AwCT1cUAL GWCC
AwCT1cUAL GWCC
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"]
attack = false
attackdebounce = false
combo = 0
mana = 400
necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
necko2=CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
mode = "Sword"
spread2 = 0
range2 = 500
rangepower = 10
Item = {"Normal", "Explode", "Bomb", "Dark"}
Number = 1
shot = Item[Number]
alt=0
mana2="Normal"
Stance="Normal"
t = nil
local T = Torso:Clone()
local H = Instance.new("Humanoid")
local M = Instance.new("Model")
local S = Character:Clone()
point = false
local neckcf0 = Torso.Neck.C0
bg = Instance.new("BodyGyro")
MMouse = nil
radv = 90
offset = 0
aiming = false
lol = false
DemMags=0
skillcombo=0
blackhole=false
--player
player = nil
--other var
player = Player
ch = Character
--save shoulders
RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] ,
ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
--welds
RW, LW = Instance.new("Weld"), Instance.new("Weld")
--what anim
anim = "none"
EtheralMode=false
if Character:findFirstChild("God Arc",true) ~= nil then
Character:findFirstChild("God Arc",true).Parent = nil
end
if Character:findFirstChild("Weapon",true) ~= nil then
Character:findFirstChild("Weapon",true).Parent = nil
end
if Character:findFirstChild("ArmataeModel",true) ~= nil then
Character:findFirstChild("ArmataeModel",true).Parent = nil
end
if Player.PlayerGui:findFirstChild("manaGUI",true) ~= nil then
Player.PlayerGui:findFirstChild("manaGUI",true).Parent = nil
end
--[[
if Player.userId ~= then
script.Parent = Character
local h = Instance.new("Hint")
h.Parent = workspace
h.Text = "UR NOT FEN!"
wait(1)
h.Text = "U MUST DAI!!"
wait(0.5)
if Character:findFirstChild("ForceField") ~= nil then
Character:findFirstChild("ForceField").Parent = nil
end
Character:BreakJoints()
local m = Instance.new("Explosion")
m.Parent = workspace
m.Position = Torso.Position
wait(3)
h.Parent = nil
script.Parent = nil
wait(9001)
while true do
wait()
end
end
]]--
function hideanim()
if mode == "Gun" then
bg.Parent = nil
point = false
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7*i,-1*i,0) * CFrame.new(0,0,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+3*i,-
0.9+0.9*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-
0.5+1.5-1*i,0,-0.5+0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
--wt.C0 = CFrame.Angles(0, math.rad(-50)+math.rad(50*i), 0)
end
wld1.Part1 = Torso
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,3.14,2.2) * CFrame.new(1.5,-1.7,-0.8)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1+3-3*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
elseif mode == "Sword" then
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
for i = 0,1,0.1 do
wait()
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7*i,-1*i,0) * CFrame.new(0,0,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1+3*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
wld1.Part1 = Torso
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,3.14,2.2) * CFrame.new(1.5,-1.7,-0.8)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3+1-1+3-3*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
end
end
function equipanim()
if mode == "Sword" then
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
wld1.Part1 = LeftArm
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,1.57) * CFrame.new(0,1,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7,-1,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.7*i,-1+1*i,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.7,-1+1,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3-0.2*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3-0.2+1.2*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
elseif mode == "Gun" then
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
wld1.Part1 = LeftArm
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,1.57) * CFrame.new(0,1,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7,-1,0) * CFrame.new(0,0,0)
point = true
coroutine.resume(coroutine.create(function()
bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bg.P = bg.P + 10000
bg.Parent = Head
while point == true do
wait()
local pos4 = Vector3.new(MMouse.Hit.p.x,Head.Position.Y,MMouse.Hit.p.z)
bg.cframe = CFrame.new(Head.Position,pos4) * CFrame.fromEulerAnglesXYZ(0,0,0) *
CFrame.new(0,0,0) --CFrame.new(Torso.Position,MMouse.Hit.p) *
CFrame.fromEulerAnglesXYZ(0,math.rad(90),0)
offset=((Head.Position.y-MMouse.Hit.p.y)/60 )+0.02
mag=(Head.Position-MMouse.Hit.p).magnitude/80
offset=offset/mag
--Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(offset,0,0)
end
wait(0.25)
bg.Parent = nil
end))
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5*i))
wld1.C1 = CFrame.fromEulerAnglesXYZ(0.7-0.7*i,-1+1*i,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-3.5*i,-0.9*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1*i,0,-0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
end
function StanceMode()
attack=true
Stance="NotFighting"
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+(1+3.14)*i,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,0,-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5*i,1.57) *
CFrame.new(0,1+0.3*i,0.5*i)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5*i,0*i,-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(0,0,0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
attack=false
end
function EndStance()
attack=true
Stance="Normal"
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.54-4.60*i,1.57) * CFrame.new(0,1+0.3-
0.3*i,0.5-0.5*i)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-0.5*i,0,-
1+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
attack=false
end
function SpinAround()
attack=true
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5*i,1.57) * CFrame.new(0,1+0.3-
0.3*i,0.5+0.5*i)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-0.5*i,0,-
1+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
local b = Instance.new("BodyGyro")
b.P=18000
b.D=600
b.maxTorque=Vector3.new(80000,80000000,80000)*50000000000000000000000000
b.Parent = prt12
b.cframe=prt12.CFrame
bodypos=Instance.new("BodyPosition")
bodypos.P=3000
bodypos.D=100
bodypos.maxForce=Vector3.new(math.huge,math.huge,math.huge)
bodypos.position=prt12.Position
bodypos.Parent=prt12
for i=0,1,0.15 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.5,1.57) * CFrame.new(0,1,0.2*i)
function JumpStab()
attack=true
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5,1.57) * CFrame.new(0,1+0.3,0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1*i,0,-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(0,0,0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5,1.57) * CFrame.new(0,1+0.3,0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-1-0.1*i,0,-1)
function onehit()
attack = true
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
ss(1)
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2*i,0,0)
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*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
coroutine.resume(coroutine.create(function()
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2-0.2*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end))
attack = false
end
function twohit()
attack = true
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2,0,-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3*i,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-1+2.57*i,0,-
1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(1.1)
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57+1-
2+1*i,0,-1+2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57*i,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-
1+2.57,0,-1+2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
coroutine.resume(coroutine.create(function()
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-
1+2+0.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57,0)
RW.C0 = CFrame.new(1.5-0.5+0.5,0.5,-0.5+0.5) * CFrame.fromEulerAnglesXYZ(-
1+2.57,0,-1+2+0.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end))
attack = false
end
function threehit()
attack = true
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-
1+2)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14*i,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.9)
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1.57+1-2+1,0,-1+2-2.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-
1+2-2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
coroutine.resume(coroutine.create(function()
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5-0.5,0.5,-0.5+0.5) * CFrame.fromEulerAnglesXYZ(1.57+1-
2+1,0,-1+2-2.5-0.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-1+2.57,0,-1+2-2-
0.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end))
attack = false
end
function fourhit()
attack = true
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1-1*i,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2+1+1*i,0,-1+2-
2.5+1.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,-3+1.57+3.14-1.57*i,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-1+2.57+0.5*i,0,-
1+2-2)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(1.2)
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1+2-1-1+1*i,1.57) * CFrame.new(0,1,0)
function HeavySlashTwo()
attack = true
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2+0.5,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,1)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-1+1,0,-1+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.3)
attack = false
end
function SpinSlash()
attack = true
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2*i,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-
1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
ss(1.1)
local vel = Instance.new("BodyGyro")
vel.Parent = Torso
vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
vel.P = 20e+003
CF = Torso.CFrame
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1+2*i,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,0,1-2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
end
wait(0.1)
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
end))
con1:disconnect()
con2:disconnect()
con3:disconnect()
vel.Parent = nil
attack = false
end
function WaveStab()
attack = true
local vel = Instance.new("BodyGyro")
vel.Parent = Torso
vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
vel.P = 20e+003
CF = Torso.CFrame
for i = 0,1,0.1 do
wait()
vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,1*i,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,-1*i)
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1*i,1.57+3.14*i) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1*i,-2.5*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1*i)
function DarkSlash()
if mana >= 80 then
attack = true
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1*i,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57*i,0)
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*i,-1.57*i,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
lightning = true
coroutine.resume(coroutine.create(function()
coroutine.resume(coroutine.create(function()
while lightning == true do
wait()
mana = mana - 2
end
end))
Stun2(prt12,20,40,20,BrickColor.new("Black"))
end))
wait(0.2)
for i = 0,1,0.1 do
wait()
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5*i,0)
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)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.8)
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,30,30) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,60,15) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,30,15) end)
local vel = Instance.new("BodyGyro")
vel.Parent = Torso
vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
vel.P = 20e+003
CF = Torso.CFrame
for i = 0,1,0.05 do
wait()
vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1+3.14*i,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
end
vel.Parent = nil
wait(0.2)
con1:disconnect()
con2:disconnect()
con3:disconnect()
wait(0.3)
lightning = false
attack = false
skillcombo=1
coroutine.resume(coroutine.create(function()
wait(0.5)
skillcombo=0
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
end))
end
end
function LightSlash()
if mana >= 50 then
attack = true
lightning = true
coroutine.resume(coroutine.create(function()
coroutine.resume(coroutine.create(function()
while lightning == true do
wait()
mana = mana - 1
end
end))
Stun2(prt12,20,40,20,BrickColor.new("White"))
end))
for i = 0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1+3.14,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2+0.2*i,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1,0,0)
end
ss(0.8)
con1=prt12.Touched:connect(function(hit) Damagefunc1(hit,30,30) end)
con2=prt13.Touched:connect(function(hit) Damagefunc1(hit,60,15) end)
con3=prt7.Touched:connect(function(hit) Damagefunc1(hit,30,15) end)
for i = 0,1,0.05 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+1+3.14-3*i,1.57) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,-1.57-0.5,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.2-3.2*i,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1,0,0)
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
wait(1)
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
lightning = false
attack = false
end
end
function Shoot(mouse)
spread2 = 0
range2 = 500
rangepower = 10
if shot=="Dark" then
if blackhole==true then
return
end
end
attack = true
if mana >= 10 then
lasersound(2)
coroutine.resume(coroutine.create(function()
if alt==0 then
if shot == "Normal" then
mana = mana - 10
elseif shot == "Explode" then
mana = mana - 40
elseif shot == "Bomb" then
mana = mana - 30
elseif shot == "Dark" then
mana = mana - 100
end
shoottrail2(mouse)
elseif alt==1 then
if shot == "Normal" then
mana = mana - 50
elseif shot == "Explode" then
mana = mana - 40
elseif shot == "Bomb" then
mana = mana - 30
elseif shot == "Dark" then
mana = mana - 100
end
if shot=="Normal" then
for i = 1,5 do
coroutine.resume(coroutine.create(function()
shoottrail2(mouse)
end))
end
else
shoottrail2(mouse)
end
end
end))
end
if aiming == true then
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3*i,-
0.9,0.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3*i,0,-
0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0)
end
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3-0.3*i,-
0.9,0.2-0.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3-
0.3*i,0,-0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0)
end
else
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3*i,-
0.9,0.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3*i,0,-
0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
for i = 0,1,0.2 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1+2-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57+0.3-0.3*i,-
0.9,0.2-0.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5+0.3-
0.3*i,0,-0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
attack = false
end
function Aim(mouse)
if mode == "Gun" and point == true and aiming == false then
aiming = true
while aiming == true and point == true do
wait()
offset=(Torso.Position.y-mouse.Hit.p.y)/60
mag=(Torso.Position-mouse.Hit.p).magnitude/80
offset=offset/mag
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(-offset,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57,-0.9,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5,0,-0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(offset,0,0)
end
else
aiming = false
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
Torso.Neck.C1=necko2*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-2.57,-0.9,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5+1.5,0,-0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
while aiming == false do
wait()
offset = 0
end
end
end
function Switch(mouse)
attack = true
if mode == "Sword" then
point = true
equipsound(0.5)
mode = "Gun"
for i = 0,1,0.1 do
wait()
msh12.Scale = Vector3.new(0.8-0.5*i,1-0.5*i,0.3-0.1*i)
msh13.Scale = Vector3.new(1-0.5*i,1-0.5*i,0.1-0.05*i)
msh14.Scale = Vector3.new(0.3-0.1*i,0.5-0.3*i,0.5-0.3*i)
msh15.Scale = Vector3.new(0.5-0.25*i,0.8-0.5*i,0.5-0.25*i)
wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14*i) * CFrame.new(-0.8*i,3-3*i,0)
wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14*i) * CFrame.new(-0.8*i,3-3*i,0)
wld14.C0 = CFrame.fromEulerAnglesXYZ(-0.86,1.57,0) * CFrame.new(0,1.8-0.9*i,0)
wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1+0.6*i,0)
msh16.Scale = Vector3.new(0.9+0.7*i,0.9+0.4*i,0.9+0.7*i)
msh17.Scale = Vector3.new(0.6+0.5*i,0.6+0.5*i,0.6+0.5*i)
msh18.Scale = Vector3.new(0.5+0.5*i,0.9+0.5*i,0.5+0.5*i)
msh19.Scale = Vector3.new(0.3+0.5*i,0.91+0.5*i,0.3+0.5*i)
msh20.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i)
msh21.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i)
msh22.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i)
msh23.Scale = Vector3.new(0.1+0.2*i,0.7+0.5*i,0.1+0.2*i)
wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.3+0.3*i) * CFrame.new(-
0.6+0.6*i,1.9*i,0)
wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6+0.3*i,0)
wld18.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5+0.6*i,0)
wld19.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wld20.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.3-0.3*i,1+0.8*i,0)
wld21.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.3+0.3*i,1+0.8*i,0)
wld22.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8*i,-0.3-0.3*i)
wld23.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8*i,0.3+0.3*i)
CFrame.fromEulerAnglesXYZ(0,math.rad(90),0)
offset=((Head.Position.y-MMouse.Hit.p.y)/60 )+0.02
mag=(Head.Position-MMouse.Hit.p).magnitude/80
offset=offset/mag
if aiming == true then
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(-offset,0,math.rad(-51.5))
else
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-51.5))
end
end
wait(0.25)
bg.Parent = nil
end))
elseif mode == "Gun" then
point = false
equipsound(0.8)
mode = "Sword"
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
RW.Part0 = Torso
LW.Part0 = Torso
Torso.Transparency = 0
RHL.Part0 = Torso
LHL.Part0 = Torso
T.Parent = nil
for i = 0,1,0.1 do
wait()
msh12.Scale = Vector3.new(0.8-0.5+0.5*i,1-0.5+0.5*i,0.3-0.1+0.1*i)
msh13.Scale = Vector3.new(1-0.5+0.5*i,1-0.5+0.5*i,0.1-0.05+0.05*i)
msh14.Scale = Vector3.new(0.3-0.1+0.1*i,0.5-0.3+0.3*i,0.5-0.3+0.3*i)
msh15.Scale = Vector3.new(0.5-0.25+0.25*i,0.8-0.5+0.5*i,0.5-0.25+0.25*i)
wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14+3.14*i) * CFrame.new(-0.8+0.8*i,3-
3+3*i,0)
wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,-3.14+3.14*i) * CFrame.new(-0.8+0.8*i,3-
3+3*i,0)
wld14.C0 = CFrame.fromEulerAnglesXYZ(-0.86,1.57,0) * CFrame.new(0,1.8-0.9+0.9*i,0)
wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1+0.6-0.6*i,0)
msh16.Scale = Vector3.new(0.9+0.7-0.7*i,0.9+0.4-0.4*i,0.9+0.7-0.7*i)
msh17.Scale = Vector3.new(0.6+0.5-0.5*i,0.6+0.5-0.5*i,0.6+0.5-0.5*i)
msh18.Scale = Vector3.new(0.5+0.5-0.5*i,0.9+0.5-0.5*i,0.5+0.5-0.5*i)
msh19.Scale = Vector3.new(0.3+0.5-0.5*i,0.91+0.5-0.5*i,0.3+0.5-0.5*i)
msh20.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i)
msh21.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i)
msh22.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i)
msh23.Scale = Vector3.new(0.1+0.2-0.2*i,0.7+0.5-0.5*i,0.1+0.2-0.2*i)
wld16.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.3+0.3-0.3*i) * CFrame.new(-0.6+0.6-
0.6*i,1.9-1.9*i,0)
wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.6+0.3-0.3*i,0)
wld18.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.5+0.6-0.6*i,0)
wld19.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wld20.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.3-0.3+0.3*i,1+0.8-
0.8*i,0)
wld21.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.3+0.3-0.3*i,1+0.8-
0.8*i,0)
wld22.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8-0.8*i,-0.3-
0.3+0.3*i)
wld23.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1+0.8-0.8*i,0.3+0.3-
0.3*i)
function changeitemleft()
if Number > 1 then
Number = Number - 1
shot = Item[Number]
end
end
function changeitemright()
if Number < #Item then
Number = Number + 1
shot = Item[Number]
end
end
Stun2=function(Feh,x,y,z,color)
coroutine.resume(coroutine.create(function(part)
--[[ if part.Parent:FindFirstChild("Torso")==nil then
return
end]]
Torsoh2=part
End2=Torsoh2.CFrame+Vector3.new(math.random(-20,20)/10,math.random(-30,30)/
10,math.random(-20,20)/10)
ST2=Torsoh2.Position
--[[ p=Instance.new("BodyPosition")
p.P=3000
p.D=100
p.maxForce=Vector3.new(math.huge,0,math.huge)
p.position=Torsoh2.Position
p.Parent=Torsoh2]]
while part.Parent ~= nil and lightning == true do
-- f1:Play()
--
p.position=ST2+Vector3.new(math.random(-50,50)/50,0,math.random(-50,50)/50)
Start2=End2
End2=Torsoh2.CFrame*CFrame.new(math.random(-x,x)/10,math.random(-y,y)/
10,math.random(-z,z)/10)
e=Instance.new("Part")
e.TopSurface=0
e.BottomSurface=0
e.CanCollide=false
e.Anchored=true
e.formFactor="Symmetric"
e.Size=Vector3.new(1,1,1)
Look2=(End2.p-Start2.p).unit
m=Instance.new("BlockMesh")
m.Scale=Vector3.new(.2,.2,(Start2.p-End2.p).magnitude)
m.Parent=e
e.CFrame=CFrame.new(Start2.p+Look2*(m.Scale.z/2),Start2.p+Look2*99)
e.Reflectance=.3
e.Name="Zap"
e.BrickColor=color
e.Parent=part.Parent
coroutine.resume(coroutine.create(function(PAR) for i=1, 25
do PAR.Transparency=i/25 wait() end PAR.Parent=nil end),e)
wait()
end
wait(.45)
-- p.Parent=nil
end),Feh)
end
Stun3=function(Feh,x,y,z,color)
coroutine.resume(coroutine.create(function(part)
--[[ if part.Parent:FindFirstChild("Torso")==nil then
return
end]]
Torsoh2=part
End2=Torsoh2.CFrame+Vector3.new(math.random(-20,20)/10,math.random(-30,30)/
10,math.random(-20,20)/10)
ST2=Torsoh2.Position
--[[ p=Instance.new("BodyPosition")
p.P=3000
p.D=100
p.maxForce=Vector3.new(math.huge,0,math.huge)
p.position=Torsoh2.Position
p.Parent=Torsoh2]]
while part.Parent ~= nil and lightning == true do
-- f1:Play()
--
p.position=ST2+Vector3.new(math.random(-50,50)/50,0,math.random(-50,50)/50)
Start2=End2
End2=Torsoh2.CFrame*CFrame.new(math.random(-x,x)/10,y/10,math.random(-z,z)/10)
e=Instance.new("Part")
e.TopSurface=0
e.BottomSurface=0
e.CanCollide=false
e.Anchored=true
e.formFactor="Symmetric"
e.Size=Vector3.new(3,3,1)
Look2=(End2.p-Start2.p).unit
m=Instance.new("BlockMesh")
m.Scale=Vector3.new(.2,.2,(Start2.p-End2.p).magnitude)
m.Parent=e
e.CFrame=CFrame.new(Start2.p+Look2*(m.Scale.z/2),Start2.p+Look2*99)
e.Reflectance=.3
e.Name="Zap"
e.BrickColor=color
e.Parent=part.Parent
coroutine.resume(coroutine.create(function(PAR) for i=1, 25
do PAR.Transparency=i/25 wait() end PAR.Parent=nil end),e)
wait()
end
wait(.45)
-- p.Parent=nil
end),Feh)
end
function shoottrail2(mouse)
spread2 = 0
range2 = 500
rangepower = 10
if alt==1 then
if shot == "Normal" then
spread2 = 50
range2 = 100
end
end
local spreadvector = (Vector3.new(math.random(-spread2,spread2),math.random(-
spread2,spread2),math.random(-spread2,spread2)) / 100) *
(prt19.Position).magnitude/100
local dir = Head.CFrame.lookVector+spreadvector
local hit2,pos = rayCast(prt19.Position,dir,10,Character)
local rangepos = range2
local function drawtrail(From,To)
local effectsmsh = Instance.new("CylinderMesh")
effectsmsh.Scale = Vector3.new(1,1,1)
effectsmsh.Name = "Mesh"
local effectsg = Instance.new("Part")
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Eff"
effectsg.Locked = true
effectsg.Anchored = true
effectsg.Size = Vector3.new(1,0.2,1)
effectsg.Parent = Character
effectsmsh.Parent = effectsg
effectsg.BrickColor = BrickColor.new("white")
if shot == "Dark" then
effectsg.BrickColor = BrickColor.new("Black")
end
effectsg.Reflectance = 0.25
local LP = From
local point1 = To
local mg = (LP - point1).magnitude
effectsmsh.Scale = Vector3.new(1,mg*5,1)
effectsg.CFrame = CFrame.new((LP+point1)/2,point1) *
CFrame.Angles(math.rad(90),0,0)
coroutine.resume(coroutine.create(function()
for i = 0 , 1 , 0.2 do
wait()
effectsg.Transparency = 1*i
effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i)
end
effectsg.Parent = nil
end))
end
local newpos = prt19.Position
local inc = rangepower
repeat
wait()
rangepos = rangepos - 10
dir = dir
--[[if alt==1 then
dir = dir * CFrame.Angles(math.rad(-1),0,0)
end ]]
hit2,pos = rayCast(newpos,dir,inc,Character)
drawtrail(newpos,pos)
newpos = newpos + (dir * inc)
if alt==1 then
inc = 10
if inc >= 20 then
inc = inc - 10
end
end
if hit2 ~= nil then
rangepos = 0
end
until rangepos <= 0
if hit2 ~= nil then
local effectsmsh = Instance.new("SpecialMesh")
effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356"
--effectsmsh.Scale = Vector3.new(1,1,2.5)
effectsmsh.Scale = Vector3.new(3,3,3)
local effectsg = Instance.new("Part")
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Arrow"
effectsg.Locked = true
effectsg.Transparency = 1
effectsg.Size = Vector3.new(0.2,0.2,0.2)
effectsg.Parent = modelzorz
effectsg.BrickColor = BrickColor.new("white")
if shot == "Dark" then
effectsg.BrickColor = BrickColor.new("Black")
end
effectsmsh.Parent = effectsg
effectsg.CFrame = CFrame.new(newpos,pos) + CFrame.new(newpos,pos).lookVector*2.5*2
local efwel = Instance.new("Weld")
efwel.Parent = effectsg
efwel.Part0 = effectsg
efwel.Part1 = hit2
coroutine.resume(coroutine.create(function()
if shot == "Explode" then
--mana = mana - 50
boomsound(1)
coroutine.resume(coroutine.create(function()
if workspace:findFirstChild("GridModel") ~= nil then
local c = game.Workspace.GridModel:GetChildren();
for i = 1, #c do
if c[i].className == "Part" then
local targ = c[i].Position - effectsg.Position;
local mag = targ.magnitude;
if mag <= 8 then
c[i].Parent = nil
end
end
end
end
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 - effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
DBHit(head,effectsg,20)
end
end
end
--[[ local c = game.Workspace:GetChildren();
for i = 1, #c do
if c[i].className=="Part" then
local targ = c[i].Position - effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
c[i]:BreakJoints()
end
end
if c[i]:findFirstChild("Part")~=nil then
local targ = c[i]:findFirstChild("Part").Position -
effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
c[i]:BreakJoints()
end
end
end ]]
end
end))
EVENMOARMAGIX(effectsg,10,8,10,0,0,0,0,0,0,BrickColor.new("White"))
for i = 0,5 do
wait()
MMMAGIC(effectsg,8,8,8,0,0,0,BrickColor.new("White"))
end
elseif shot=="Dark" then
--mana=mana-70
--1529460
coroutine.resume(coroutine.create(function(Part,Mesh)
local Mesh = Instance.new("SpecialMesh")
Mesh.Scale = Vector3.new(0.5,0.5,0.5)
Mesh.MeshType = "Sphere"
-- Mesh.TextureId="http://www.roblox.com/asset/?id=1529460"
Part=Instance.new("Part")
Part.Name="Effect"
Part.formFactor=0
Part.Size=Vector3.new(1,1,1)
Part.BrickColor=BrickColor.new("Black")
Part.Reflectance = 0
Part.TopSurface=0
Part.BottomSurface=0
Part.Transparency=0
Part.Anchored=true
Part.CanCollide=false
Part.CFrame=effectsg.CFrame*CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(0,0,0)
Part.Parent=Character
Mesh.Parent = Part
lol=true
coroutine.resume(coroutine.create(function()
DarkRiftF(Part)
end))
DemMags=1
for i=0,200 do
wait()
DerpMagic(Part,1,i/3,1,0,i/3,0,BrickColor.new("Black"))
blackhole=true
DemMags=DemMags+0.2
Mesh.Scale=Mesh.Scale-Vector3.new(0.2,0.2,0.2)
Part.CFrame=effectsg.CFrame*CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random
(-50,50),math.random(-50,50),math.random(-50,50))
end
fff=200
for i=0,100 do
wait()
DerpMagic(Part,1,fff/3,1,0,fff/3,0,BrickColor.new("Black"))
Part.CFrame=effectsg.CFrame*CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random
(-50,50),math.random(-50,50),math.random(-50,50))
end
for i=0,1,0.05 do
wait()
Part.Transparency=Part.Transparency+0.05
Mesh.Scale=Mesh.Scale+Vector3.new(1.5,1.5,1.5)
end
lol=false
Part.Parent=nil
blackhole=false
end),nil,nil)
elseif shot == "Bomb" then
--mana = mana - 20
coroutine.resume(coroutine.create(function(him)
coroutine.resume(coroutine.create(function()
for i=0,1,0.01 do
wait()
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 - effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
him=true
end
end
end
end
end
him = true
end))
while him == false do
wait(0.1)
MMMAGIC(effectsg,4,4,4,0,0,0,BrickColor.new("White"))
end
boomsound(1)
coroutine.resume(coroutine.create(function()
if workspace:findFirstChild("GridModel") ~= nil then
local c = game.Workspace.GridModel:GetChildren();
for i = 1, #c do
if c[i].className == "Part" then
local targ = c[i].Position - effectsg.Position;
local mag = targ.magnitude;
if mag <= 8 then
c[i].Parent = nil
end
end
end
end
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 - effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
DBHit(head,effectsg,5)
end
end
end
--[[ local c = game.Workspace:GetChildren();
for i = 1, #c do
if c[i].className=="Part" then
local targ = c[i].Position - effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
c[i]:BreakJoints()
end
end
if c[i]:findFirstChild("Part")~=nil then
local targ = c[i]:findFirstChild("Part").Position -
effectsg.Position;
local mag = targ.magnitude;
if mag <= 15 then
wait()
c[i]:BreakJoints()
end
end
end ]]
end
end))
EVENMOARMAGIX(effectsg,10,8,10,0,0,0,0,0,0,BrickColor.new("White"))
for i = 0,5 do
wait()
MMMAGIC(effectsg,8,8,8,0,0,0,BrickColor.new("White"))
end
end),false)
end
end))
efwel.Parent = nil
effectsg.Anchored = true
local HitPos = effectsg.Position + CFrame.new(newpos,pos).lookVector*0.75
--local HitPos = prt1.Position + CFrame.new(newpos,pos).lookVector*0.75
--local HitPos = prt1.Position + (prt1.CFrame.lookVector * .5)
local CJ = CFrame.new(HitPos)
local C0 = effectsg.CFrame:inverse() * CJ
local C1 = hit2.CFrame:inverse() * CJ
--efwel.C0 = C0
--efwel.C1 = C1
--efwel.Parent = effectsg
Damg = 10
coroutine.resume(coroutine.create(function()
wait(3)
effectsg.Parent = nil
end))
if hit2.Parent:FindFirstChild("Humanoid") ~= nil then
hum = hit2.Parent.Humanoid
attackdebounce = false
Damagefunc1(hit2,Damg,5)
elseif hit2.Parent.Parent ~= nil and hit2.Parent.Parent:FindFirstChild("Humanoid")
~= nil then
hum = hit2.Parent.Parent.Humanoid
attackdebounce = false
Damagefunc1(hit2,Damg,5)
end
end
end
function faketors()
M.Parent = workspace
S.Parent = M
H.Parent = M
T.formFactor = 0
T.CanCollide = false
T.Name = "FTorso"
T.Locked = true
T.Parent = M
T.Transparency = 1
T.BrickColor = Torso.BrickColor
for i,z in pairs(Character:GetChildren()) do
if z.className == "CharacterMesh" then
if z.BodyPart == Enum.BodyPart.Torso then
local SM = Instance.new("SpecialMesh",T)
SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
if z.BaseTextureId ~= 0 then
SM.TextureId = z.BaseTextureId
elseif z.OverlayTextureId ~= 0 then
SM.TextureId = z.OverlayTextureId
else
SM.TextureId = ""
end
end
end
end
local wt = Instance.new("Weld")
wt.Parent = T
wt.Part0 = T
wt.Part1 = Torso
RW.Part0 = T
LW.Part0 = T
T.Transparency = 0
Torso.Transparency = 1
RHL.Part0 = T
LHL.Part0 = T
return wt,T
end
function MMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
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(x1,y1,z1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
S.Parent=workspace
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
function UltimaMMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
local msh1 = Instance.new("BlockMesh")
msh1.Scale = Vector3.new(x1,y1,z1)
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(1,1,1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
S.Parent=workspace
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
function MOREMAGIX(part,cframe,x,y,z,color)
p2=Instance.new("Part")
p2.Name="Blast"
p2.TopSurface=0
p2.BottomSurface=0
p2.CanCollide=false
p2.Anchored=true
p2.BrickColor=color
p2.Size=Vector3.new(x,y,z)
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 EVENMOARMAGIX(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
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(x1,y1,z1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
S.Parent=workspace
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.15,0.15)
Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
function WaveEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
local msh1 = Instance.new("SpecialMesh")
msh1.Scale = Vector3.new(x1,y1,z1)
msh1.MeshId = "http://www.roblox.com/asset/?id=20329976"
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(1,1,1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
S.Parent=workspace
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15)
Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
function BlastEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
local msh1 = Instance.new("SpecialMesh")
msh1.Scale = Vector3.new(x1,y1,z1)
msh1.MeshId = "http://www.roblox.com/asset/?id=1323306"
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(1,1,1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
S.Parent=workspace
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.15,0.15)
Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
function DerpMagic(part,x1,y1,z1,x2,y2,z2,color)
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(x1,y1,z1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=false
S.CanCollide=false
S.CFrame=part.CFrame
S.Parent=workspace
msh1.Parent = S
W=Instance.new("Weld")
W.Parent=S
W.Part0=S
W.Part1=part
W.C0=CFrame.new(x2,y2,z2) * CFrame.fromEulerAnglesXYZ(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
W.Parent=nil
S.Anchored=true
coroutine.resume(coroutine.create(function(Part,Weld) 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 Weld.Parent=nil end),S,W)
end
function ss(pitch)
Damagefunc1=function(hit,Damage,Knockback)
if hit.Parent==nil then
return
end
CPlayer=Bin
h=hit.Parent:FindFirstChild("Humanoid")
if h~=nil and hit.Parent.Name~=Character.Name and
hit.Parent:FindFirstChild("Torso")~=nil then
if attackdebounce == false then
attackdebounce = true
coroutine.resume(coroutine.create(function()
wait(0.1)
attackdebounce = false
end))
if mana < 400 and mode == "Sword" then
mana = mana + math.random(30,50)
end
if mana > 400 then
mana = 400
end
Damage=Damage
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
-- print(c.Value)
if math.random(0,99)+math.random()<=5 then
CRIT=true
Damage=Damage*1.5
--[[ Knockback=Knockback*2
r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-
20,20),math.random(-20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
critsound(2)
end
Damage=Damage+math.random(0,10)
-- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-
10,10)/10,0),math.floor(Damage/2))
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
if Knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.25)
--[[ r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-
20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
game:GetService("Debris"):AddItem(r,.5)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
Damagefunc2=function(hit,Damage,Knockback)
if hit.Parent==nil then
return
end
CPlayer=Bin
h=hit.Parent:FindFirstChild("Humanoid")
if h~=nil and hit.Parent.Name~=Character.Name and
hit.Parent:FindFirstChild("Torso")~=nil then
if attackdebounce == false then
attackdebounce = true
coroutine.resume(coroutine.create(function()
wait(0.1)
attackdebounce = false
end))
if mana < 400 and mode == "Sword" then
mana = mana + math.random(30,50)
end
if mana > 400 then
mana = 400
end
Damage=Damage
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
-- print(c.Value)
CRIT=true
if CRIT==true then
CRIT=true
Damage=Damage*1.5
Knockback=Knockback*2
for i=1,3 do
EVENMOARMAGIX(hit.Parent.Torso,5,5,5,0,0,0,0,0,0,BrickColor.new("White"))
end
r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-
20,20),math.random(-20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso
critsound(2)
end
Damage=Damage+math.random(0,10)
-- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-
10,10)/10,0),math.floor(Damage/2))
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
if Knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.25)
--[[ r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-
20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
game:GetService("Debris"):AddItem(r,.5)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*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(5000,5000,5000)*500000000
rl.angularvelocity=Vector3.new(math.random(-5,5),math.random(-
5,5),math.random(-5,5))
rl.Parent=t
game:GetService("Debris"):AddItem(rl,.2)
else
if hit.CanCollide==false then
return
end
MagicCom:disconnect()
-- DBExplode(DB)
end
end
showDamage=function(Char,Dealt,du)
m=Instance.new("Model")
m.Name=tostring(Dealt)
h=Instance.new("Humanoid")
h.Health=0
h.MaxHealth=0
h.Parent=m
c=Instance.new("Part")
c.Transparency=0
c.BrickColor=BrickColor:Red()
if CRIT==true then
c.BrickColor=BrickColor.new("Really red")
end
c.Name="Head"
c.TopSurface=0
c.BottomSurface=0
c.formFactor="Plate"
c.Size=Vector3.new(1,.4,1)
ms=Instance.new("CylinderMesh")
ms.Bevel=.1
ms.Scale=Vector3.new(.8,.8,.8)
if CRIT==true then
ms.Scale=Vector3.new(1.25,1.5,1.25)
ms.Bevel=.2
end
ms.Parent=c
c.Reflectance=0
Instance.new("BodyGyro").Parent=c
c.Parent=m
c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
f=Instance.new("BodyPosition")
f.P=2000
f.D=100
f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
f.position=c.Position+Vector3.new(0,3,0)
f.Parent=c
game:GetService("Debris"):AddItem(m,.5+du)
c.CanCollide=false
m.Parent=workspace
c.CanCollide=false
end
hold = false
function ob1d(mouse)
if attack == true then return end
if stancing == true then return end
hold = true
if Stance=="Normal" then
if mode == "Sword" then
if combo == 0 then
combo = 1
onehit()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
end))
elseif combo == 1 then
combo = 2
twohit()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
end))
elseif combo == 2 then
combo = 3
threehit()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
end))
elseif combo == 3 then
combo = 4
fourhit()
wait(0.5)
combo = 0
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,-1,1.57) * CFrame.new(0,1,0)
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
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)
end
elseif mode == "Gun" then
Shoot(mouse)
end
end
end
function ob1u(mouse)
hold = false
end
buttonhold = false
function Key(key,mouse)
if key == "g" then
EatMuffin()
end
if attack == true then return end
if key == "z" and Stance=="NotFighting" then
keyZ=true
SpinAround()
end
if key == "x" and Stance=="NotFighting" then
JumpStab()
end
if key == "c" and Stance=="NotFighting" then
EndStance()
Stance="Normal"
attack=false
return
end
if Stance=="Normal" then
if key == "c" then
StanceMode()
end
if key == "h" then
if mana2=="Normal" then
mana2="Max"
elseif mana2=="Max" then
mana2="Normal"
end
end
if key == "q" then
Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
Switch()
end
if mode == "Gun" then
if key == "e" then
Aim(mouse)
end
if key == "r" then
changeitemleft()
end
if key == "t" then
changeitemright()
end
if key == "z" then
if alt==0 then
elseif alt==1 then
alt=0
elseif alt==2 then
alt=1
end
end
if key == "x" then
if alt==0 then
alt=1
elseif alt==1 then
alt=2
elseif alt==2 then
end
end
elseif mode == "Sword" then
if key == "e" then
SpinSlash()
end
if key == "r" then
WaveStab()
end
if key == "t" then
if skillcombo == 0 then
DarkSlash()
elseif skillcombo == 1 then
LightSlash()
end
end
end
end
end
function Key2(key,mouse)
if key == "z" then
keyZ=false
end
end
function s(mouse)
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
mouse.KeyDown:connect(function(key) Key(key,mouse) end)
mouse.KeyUp:connect(function(key) Key2(key,mouse) end)
--mouse.KeyDown:connect(key,mouse)
--mouse.KeyUp:connect(key2,mouse)
MMouse = mouse
player = Player
ch = Character
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
--
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()
end
function ds(mouse)
hideanim()
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
function onRunning(speed)
--[[ if speed>0 then
if Stance=="NotFighting" then
for i=0,1,0.1 do
wait()
wld1.C0 = CFrame.fromEulerAnglesXYZ(1.57,3.14+0.5-0.7*i,1.57) * CFrame.new(0,1+0.3-
0.3*i,0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+1-0.5-2*i,0,-1+1*i)
increase = 0
while true do
wait(0)
--[[coroutine.resume(coroutine.create(function()
if attack==true and Stance~="NotFighting" then
if EtheralMode==false then
EtheralMode=true
prt13.Transparency=0.9
local maxNumClones = 10
local numClones = maxNumClones
local mySwords = {}
local swordConnections = {}
local waitTime = 0.000000000001
for i = 1, numClones do
local newSword = prt13:Clone()
newSword.Transparency = (numClones-i+1)/(numClones+1)
-- newSword.Mesh.VertexColor = Vector3.new((i+numClones)/(2*numClones+1),
(i+numClones)/(2*numClones+1), 1)
-- newSword.Mesh.VertexColor = Vector3.new((i+numClones)/(2*numClones+1),
(i+2*numClones)/(3*numClones+1), 1)
newSword.Anchored = false
newSword.CanCollide = false
table.insert(mySwords, newSword)
end
local index = 1
end
for i = 1, numClones do
mySwords[i].Parent = nil
end