then
return
end
do
local function part(formfactor, parent, reflectance, transparency, brickcolor, name, size)
local fp = Instance.new("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = torso.Position
NoOutline(fp)
fp.Material = "SmoothPlastic"
fp:BreakJoints()
return fp
end
local mesh = function(Mesh, part, meshtype, meshid, offset, scale)
local mesh = Instance.new(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid then
mesh.MeshId = meshid
end
end
if offset then
mesh.Offset = offset
end
mesh.Scale = scale
return mesh
end
local function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent)
local prt = part(3, Effects, 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
return prt, msh
end
if taunting == true then
return
end
if 0 >= charStats.Speed.Value then
return
end
taunting = true
attacking.Value = true
charStats.Speed.Value = charStats.Speed.Value - 10
for i = 0, 1.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
swait()
end
local ts = sound(300916082, char.Head, 1, 4, 0.5)
local ncount = 0
for i = 0, 5, 0.05 do
ts = char.Head:findFirstChild("Sound")
if not ts then
return
end
ncount = ncount + 1
if ncount % 1 == 0 then
do
local mb = MagicBlock(BrickColor.new("Really black"), RootPart.CFrame * CFrame.new(math.random(-7, 7), math.random(-5, 5), math.random(-7, 7)) * CFrame.Angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 2, 2, 2, 2, 2, 2, 0.05, 2, Part)
local mb2 = MagicBlock(BrickColor.new("Lily white"), RootPart.CFrame * CFrame.new(math.random(-7, 7), math.random(-5, 5), math.random(-7, 7)) * CFrame.Angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 2, 2, 2, 2, 2, 2, 0.05, 2, Part)
mb.Transparency = 0.2
mb2.Transparency = 0.2
mb.Material = "Granite"
mb2.Material = "Neon"
thread(function()
local now = mb.CFrame
for i = 1, 20 do
swait()
mb.CFrame = clerp(mb.CFrame, char["Right Arm"].CFrame * CFrame.new(0, -0.9, 0), 0.05)
mb2.CFrame = clerp(mb2.CFrame, char["Left Arm"].CFrame * CFrame.new(0, -0.9, 0), 0.05)
mb.Transparency = mb.Transparency + 0.04
mb2.Transparency = mb2.Transparency + 0.04
end
mb:Destroy()
mb2:Destroy()
end)
end
end
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(10), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(-0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.15) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.15) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
RH.C0 = clerp(RH.C0, CFrame.new(1, -0.98, -0.2) * CFrame.Angles(-0.2, math.rad(90), 0), 0.14)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.14)
swait()
end
for i = 0, 1.1, 0.05 do
ts = char.Head.Sound
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
swait()
end
taunting = false
attacking.Value = false
charStats.Speed.Value = charStats.Speed.Value + 10
end
end
if key.KeyCode == Key1 then
if key1db then
return
end
if Energy.Value < Attack1Energy then
return
end
key1db = true
delay(key1re + atk1d, function()
key1db = false
end)
coroutine.resume(coroutine.create(function()
local rewinddelay = atk1d
local reloaddelay = key1re
Re1:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
wait(rewinddelay)
Re1:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
end))
Energy.Value = Energy.Value - Attack1Energy
attacking.Value = true
if Mode == "Positive" then
attacking.Value = true
for i = 0, 2, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(-0.15, 0, math.rad(-20)), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(15)), 0.2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-15)), 0.2)
if i < 0.2 then
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(math.rad(90), 0, math.rad(15)), 0.1)
else
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(math.rad(175), 0, math.rad(15)), 0.1)
end
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
end
do
local bvtable = {}
thread(function()
for i = 1, 4 do
sound(301033949, char.Head, 0.5, 4, 1)
for _, vhum in pairs(findCloseHumanoid(torso.Position, 18)) do
basicDamage(vhum, 4, Color3.fromRGB(255, 255, 255))
end
do
local s, smesh = createSpherePart()
s.Transparency = 0.2
thread(function()
for i = 1, 25 do
wait()
local sinewave = 100 * math.asin(i / 100)
smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.1, 2 - sinewave * 0.1, 2 - sinewave * 0.1)
s.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
s.Transparency = s.Transparency + 0.0404
end
s:Destroy()
end)
wait(0.25)
end
end
end)
for i = 1, 13 do
wait(0.1)
for _, vhum in pairs(findCloseHumanoid(torso.Position, 16)) do
thread(function()
if not vhum.Parent.Torso:findFirstChild("UpVelocity" .. char.Name) then
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Name = "UpVelocity" .. char.Name
bv.Velocity = Vector3.new(0, 4, 0)
table.insert(bvtable, bv)
end
end)
end
end
for _, v in pairs(bvtable) do
v:Destroy()
end
for i = 0, 1, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(0)), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(0)), 0.2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(0)), 0.1)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
end
attacking.Value = false
end
elseif Mode == "Negative" then
attacking.Value = true
for i = 0, 1.5, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.2, 0, math.rad(0)), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-20)), 0.2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(20)), 0.2)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
end
do
local bvtable = {}
thread(function()
for i = 1, 4 do
sound(301033949, char.Head, 0.5, 4, 1)
for _, vhum in pairs(findCloseHumanoid(torso.Position, 18)) do
basicDamage(vhum, 4, Color3.fromRGB(0, 0, 0))
end
do
local s, smesh = createSpherePart()
s.Transparency = 0.2
s.BrickColor = BrickColor.new()
thread(function()
for i = 1, 25 do
wait()
local sinewave = 100 * math.asin(i / 100)
smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.1, 2 - sinewave * 0.1, 2 - sinewave * 0.1)
s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.3, 0)
s.Transparency = s.Transparency + 0.0404
end
s:Destroy()
end)
wait(0.25)
end
end
end)
for i = 1, 13 do
wait(0.1)
for _, vhum in pairs(findCloseHumanoid(torso.Position, 16)) do
thread(function()
if not vhum.Parent.Torso:findFirstChild("DownVelocity" .. char.Name) then
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Name = "DownVelocity" .. char.Name
bv.Velocity = Vector3.new(0, -2, 0)
table.insert(bvtable, bv)
end
end)
end
end
for i, v in pairs(bvtable) do
v:Destroy()
end
attacking.Value = false
end
end
end
if key.KeyCode == Key2 then
if key2db then
return
end
if Energy.Value < Attack2Energy then
return
end
key2db = true
delay(key2re + atk2d, function()
key2db = false
end)
coroutine.resume(coroutine.create(function()
local rewinddelay = atk2d
local reloaddelay = key2re
Re2:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
wait(rewinddelay)
Re2:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
end))
Energy.Value = Energy.Value - Attack2Energy
if Mode == "Positive" then
attacking.Value = true
for i = 0, 1.5, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(80)), 0.12)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-80)), 0.12)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.4) * CFrame.Angles(math.rad(90), 0, math.rad(45)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
end
do
local bvtable = {}
sound(301031757, char.Head, 0.5, 8, 1)
local pushpart = createBlockPart()
pushpart.Anchored = false
pushpart.Size = Vector3.new(30, 0.65, 30)
pushpart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, 0, -2) * CFrame.Angles(math.rad(90), 0, 0)
local pushmesh = Instance.new("CylinderMesh", pushpart)
local pushbv = createBodyVelocity(pushpart)
local prevvector = char.HumanoidRootPart.CFrame.lookVector
thread(function()
for i = 1, 30 do
wait()
local sinewave = math.sin(i / 45) * 60
pushbv.Velocity = prevvector * (40 - sinewave)
end
end)
thread(function()
wait(0.2)
for i = 1, 30 do
wait()
pushpart.Transparency = pushpart.Transparency + 0.030000000000000002
end
pushpart:Destroy()
for _, v in pairs(bvtable) do
v:Destroy()
end
end)
pushpart.Touched:connect(function(hit)
if hit.Parent == char then
return
end
if hit.Parent:findFirstChild("Humanoid") and hit.Parent:findFirstChild("Torso") then
if hit.Parent.Torso:findFirstChild("PushVelocity" .. char.Name) then
return
end
local vhum = hit.Parent.Humanoid
local vtors = hit.Parent.Torso
basicDamage(vhum, Attack2Damage, Color3.new(255, 255, 255))
local bv = createBodyVelocity(vtors)
bv.Name = "PushVelocity" .. char.Name
bv.Velocity = pushpart.BodyVelocity.Velocity
game.Debris:AddItem(bv, 2.5)
table.insert(bvtable, bv)
end
end)
for i = 0, 1.5, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(-80)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(80)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
end
attacking.Value = false
end
elseif Mode == "Negative" then
attacking.Value = true
local hyperdrive = false
charStats.Speed.Value = charStats.Speed.Value - 1
for i = 0, 1.3, 0.05 + (hyperdrive == true and 0.05 or 0) do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(math.rad(23), 0, 0), 0.13 + (true == true and 0.1 or 0))
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2 + (hyperdrive == true and 0.1 or 0))
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-math.rad(17), 0, math.rad(12)), 0.13 + (hyperdrive == true and 0.1 or 0))
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-math.rad(17), 0, -math.rad(12)), 0.13 + (hyperdrive == true and 0.1 or 0))
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
RH.C0 = clerp(RH.C0, cf(1, -1, -0.5) * euler(0, math.rad(90), math.rad(-25)) * cf(0, 0.7, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-math.rad(0), -math.rad(90), 0), 0.2 + (hyperdrive == true and 0.1 or 0))
end
for i = 0, 1, 0.05 + (hyperdrive == true and 0.05 or 0) do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(math.rad(23), 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-math.rad(17), 0, math.rad(12)), 0.15 + (hyperdrive == true and 0.1 or 0))
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-math.rad(17), 0, -math.rad(12)), 0.15 + (hyperdrive == true and 0.1 or 0))
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
RH.C0 = clerp(RH.C0, cf(1, -1, -0.5) * euler(0, math.rad(90), math.rad(15)) * cf(0, -0.1, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-math.rad(0), -math.rad(90), 0), 0.15 + (hyperdrive == true and 0.1 or 0))
end
for i = 1, 3 do
sound(300916105, char.Head, 0.5, 12, 1)
do
local sphere, spherem = createSpherePart()
sphere.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, -18 * i)
sphere.Transparency = 0.1
spherem.Scale = Vector3.new(3, 8, 3)
local cnow = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, -18 * i)
for _, vhum in pairs(findCloseHumanoid(sphere.Position, 18)) do
basicDamage(vhum, 12, Color3.fromRGB(0, 0, 0))
do
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Name = "UpVelocity" .. char.Name
bv.Velocity = (vtors.Position - sphere.Position).unit * -5 + Vector3.new(0, 5, 0)
thread(function()
wait(0.5)
bv:Destroy()
end)
end
end
thread(function()
for i = 1, 15 do
wait()
local sinewave = 3 - math.sin(i / 45) * 5
spherem.Scale = spherem.Scale + Vector3.new(0, sinewave, 0)
sphere.CFrame = cnow
end
for i = 1, 15 do
wait()
sphere.Transparency = sphere.Transparency + 0.060000000000000005
end
end)
local pulse, pulsem = createPulsePart()
pulse.CFrame = sphere.CFrame * CFrame.Angles(math.rad(90), 0, 0)
pulse.BrickColor = BrickColor.new("Really black")
local cnow = sphere.CFrame * CFrame.Angles(math.rad(90), 0, 0)
thread(function()
for i = 1, 30 do
wait()
local sinewave = 2.5 - math.sin(i / 45) * 4
pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0)
pulse.Transparency = pulse.Transparency + 0.030000000000000002
pulse.CFrame = cnow
end
pulse:Destroy()
end)
wait(0.2)
end
end
charStats.Speed.Value = charStats.Speed.Value + 1
attacking.Value = false
end
end
if key.KeyCode == Key3 then
if key3db then
return
end
if Energy.Value < Attack3Energy then
return
end
key3db = true
delay(key3re + atk3d, function()
key3db = false
end)
coroutine.resume(coroutine.create(function()
local rewinddelay = atk3d
local reloaddelay = key3re
Re3:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
wait(rewinddelay)
Re3:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
end))
Energy.Value = Energy.Value - Attack3Energy
if Mode == "Positive" then
attacking.Value = true
do
local p = createBlockPart()
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p.Size = Vector3.new(1.25, 1.25, 1.25)
p.Transparency = 0.4
p.Parent = Effects
local p2 = createBlockPart()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p2.Size = Vector3.new(1.75, 1.75, 1.75)
p2.Transparency = 0.6
p2.Parent = Effects
local p3 = createBlockPart()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
p3.Size = Vector3.new(1.25, 1.25, 1.25)
p3.Transparency = 0.4
p3.Parent = Effects
local p4 = createBlockPart()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
p4.Size = Vector3.new(1.75, 1.75, 1.75)
p4.Transparency = 0.6
p4.Parent = Effects
for i = 0, 1.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
swait()
end
local pulses = -1
for i = 1, 3 do
sound(301033949, char.Head, 0.5, 4, 1)
pulses = pulses + 1
do
local pulse, pulsem = createPulsePart()
pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
thread(function()
for i = 1, 30 do
wait()
local sinewave = 2 - math.sin(i / 45) * 3
pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0)
pulse.Transparency = pulse.Transparency + 0.030000000000000002
end
pulse:Destroy()
end)
local s, smesh = createSpherePart()
s.Transparency = 0.2
thread(function()
for i = 1, 25 do
wait()
local sinewave = 8 - 100 * math.asin(i / 100) * 0.8
if pulses == 3 then
sinewave = 10 - 100 * math.asin(i / 100) * 0.8
end
smesh.Scale = smesh.Scale + Vector3.new(sinewave, sinewave, sinewave)
s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0)
s.Transparency = s.Transparency + 0.04
end
s:Destroy()
end)
local closeHumanoids = findCloseHumanoid(pulse.Position, pulses == 3 and 40 or 25)
for _, vhum in pairs(closeHumanoids) do
basicDamage(vhum, pulses == 3 and 12 or 8, Color3.fromRGB(255, 255, 255))
if vhum.Parent:findFirstChild("Torso") then
do
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Velocity = (vtors.Position - torso.Position).unit * ((pulses == 3 and 35 or 30) - (vtors.Position - torso.Position).magnitude) + Vector3.new(0, 7, 0)
delay(0.5, function()
bv:Destroy()
end)
end
end
end
for i = 0, 2.1, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.1, 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-95)), 0.08)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(95)), 0.08)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
end
end
end
thread(function()
for i = 1, 10 do
wait()
p.Transparency = p.Transparency + 0.06
p2.Transparency = p.Transparency + 0.04
p3.Transparency = p.Transparency + 0.06
p4.Transparency = p.Transparency + 0.04
end
p:Destroy()
p2:Destroy()
p3:Destroy()
p4:Destroy()
end)
end
elseif Mode == "Negative" then
attacking.Value = true
do
local p = createBlockPart()
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p.Size = Vector3.new(1.25, 1.25, 1.25)
p.Transparency = 0.4
p.Parent = Effects
local p2 = createBlockPart()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
p2.Size = Vector3.new(1.75, 1.75, 1.75)
p2.Transparency = 0.6
p2.Parent = Effects
local p3 = createBlockPart()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
p3.Size = Vector3.new(1.25, 1.25, 1.25)
p3.Transparency = 0.4
p3.Parent = Effects
local p4 = createBlockPart()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
p4.Size = Vector3.new(1.75, 1.75, 1.75)
p4.Transparency = 0.6
p4.Parent = Effects
p.BrickColor = BrickColor.new("Really black")
p2.BrickColor = BrickColor.new("Really black")
p3.BrickColor = BrickColor.new("Really black")
p4.BrickColor = BrickColor.new("Really black")
for i = 0, 1.1, 0.05 do
swait()
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.1, 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-95)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(95)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
end
local pulses = -1
for i = 1, 3 do
sound(301033949, char.Head, 0.5, 4, 1)
pulses = pulses + 1
do
local pulse, pulsem = createPulsePart()
pulse.BrickColor = BrickColor.new("Really black")
pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
thread(function()
for i = 1, 30 do
wait()
local sinewave = 2 - math.sin(i / 45) * 3
pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0)
pulse.Transparency = pulse.Transparency + 0.030000000000000002
end
pulse:Destroy()
end)
local s, smesh = createSpherePart()
s.Transparency = 0.2
thread(function()
for i = 1, 25 do
wait()
local sinewave = 8 - 100 * math.asin(i / 100) * 0.8
if pulses == 3 then
sinewave = 10 - 100 * math.asin(i / 100) * 0.8
end
smesh.Scale = smesh.Scale + Vector3.new(sinewave, sinewave, sinewave)
s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0)
s.Transparency = s.Transparency + 0.04
end
s:Destroy()
end)
local closeHumanoids = findCloseHumanoid(pulse.Position, pulses == 3 and 40 or 25)
for _, vhum in pairs(closeHumanoids) do
basicDamage(vhum, pulses == 3 and 12 or 8, Color3.fromRGB(0, 0, 0))
if vhum.Parent:findFirstChild("Torso") then
do
local vtors = vhum.Parent.Torso
local bv = createBodyVelocity(vtors)
bv.Velocity = -(vtors.Position - torso.Position).unit * ((pulses == 3 and 35 or 30) - (vtors.Position - torso.Position).magnitude) + Vector3.new(0, 0, 0)
delay(0.5, function()
bv:Destroy()
end)
end
end
end
for i = 0, 2.1, 0.05 do
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
swait()
end
end
end
thread(function()
for i = 1, 10 do
wait()
p.Transparency = p.Transparency + 0.06
p2.Transparency = p.Transparency + 0.04
p3.Transparency = p.Transparency + 0.06
p4.Transparency = p.Transparency + 0.04
end
p:Destroy()
p2:Destroy()
p3:Destroy()
p4:Destroy()
end)
end
end
attacking.Value = false
end
if key.KeyCode == Key4 then
if key4db then
return
end
if Energy.Value < Attack4Energy then
return
end
Energy.Value = Energy.Value - Attack4Energy
key4db = true
delay(key4re, function()
key4db = false
end)
coroutine.resume(coroutine.create(function()
local rewinddelay = 0.5
local reloaddelay = key4re
Re4:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
wait(rewinddelay)
Re4:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
end))
attacking.Value = true
delay(0.5, function()
attacking.Value = false
end)
do
local boom = Instance.new("Part", Effects)
boom.BrickColor = BrickColor.new(Mode == "Positive" and "Really black" or "Lily white")
boom.Material = Mode == "Positive" and "Granite" or "Neon"
boom.Transparency = 0.2
boom.Anchored = true
boom.CanCollide = false
boom.Shape = "Ball"
boom.Size = Vector3.new(8, 8, 8)
boom.CFrame = char.HumanoidRootPart.CFrame
thread(function()
for i = 1, 30 do
wait()
boom.Size = boom.Size + Vector3.new(0.2, 0.2, 0.2)
boom.CFrame = char.HumanoidRootPart.CFrame
boom.Transparency = boom.Transparency + 0.02666666666666667
end
boom:Destroy()
end)
local pulse = Instance.new("Part", Effects)
pulse.BrickColor = BrickColor.new(Mode == "Positive" and "Really black" or "Lily white")
pulse.Material = Mode == "Positive" and "Granite" or "Neon"
pulse.Transparency = 0.1
pulse.Anchored = true
pulse.CanCollide = false
pulse.Size = Vector3.new(5, 5, 0.2)
pulse.CFrame = boom.CFrame * CFrame.Angles(math.rad(90), 0, 0)
local now = pulse.CFrame
local pulsem = Instance.new("SpecialMesh", pulse)
pulsem.MeshId = "http://www.roblox.com/asset/?id=3270017"
pulsem.Scale = Vector3.new(10, 10, 0.2)
thread(function()
for i = 1, 30 do
wait()
pulsem.Scale = pulsem.Scale + Vector3.new(0.3, 0.3, 0)
pulse.CFrame = boom.CFrame * CFrame.Angles(math.rad(90), 0, 0)
pulse.Transparency = pulse.Transparency + 0.030000000000000002
end
pulse:Destroy()
end)
sound(300916105, char.Head, 0.5, 12, 1)
if Mode == "Positive" then
Mode = "Negative"
Atk1.AttackLabel.Text = NegAtk1
Atk2.AttackLabel.Text = NegAtk2
Atk3.AttackLabel.Text = NegAtk3
Atk4.AttackLabel.Text = NegAtk4
Atk1.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
Atk1.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk1.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk1.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
Atk1.BackgroundColor3 = Color3.new(0, 0, 0)
Atk2.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
Atk2.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk2.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk2.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
Atk2.BackgroundColor3 = Color3.new(0, 0, 0)
Atk3.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
Atk3.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk3.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk3.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
Atk3.BackgroundColor3 = Color3.new(0, 0, 0)
Atk4.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
Atk4.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk4.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
Atk4.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
Atk4.BackgroundColor3 = Color3.new(0, 0, 0)
elseif Mode == "Negative" then
Mode = "Positive"
Atk1.AttackLabel.Text = PosAtk1
Atk2.AttackLabel.Text = PosAtk2
Atk3.AttackLabel.Text = PosAtk3
Atk4.AttackLabel.Text = PosAtk4
Atk1.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
Atk1.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk1.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk1.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
Atk1.BackgroundColor3 = Color3.new(0, 0, 0)
Atk2.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
Atk2.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk2.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk2.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
Atk2.BackgroundColor3 = Color3.new(0, 0, 0)
Atk3.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
Atk3.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk3.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk3.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
Atk3.BackgroundColor3 = Color3.new(0, 0, 0)
Atk4.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
Atk4.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk4.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
Atk4.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
Atk4.BackgroundColor3 = Color3.new(0, 0, 0)
end
end
end
end
uis.InputBegan:connect(keyDown)
thread(function()
tweentick = 45
tweenrot = 0.9
tweenrotm = 0.15
while true do
swait()
humanoid.WalkSpeed = ((speed.Value / 10) * 16)
sinecount = sinecount + 1
normcount = normcount + 1
local sinewave = math.sin(sinecount * 3 / 75) * 0.2
local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
local hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, char)
if attacking.Value == false and taunting == false then
if 1 < RootPart.Velocity.y and hitfloor == nil then
Anim = "Jump"
canTaunt = false
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(-15), 0, math.rad(0)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.2)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.2)
elseif RootPart.Velocity.y < -1 and hitfloor == nil then
Anim = "Fall"
canTaunt = false
Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(23), 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * CFrame.Angles(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(24), math.rad(90), 0), 0.2)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(-12), -math.rad(90), 0), 0.2)
elseif torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
canTaunt = true
Neck.C0 = clerp(Neck.C0, necko, 0.1)
RootJoint.C0 = clerp(RootJoint.C0, RootCF, 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.new(-0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(-35)), 0.2)
RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.new(0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(35)), 0.2)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, math.rad(90), 0), 0.2)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.2)
elseif torvel > 1 and hitfloor ~= nil then
sinewave = sinewave / 10
Anim = "Walk"
canTaunt = false
Neck.C0 = clerp(Neck.C0, necko, 0.1)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.1, 0, 0), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.new(-0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(-35)), 0.2)
RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.new(0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(35)), 0.2)
LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, math.rad(90), 0), 0.2)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.2)
end
RootJoint.C0 = clerp(RootJoint.C0, RootJoint.C0 * CFrame.new(0, 0, sinewave / 3), 0.1)
RW.C0 = clerp(RW.C0, RW.C0 * CFrame.new(0, sinewave / 3, 0), 0.2)
LW.C0 = clerp(LW.C0, LW.C0 * CFrame.new(0, sinewave / 3, 0), 0.2)
RH.C0 = clerp(RH.C0, RH.C0 * CFrame.new(0, -sinewave / 3, 0), 0.2)
LH.C0 = clerp(LH.C0, LH.C0 * CFrame.new(0, -sinewave / 3, 0), 0.2)
end
end
end)