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local speed = 20 --CHANGE THIS NUMBER TO SET THE WALKSPEED OF THE PLAYER

local model = game:GetObjects("rbxassetid://679683510")[1]


for i,v in pairs(model:GetChildren()) do
v.Parent = game:GetService("ReplicatedStorage")
end
local Player = game:service("Players").LocalPlayer
repeat
wait()
until Player.Character ~= nil
local plrs = game:GetService("Players")
local plr = plrs.LocalPlayer
local char = plr.Character
local bp = plr.Backpack
local hum = char.Humanoid
local T = char.Torso
local Character = char
local Humanoid = hum
local torso = char.Torso
local Char = Player.Character
local char = Char
local mouse = Player:GetMouse()
local Backpack = Player.Backpack
local PlayerGui = Player.PlayerGui
local Camera = workspace.CurrentCamera
local Humanoid = Char:WaitForChild("Humanoid")
local Torso = Char:WaitForChild("Torso")
local Head = Char:WaitForChild("Head")
local ra = Char:WaitForChild("Right Arm")
local la = Char:WaitForChild("Left Arm")
local rl = Char:WaitForChild("Right Leg")
local ll = Char:WaitForChild("Left Leg")
local rs = Torso:WaitForChild("Right Shoulder")
local ls = Torso:WaitForChild("Left Shoulder")
local rh = Torso:WaitForChild("Right Hip")
local lh = Torso:WaitForChild("Left Hip")
local neck = Torso:WaitForChild("Neck")
local rootpart = Char:WaitForChild("HumanoidRootPart")
local rj = rootpart:WaitForChild("RootJoint")
local anim = Char:WaitForChild("Animate")
local RunService = game:GetService("RunService")
local UIA = game:GetService("UserInputService")
local CF = CFrame.new
local CA = CFrame.Angles
local FEA = CFrame.fromEulerAnglesXYZ
local FAA = CFrame.fromAxisAngle
local V3 = Vector3.new
local CN = Color3.new
local Ice = Instance.new
local BC = BrickColor.new
local UD2 = UDim2.new
local C3 = Color3.new
local MR = math.rad
local MP = math.pi
local MD = math.deg
local MH = math.huge
local MS = math.sin
local MC = math.cos
local MT = math.tan
local MAS = math.asin
local MAC = math.acos
local MAT = math.atan
local components = CF().components
local State = "Calm"
local Slash = false
local Sheathed = false
local combocounter = 0
humanoid = char:findFirstChild("Humanoid")
hum = humanoid
torso = char:findFirstChild("Torso")
head = char.Head
ra = char:findFirstChild("Right Arm")
ra.CanCollide = true
la = char:findFirstChild("Left Arm")
la.CanCollide = true
rl = char:findFirstChild("Right Leg")
rl.CanCollide = true
ll = char:findFirstChild("Left Leg")
ll.CanCollide = true
rs = torso:findFirstChild("Right Shoulder")
ls = torso:findFirstChild("Left Shoulder")
rh = torso:findFirstChild("Right Hip")
lh = torso:findFirstChild("Left Hip")
neck = torso:findFirstChild("Neck")
rootpart = char:findFirstChild("HumanoidRootPart")
rj = rootpart:findFirstChild("RootJoint")
anim = char:findFirstChild("Animate")
camera = workspace.CurrentCamera
plr.CameraMaxZoomDistance = math.huge
pcall(function()
anim:Destroy()
end)
pcall(function()
char.Health.Disabled = true
end)
pcall(function()
humanoid.Animator:Destroy()
end)
local rjo = rootpart.RootJoint:Clone()
function newWeld(wp0, wp1, wc0x, wc0y, wc0z)
local wld = Instance.new("Weld", wp1)
wld.Part0 = wp0
wld.Part1 = wp1
wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
return wld
end
for k, v in pairs(char:children("")) do
if v:isA("BasePart") then
v.BrickColor = BrickColor.new("Really black")
end
end
pcall(function()
char["Body Colors"].HeadColor = BrickColor.new("Really black")
char["Body Colors"].TorsoColor = BrickColor.new("Really black")
char["Body Colors"].LeftArmColor = BrickColor.new("Really black")
char["Body Colors"].RightArmColor = BrickColor.new("Really black")
char["Body Colors"].LeftLegColor = BrickColor.new("Really black")
char["Body Colors"].RightLegColor = BrickColor.new("Really black")
end)
local mult = 1
la.Size = la.Size * mult
ra.Size = ra.Size * mult
ll.Size = ll.Size * mult
rl.Size = rl.Size * mult
torso.Size = torso.Size * mult
head.Size = head.Size * mult
rootpart.Size = rootpart.Size * mult
local lm = newWeld(torso, la, -1.7 * mult, 0.5 * mult, 0)
lm.C1 = CFrame.new(0, 0.5 * mult, 0)
local rm = newWeld(torso, ra, 1.7 * mult, 0.5 * mult, 0)
rm.C1 = CFrame.new(0, 0.5 * mult, 0)
local neck = newWeld(torso, head, 0, mult, 0)
local llegm = newWeld(torso, ll, -0.5 * mult, -1 * mult, 0)
llegm.C1 = CFrame.new(0, mult, 0)
local rlegm = newWeld(torso, rl, 0.5 * mult, -1 * mult, 0)
rlegm.C1 = CFrame.new(0, mult, 0)
local rj = rjo:Clone()
rj.Part0 = rootpart
rj.Part1 = torso
rj.Parent = rootpart
neck.C1 = CFrame.new(0, -(mult / 2), 0)
neckc0 = neck.C0
rsc0 = rm.C0
lsc0 = lm.C0
llc0 = llegm.C0
rlc0 = rlegm.C0
rootc0 = rj.C0
rootc1 = rj.C1
wait()
function Create(Instanc, prop)
local p = Instance.new(Instanc)
for i, v in pairs(prop) do
p[i] = v
end
return p
end
function rwait(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
return true
end
local pony = Instance.new("PointLight", Torso)
pony.Name = "LePontyPontz"
pony.Brightness = 1
pony.Color = Color3.new(0, 1, 0)
coroutine.wrap(function()
game:service("RunService").Stepped:connect(function()
pony.Range = 5 + math.abs(math.sin(tick() / 2)) * 6
end)
end)()
local setupPart = function(part)
part.Anchored = true
part.FormFactor = "Custom"
part.CanCollide = false
part.BrickColor = BrickColor.new("Sea green")
part.Material = "Neon"
part.TopSurface = "SmoothNoOutlines"
part.BottomSurface = "SmoothNoOutlines"
part.FrontSurface = "SmoothNoOutlines"
part.BackSurface = "SmoothNoOutlines"
part.LeftSurface = "SmoothNoOutlines"
part.RightSurface = "SmoothNoOutlines"
end
function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y,
back.y, right.z, top.z, back.z)
end
function CreateTriangle(parent, a, b, c)
local this = {}
local mPart1 = Instance.new("WedgePart")
setupPart(mPart1)
local mPart2 = Instance.new("WedgePart")
setupPart(mPart2)
function this:Set(a, b, c)
local ab, bc, ca = b - a, c - b, a - c
local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
local edg1 = math.abs(0.5 + ca:Dot(ab) / (abm * abm))
local edg2 = math.abs(0.5 + ab:Dot(bc) / (bcm * bcm))
local edg3 = math.abs(0.5 + bc:Dot(ca) / (cam * cam))
if edg1 < edg2 then
if edg1 < edg3 then
else
a, b, c = c, a, b
ab, bc, ca = ca, ab, bc
abm = cam
end
elseif edg2 < edg3 then
a, b, c = b, c, a
ab, bc, ca = bc, ca, ab
abm = bcm
else
a, b, c = c, a, b
ab, bc, ca = ca, ab, bc
abm = cam
end
local len1 = -ca:Dot(ab) / abm
local len2 = abm - len1
local width = (ca + ab.unit * len1).magnitude
local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
mPart1.Parent = parent
mPart1.Size = Vector3.new(1, 1, 1)
mPart1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0,
width / 2, len1 / 2)
local Mesh = Instance.new("SpecialMesh", mPart1)
Mesh.MeshType = "Wedge"
Mesh.Scale = Vector3.new(0.005, width, len1)
mPart2.Parent = parent
mPart2.Size = Vector3.new(1, 1, 1)
mPart2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) *
CFrame.new(0, width / 2, -len1 - len2 / 2)
local Mesh = Instance.new("SpecialMesh", mPart2)
Mesh.MeshType = "Wedge"
Mesh.Scale = Vector3.new(0.005, width, len2)
end
function this:SetProperty(prop, value)
mPart1[prop] = value
mPart2[prop] = value
end
function this:GetProperty(prop)
return mPart1[prop]
end
this:Set(a, b, c)
function this:Destroy()
mPart1:Destroy()
mPart2:Destroy()
end
return this
end
local ttt
local lastdps = tick()
local ohp = hum.Health
local berserk = false
hum.Changed:connect(function(val)
if val == "Health_XML" then
if hum.Health < ohp then
lastdps = tick()
end
ohp = hum.Health
if not berserk and hum.Health < hum.MaxHealth * 0.15 then
ttt = true
hum.WalkSpeed = 0
hum.MaxHealth = 1 / 0
otheranims = true
do
local rs = game:service("RunService").Stepped
function GW()
local wave = Instance.new("Part", Torso)
wave.BrickColor = BrickColor.new("Really black")
wave.Anchored = true
wave.CanCollide = false
wave.Locked = true
wave.Size = Vector3.new(1, 1, 1)
wave.TopSurface = "Smooth"
wave.BottomSurface = "Smooth"
wave.Material = "Neon"
wave.Transparency = 0.35
wave.CFrame = Torso.CFrame
wm = Instance.new("SpecialMesh", wave)
wm.MeshType = "Sphere"
wm.Scale = Vector3.new(1, 1, 1)
coroutine.wrap(function()
for i = 0, 15 do
wave.Size = wave.Size + Vector3.new(1, 1, 1)
wave.CFrame = Torso.CFrame
wave.Transparency = i / 14
wait()
end
wait()
wave:Destroy()
end)()
end
Spawn(function()
while ttt do
GW()
wait(math.random(1, 4))
end
end)
local prtz = {
la,
Head,
Torso
}
local pes = {}
for i, v in pairs(prtz) do
coroutine.wrap(function()
local dsa = Instance.new("ParticleEmitter", v)
local color1 = Color3.new(0.5, 1, 0.5)
local color2 = Color3.new(0, 0.3333333333333333, 0)
local sequence = ColorSequence.new(color1, color2)
dsa.Color = sequence
dsa.LightEmission = 0.8
dsa.Texture = "http://www.roblox.com/asset/?id=242102147"
dsa.LockedToPart = true
dsa.EmissionDirection = "Top"
dsa.Lifetime = NumberRange.new(1)
dsa.VelocitySpread = 10
dsa.Size = NumberSequence.new(1)
table.insert(pes, dsa)
end)()
end
Mode = "Kneeling"
berserk = true
wait(2)
hum.MaxHealth = 10000
for i = 500, 7500, 15 do
hum.Health = i
game:service("RunService").Stepped:wait()
end
ttt = false
for q, e in pairs(pes) do
game.Destroy(e)
end
hum.WalkSpeed = speed
otheranims = false
end
end
elseif val == "PlatformStand" then
hum.PlatformStand = false
elseif val == "Sit" then
hum.Sit = false
elseif val == "WalkSpeed" then
end
end)
regening = false
lastdps = tick()
function regenHealth()
if regening then
return
end
if tick() - lastdps < 25 then
return
end
regening = true
local s = wait(1)
local health = hum.Health
if health > 0 and health < hum.MaxHealth then
local newHealthDelta = hum.MaxHealth * 0.03
health = health + newHealthDelta
hum.Health = math.min(health, hum.MaxHealth)
end
regening = false
end
local LastTrail
local Trails = {}
function asd(parent, string)
repeat
wait()
until parent:FindFirstChild(string)
wait()
return parent:FindFirstChild(string)
end
local beamy = asd(game.ReplicatedStorage, "Beamy"):Clone()
local Model = asd(game.ReplicatedStorage, "mdl"):Clone()
Model.Parent = Char
local shm, swm, shem = Model:WaitForChild("Sheath"), Model:WaitForChild("Sword"),
Model:WaitForChild("Shield")
local LAH, RAH, TH = shem:WaitForChild("LeftArmHandle"),
swm:WaitForChild("RightArmHandle"), shm:WaitForChild("TorsoHandle")
LAH.Transparency, RAH.Transparency, TH.Transparency = 1, 1, 1
local law = Create("Weld", {
Parent = la,
Part0 = la,
Part1 = LAH,
C0 = CFrame.new(0, 0, 0)
})
local raw = Create("Weld", {
Parent = ra,
Part0 = ra,
Part1 = RAH,
C0 = CFrame.new(0, 0, 0)
})
local rawc0 = raw.C0
local lawc0 = law.C0
LAH.Anchored, RAH.Anchored, TH.Anchored = false, false, false
local torw = Create("Weld", {
Parent = Torso,
Part0 = Torso,
Part1 = TH,
C0 = CFrame.new(0, 0, 0)
})
TrailPart = Create("Part", {
Parent = Char,
Anchored = false,
CanCollide = false,
Size = V3(0, 5, 0),
Transparency = 1
})
TrailPartMesh = Create("Snap", {
Parent = TrailPart,
Part0 = RAH,
Part1 = TrailPart,
C0 = CFrame.new(0, -1, -4.2) * CFrame.Angles(MR(90), 0, 0)
})
local get = game.ReplicatedStorage:FindFirstChild("GoldSuit"):Clone()
get.Parent = Char
local torso = get:WaitForChild("Torso")
local head = get:WaitForChild("Head")
local rightarm = get:WaitForChild("RightArm")
local leftarm = get:WaitForChild("LeftArm")
local rightleg = get:WaitForChild("RightLeg")
local leftleg = get:WaitForChild("LeftLeg")
Create("Weld", {
Parent = torso.Handle,
Part0 = Torso,
Part1 = torso.Handle,
C0 = CFrame.new(0, 0, 0)
})
Create("Weld", {
Parent = head.Handle,
Part0 = Head,
Part1 = head.Handle,
C0 = CFrame.new(0, 0, 0)
})
Create("Weld", {
Parent = rightarm.Handle,
Part0 = ra,
Part1 = rightarm.Handle,
C0 = CFrame.new(0, 0, 0)
})
Create("Weld", {
Parent = leftarm.Handle,
Part0 = la,
Part1 = leftarm.Handle,
C0 = CFrame.new(0, 0, 0)
})
Create("Weld", {
Parent = leftleg.Handle,
Part0 = ll,
Part1 = leftleg.Handle,
C0 = CFrame.new(0, 0, 0)
})
Create("Weld", {
Parent = rightleg.Handle,
Part0 = rl,
Part1 = rightleg.Handle,
C0 = CFrame.new(0, 0, 0)
})
function recurse(c)
for i, v in pairs(c:children()) do
if v:IsA("BasePart") then
v.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001,
0.001, 0.001)
end
recurse(v)
end
end
recurse(get)
recurse(Model)
ra.Transparency = 1
la.Transparency = 1
ll.Transparency = 1
rl.Transparency = 1
HitDB = {}
function Damage(part)
smthn = part.Touched:connect(function(hit)
Human = hit.Parent:findFirstChild("Humanoid")
if Human ~= nil and hit.Parent.Name ~= Player.Name and Slash == true and
HitDB[hit.Parent.Humanoid] == nil then
coroutine.wrap(function()
HitDB[hit.Parent.Humanoid] = true
Human.Health = Human.Health - 25
local vu = Instance.new("BodyVelocity", hit.Parent.Torso)
vu.P = 500
vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
vu.velocity = Head.CFrame.lookVector * 10
game:GetService("Debris"):AddItem(vu, 0.267)
wait(0.25)
HitDB[hit.Parent.Humanoid] = nil
end)()
end
end)
return smthn
end
hum.WalkSpeed = speed
hum.MaxHealth = 10000
hum.Health = 10000
function lerp(weld, beglerp, endlerp, speed)
if weld.ClassName == "Weld" or weld.ClassName == "Motor6D" then
weld.C0 = beglerp:lerp(endlerp, speed)
else
weld.CFrame = beglerp:lerp(endlerp, speed)
end
return weld.ClassName == "Weld" or weld.ClassName == "Motor6D" and weld.C0 or
weld.CFrame
end
function Ragdoll(Format, Character, Force)
if Force ~= true then
if Character:FindFirstChild("Ragdoll") ~= nil and Format == true then
return false
end
if Character:FindFirstChild("Ragdoll") == nil and Format == false then
return false
end
end
local Head, Torso, Humanoid
local Dead = false
for _, Children in pairs(Character:GetChildren()) do
if Children.ClassName == "ForceField" then
Children:Remove()
end
if Children.Name == "" then
Children:Remove()
end
if Children.Name == "Head" then
Head = Children
end
if Children.Name == "Torso" then
Torso = Children
end
if Children.ClassName == "Humanoid" then
Humanoid = Children
end
if Children:IsA("Accoutrement") then
if Children:FindFirstChild("Handle") ~= nil then
if math.random(1, 3) == 1 then
coroutine.wrap(function()
Children.Parent = Workspace
wait()
Children.Parent = Character
Children.Handle.CanCollide = true
end)()
else
Children.Parent = Workspace
Children.Handle.CanCollide = true
end
else
Children:Remove()
end
end
end
if Humanoid ~= nil and Humanoid.Health <= 0 then
Dead = true
end
if Torso ~= nil then
for _, Children2 in pairs(Torso:GetChildren()) do
if Children2:IsA("JointInstance") then
Children2:Remove()
end
end
end
if Head ~= nil then
if (function()
if Dead == true and math.random(1, 2) == 1 then
return true
else
return false
end
end)() == false then
local Neck = Instance.new("Motor6D")
Neck.Name = "Neck"
Neck.Part0 = Torso
Neck.Part1 = Head
Neck.C0 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0,
math.rad(180))
Neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90),
0, math.rad(180))
Neck.MaxVelocity = 0.1
Neck.Parent = Torso
end
end
if Format == true then
local Ragdoll = Instance.new("IntValue")
Ragdoll.Name = "Ragdoll"
Ragdoll.Parent = Character
if Torso ~= nil then
Torso.Velocity = Torso.Velocity / 1.25
Torso.RotVelocity = Torso.RotVelocity / 1.25 + Head.CFrame.lookVector * 80
if Dead == true and Humanoid ~= nil then
local Humanoid2 = Humanoid:Clone()
wait()
Humanoid:Remove()
Humanoid2.Parent = Character
Humanoid = Humanoid2
end
local Limb = Character:FindFirstChild("Right Arm")
if Limb ~= nil then
Limb.Velocity = Torso.Velocity
Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0)
local Joint = Instance.new("Glue")
Joint.Name = "RightShoulder"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.Parent = Torso
local Weight = Instance.new("Part")
Weight.Name = ""
Weight.TopSurface = 0
Weight.BottomSurface = 0
Weight.Shape = "Block"
Weight.FormFactor = "Custom"
Weight.Size = Vector3.new(1, 1, 1)
Weight.Transparency = 1
Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
Weight.Parent = Character
local Weld = Instance.new("Weld")
Weld.Part0 = Limb
Weld.Part1 = Weight
Weld.C0 = CFrame.new(0, -0.5, 0)
Weld.Parent = Limb
end
local Limb = Character:FindFirstChild("Left Arm")
if Limb then
Limb.Velocity = Torso.Velocity
Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0)
local Joint = Instance.new("Glue")
Joint.Name = "LeftShoulder"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.Parent = Torso
local Weight = Instance.new("Part")
Weight.Name = ""
Weight.TopSurface = 0
Weight.BottomSurface = 0
Weight.Shape = "Block"
Weight.FormFactor = "Custom"
Weight.Size = Vector3.new(1, 1, 1)
Weight.Transparency = 1
Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
Weight.Parent = Character
local Weld = Instance.new("Weld")
Weld.Part0 = Limb
Weld.Part1 = Weight
Weld.C0 = CFrame.new(0, -0.5, 0)
Weld.Parent = Limb
end
local Limb = Character:FindFirstChild("Right Leg")
if Limb then
Limb.Velocity = Torso.Velocity
Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0)
local Joint = Instance.new("Glue")
Joint.Name = "RightHip"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.Parent = Torso
local Weight = Instance.new("Part")
Weight.Name = ""
Weight.TopSurface = 0
Weight.BottomSurface = 0
Weight.Shape = "Block"
Weight.FormFactor = "Custom"
Weight.Size = Vector3.new(1, 1, 1)
Weight.Transparency = 1
Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
Weight.Parent = Character
local Weld = Instance.new("Weld")
Weld.Part0 = Limb
Weld.Part1 = Weight
Weld.C0 = CFrame.new(0, -0.5, 0)
Weld.Parent = Limb
end
local Limb = Character:FindFirstChild("Left Leg")
if Limb then
Limb.Velocity = Torso.Velocity
Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0)
local Joint = Instance.new("Glue")
Joint.Name = "LeftHip"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-0.5, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.C1 = CFrame.new(0, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.Parent = Torso
local Weight = Instance.new("Part")
Weight.Name = ""
Weight.TopSurface = 0
Weight.BottomSurface = 0
Weight.Shape = "Block"
Weight.FormFactor = "Custom"
Weight.Size = Vector3.new(1, 1, 1)
Weight.Transparency = 1
Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
Weight.Parent = Character
local Weld = Instance.new("Weld")
Weld.Part0 = Limb
Weld.Part1 = Weight
Weld.C0 = CFrame.new(0, -0.5, 0)
Weld.Parent = Limb
end
local Weight = Instance.new("Part")
Weight.Name = ""
Weight.TopSurface = 0
Weight.BottomSurface = 0
Weight.Shape = "Block"
Weight.FormFactor = "Custom"
Weight.Size = Vector3.new(1.75, 1.5, 1.1)
Weight.Transparency = 1
Weight.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0)
Weight.Parent = Character
local Weld = Instance.new("Weld")
Weld.Part0 = Torso
Weld.Part1 = Weight
Weld.C0 = CFrame.new(0, 0.5, 0)
Weld.Parent = Torso
end
elseif Format == false then
if Character:FindFirstChild("Ragdoll") ~= nil then
Character.Ragdoll:Remove()
end
if Torso ~= nil then
local Limb = Character:FindFirstChild("Right Arm")
if Limb ~= nil then
local Joint = Instance.new("Motor6D")
Joint.Name = "Right Shoulder"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,
math.rad(90), 0)
Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,
math.rad(90), 0)
Joint.MaxVelocity = 0.15
Joint.Parent = Torso
end
local Limb = Character:FindFirstChild("Left Arm")
if Limb ~= nil then
local Joint = Instance.new("Motor6D")
Joint.Name = "Left Shoulder"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,
math.rad(-90), 0)
Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-
90), 0)
Joint.MaxVelocity = 0.15
Joint.Parent = Torso
end
local Limb = Character:FindFirstChild("Right Leg")
if Limb ~= nil then
local Joint = Instance.new("Motor6D")
Joint.Name = "Right Hip"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0,
math.rad(90), 0)
Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90),
0)
Joint.MaxVelocity = 0.1
Joint.Parent = Torso
end
local Limb = Character:FindFirstChild("Left Leg")
if Limb ~= nil then
local Joint = Instance.new("Motor6D")
Joint.Name = "Left Hip"
Joint.Part0 = Torso
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0,
math.rad(-90), 0)
Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-
90), 0)
Joint.MaxVelocity = 0.1
Joint.Parent = Torso
end
local Animate = Character:FindFirstChild("Animate")
if Animate ~= nil then
local Animate2 = Animate:Clone()
Animate:Remove()
Animate2.Parent = Character
end
end
else
return false
end
return true, Format
end
local Grabbed = false
Ctrl = false
local lastclick = tick()
mouse.Button1Down:connect(function()
if tick() - lastclick > 0.4 then
combocounter = 0
end
if otheranims then
return
end
if Grabbed then
return
end
if Sheathed then
otheranims = true
Mode = "Sheath"
wait(0.7)
raw.Part0 = ra
law.Part0 = la
raw.C0 = rawc0
law.C0 = lawc0
Sheathed = false
otheranims = false
return
end
Slash = true
local p0 = rootpart.CFrame * CF(0, 0, -7)
local p1 = rootpart.CFrame * CF(0, 0, -15)
if combocounter == 0 and not otheranims then
otheranims = true
Mode = "Knee"
local asdf = Damage(ll)
rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
wait(0.3)
asdf:disconnect()
otheranims = false
combocounter = 1
elseif combocounter == 1 and not otheranims then
otheranims = true
Mode = "Slash11"
wait(0.3)
Mode = "Slash12"
rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
wait(0.3)
Mode = "Slash21"
rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
wait(0.5)
otheranims = false
combocounter = 2
elseif combocounter == 2 and not otheranims then
otheranims = true
Mode = "Slash31"
wait(0.3)
Mode = "Slash32"
rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
wait(0.5)
otheranims = false
combocounter = 3
elseif combocounter == 3 and not otheranims then
otheranims = true
sDps = Damage(LAH)
Mode = "Bash11"
wait(0.3)
rootpart.CFrame = rootpart.CFrame:lerp(p1, 0.6)
wait(1)
sDps:disconnect()
otheranims = false
combocounter = 0
end
Slash = false
lastclick = tick()
end)
function MediumParticleEmit(Object, Color)
coroutine.wrap(function()
while true do
if not Wait(3.1) or not Object then
break
end
do
local p = Instance.new("Part", Object.Parent)
p.Name = "Trail"
p.TopSurface = 0
p.BottomSurface = 0
p.Anchored = true
p.Material = "Neon"
p.CanCollide = false
p.FormFactor = "Custom"
p.Size = Vector3.new(0.01, 0.01, 0.01)
if type(Color) ~= "userdata" or not Color then
end
p.BrickColor = BrickColor.new(Color)
p.CFrame = Object.CFrame * CFrame.new(math.random(-1, 1), math.random(-1,
1) - 3, math.random(-1, 1))
local m = Instance.new("BlockMesh", p)
m.Scale = Vector3.new(2, 2, 2)
coroutine.wrap(function()
for i = 1, 15 do
p.Transparency = i / 15
m.Scale = m.Scale + Vector3.new(0.1, 0.1, 0.1)
p.CFrame = CFrame.new(p.Position + Vector3.new(math.random(-5, 5) / 20,
0.4, math.random(-5, 5) / 20)) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10) /
i, math.random(-10, 10) / i, 0.5)
Wait()
end
p:Destroy()
end)()
end
end
end)()
end
function IsNear(Position, Distance, SinglePlayer, db)
if SinglePlayer then
return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
end
local List = {}
for i, v in pairs(workspace:GetChildren()) do
if v:IsA("Model") and v:findFirstChild("Torso") and Distance >
(v.Torso.CFrame.p - Position).magnitude then
table.insert(List, v)
end
end
return List
end
local beaming = false
local Shielding = false
mouse.KeyDown:connect(function(k)
if otheranims then
return
end
if beaming then
return
end
if Shielding then
return
end
if k == "q" then
if Grabbed then
return
end
otheranims = true
if not Sheathed then
Mode = "Sheath"
wait(0.7)
raw.Part0 = Torso
law.Part0 = Torso
raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90),
0) * CFrame.Angles(math.rad(-45), 0, 0)
law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90),
0) * CFrame.Angles(math.rad(-45), 0, 0)
Sheathed = true
else
Mode = "Sheath"
wait(0.7)
raw.Part0 = char:findFirstChild("Right Arm")
law.Part0 = char:findFirstChild("Left Arm")
raw.C0 = rawc0
law.C0 = lawc0
Sheathed = false
end
otheranims = false
elseif k == "g" then
if Sheathed then
otheranims = true
Mode = "Sheath"
wait(0.7)
raw.Part0 = ra
law.Part0 = la
raw.C0 = rawc0
law.C0 = lawc0
Sheathed = false
otheranims = false
return
end
otheranims = true
Mode = "Shielding"
Shielding = true
do
local storedHp = hum.Health
coroutine.wrap(function()
local shieldTime = tick()
while Shielding do
if tick() - shieldTime > 60 then
otheranims = false
Shielding = false
break
end
hum.Health = storedHp
game:service("RunService").Stepped:wait()
end
end)()
end
elseif k:byte() == 50 then
Ctrl = true
elseif k:byte() == 48 then
coroutine.wrap(function()
for i = 70, 60, -1 do
camera.FieldOfView = i
wait()
end
end)()
hum.WalkSpeed = speed
elseif k == "r" then
otheranims = true
Mode = "Stomp1"
wait(0.5)
Mode = "Stomp2"
do
local Charging = true
pt = Instance.new("Part", Torso)
pt.Anchored = true
pt.CanCollide = false
pt.Locked = true
pt.Material = "Neon"
pt.FormFactor = "Custom"
pt.Size = Vector3.new(1, 1, 1)
pt.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0)
pt.Transparency = 0.6
pt.BrickColor = BrickColor.new("Bright green")
msh = Instance.new("SpecialMesh", pt)
msh.MeshId = "http://www.roblox.com/asset/?id=20329976"
msh.Scale = Vector3.new(10, 2, 10)
pt2 = pt:clone()
pt2.Parent = Torso
pt2.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0)
pt2.BrickColor = BrickColor.new("Really black")
msh2 = msh:clone()
msh2.Parent = pt2
msh2.Scale = Vector3.new(10, 2, 10)
custommath = {
25,
26,
27,
28,
29,
30,
31,
32,
33,
34,
35,
36,
37,
38,
39,
40,
41,
42,
43,
44,
45,
46,
47,
48,
49,
50,
51,
52,
53,
54,
55,
56,
57,
58,
59,
60,
61,
62,
63,
64,
65,
66,
67,
68,
69,
70,
71,
72,
73,
74,
75,
76,
77,
78,
79,
80,
81,
82,
83,
84,
85,
86,
87,
88,
89,
90,
91,
92,
93,
94,
95,
96,
97,
98,
99,
100,
-25,
-26,
-27,
-28,
-29,
-30,
-31,
-32,
-33,
-34,
-35,
-36,
-37,
-38,
-39,
-40,
-41,
-42,
-43,
-44,
-45,
-46,
-47,
-48,
-49,
-50,
-51,
-52,
-53,
-54,
-55,
-56,
-57,
-58,
-59,
-60,
-61,
-62,
-63,
-64,
-65,
-66,
-67,
-68,
-69,
-70,
-71,
-72,
-73,
-74,
-75,
-76,
-77,
-78,
-79,
-80,
-81,
-82,
-83,
-84,
-85,
-86,
-87,
-88,
-89,
-90,
-91,
-92,
-93,
-94,
-95,
-96,
-97,
-98,
-99,
-100
}
bl = Instance.new("Part", char)
bl.Locked = true
bl.Name = "Shell"
bl.BrickColor = BrickColor.new("Really black")
bl.Anchored = true
bl.Material = "Neon"
bl.CanCollide = false
bl.Transparency = 0
bl.Reflectance = 0
bl.BottomSurface = 0
bl.TopSurface = 0
bl.Shape = 0
blm = Instance.new("SpecialMesh", bl)
blm.MeshType = "Sphere"
blm.Scale = Vector3.new(1, 1, 1)
coroutine.resume(coroutine.create(function()
for i = 1, math.huge, 4 do
if Charging == true then
game:service("RunService").Stepped:wait()
bl.CFrame = rootpart.CFrame * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(-i / 10), math.rad(-i / 10), math.rad(i / 10))
blm.Scale = blm.Scale + Vector3.new(0.5, 0.5, 0.5)
bl.Transparency = bl.Transparency + 0.05
pt.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0,
math.rad(i * 2), 0)
pt2.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0,
math.rad(-i * 2), 0)
msh.Scale = msh.Scale + Vector3.new(0.7, 0, 0.7)
msh2.Scale = msh2.Scale + Vector3.new(0.7, 0, 0.7)
pt.Transparency = pt.Transparency + 0.015
pt2.Transparency = pt2.Transparency + 0.015
elseif Charging == false then
break
end
end
end))
local Damaged = {}
coroutine.wrap(function()
for i, v in pairs(IsNear(Torso.Position, 25, nil, true)) do
if v ~= Char then
if Damaged[v:FindFirstChild("Humanoid")] and tick() -
Damaged[v:FindFirstChild("Humanoid")] < 0.25 then
return
end
v:FindFirstChild("Humanoid").Health =
v:findFirstChild("Humanoid").Health - 25
v:findFirstChild("Humanoid").PlatformStand = true
local vu = Instance.new("BodyVelocity", v:findFirstChild("Torso"))
vu.P = 500
vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
vu.velocity = Head.CFrame.lookVector * 80
game:GetService("Debris"):AddItem(vu, 0.267)
Damaged[v:FindFirstChild("Humanoid")] = tick()
end
end
end)()
Spawn(function()
while game:service("RunService").Stepped:wait() do
if p and p.Transparency >= 1 then
pcall(function()
p:Destroy()
end)
break
end
if not p then
break
end
p.CFrame = p.CFrame * CFrame.Angles(math.rad(2), math.rad(2),
math.rad(2)) + Vector3.new(0, 0.2, 0)
p.Transparency = p.Transparency + 0.01
end
end)
wait(1)
pt:Destroy()
pt2:Destroy()
bl:Destroy()
Charging = false
otheranims = false
end
elseif k == "e" then
do
local weld5 = function(part0, part1, c0, c1)
weeld = Instance.new("Weld", part0)
weeld.Part0 = part0
weeld.Part1 = part1
weeld.C0 = c0
weeld.C1 = c1
return weeld
end
if not Sheathed then
otheranims = true
Mode = "Sheath"
wait(0.7)
raw.Part0 = Torso
law.Part0 = Torso
raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0,
math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0,
math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
Sheathed = true
otheranims = false
return
end
if not Grabbed then
otheranims = true
Mode = "Grabbing"
con1 = ra.Touched:connect(function(hit)
if hit:IsDescendantOf(Char) then
return
end
ht = hit.Parent
hum1 = ht:FindFirstChild("Humanoid")
if hum1 ~= nil then
hum1.Changed:connect(function(a)
if not hum1 then
return
end
if a == "PlatformStand" then
hum1.PlatformStand = true
elseif a == "Jump" then
hum1.Jump = false
elseif a == "WalkSpeed" then
hum1.WalkSpeed = 0
elseif a == "JumpPower" then
hum1.JumpPower = 0
end
end)
hum1.PlatformStand = true
hum1.Jump = false
hum1.WalkSpeed = 0
hum1.JumpPower = 0
gp = ht
local asde = weld5(ra, ht:FindFirstChild("Torso"), CFrame.new(0, -1.3,
0), CFrame.new(0, 0, 0))
asde.Parent = ra
asde.Name = "asde"
asde.C0 = asde.C0 * CFrame.Angles(math.rad(-90), math.rad(0), 0)
Grabbed = true
end
end)
wait(0.5)
con1:disconnect()
otheranims = false
else
otheranims = true
pcall(function()
repeat
ht:findFirstChild("Humanoid").Health =
ht:findFirstChild("Humanoid").Health - ht:findFirstChild("Humanoid").MaxHealth *
0.01
game:service("RunService").Stepped:wait()
hum:TakeDamage(-5)
until ht:findFirstChild("Humanoid").Health <=
ht:findFirstChild("Humanoid").MaxHealth * 0.015
end)
Mode = "Slash11"
wait(0.4)
Mode = "Throw1"
pcall(function()
ra:findFirstChild("asde"):Destroy()
end)
local vu = Instance.new("BodyVelocity", ht.Torso)
vu.P = 500
vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
vu.velocity = Head.CFrame.lookVector * 100
game:GetService("Debris"):AddItem(vu, 0.267)
wait(0.5)
Ragdoll(true, ht)
ht:findFirstChild("Humanoid").PlatformStand = true
coroutine.wrap(function()
wait(5)
ht:breakJoints("")
end)()
Grabbed = false
otheranims = false
end
end
elseif k == "f" then
otheranims = true
if Grabbed then
return
end
if not Sheathed then
Mode = "Sheath"
wait(0.7)
raw.Part0 = Torso
law.Part0 = Torso
raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90),
0) * CFrame.Angles(math.rad(-45), 0, 0)
law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90),
0) * CFrame.Angles(math.rad(-45), 0, 0)
Sheathed = true
otheranims = false
return
end
Mode = "Beam"
hum.WalkSpeed = 0
do
local m0del = Instance.new("Model", char)
local wave = Instance.new("Part", m0del)
wave.CFrame = char.Head.CFrame * CFrame.new(0, 0, -10)
wave.TopSurface = "Smooth"
wave.BottomSurface = "Smooth"
wave.BrickColor = BrickColor.new("Bright green")
wave.Anchored = true
wave.FormFactor = "Custom"
wave.Shape = "Ball"
wave.CanCollide = false
wave.Transparency = 1
wave.Material = "Neon"
wave.Size = Vector3.new(0.4, 0.4, 0.4)
local needaloop = true
beaming = true
local coro = coroutine.resume(coroutine.create(function()
while needaloop do
game:service("RunService").Stepped:wait()
local c = char
local radius = 25
local pos = wave.CFrame * CFrame.new(0, 0, 20)
local clrz = {
"Really black",
"Bright green"
}
for i = 1, 1 do
do
local clr = clrz[math.random(1, #clrz)]
pos = wave.CFrame * CFrame.new(0, 0, 2)
local p = Instance.new("Part", c)
local mafa = math.random(-360, 360)
p.CanCollide = false
p.Size = Vector3.new(1.3, 1.3, 1.3)
local m = Instance.new("SpecialMesh", p)
m.MeshType = "Sphere"
spawn(function()
for i = 0, 50 do
local int, int2 = 0.05, 0.05
m.Scale = m.Scale - Vector3.new(int, int, int)
p.Transparency = p.Transparency + int2
game:service("RunService").Stepped:wait()
end
pcall(function()
p:Destroy()
end)
end)
p.BrickColor = BrickColor.new(clr)
p.Material = "Neon"
p.CFrame = pos * CFrame.new(math.random(-radius, radius),
math.random(-radius, radius), math.random(-radius, radius)) * CFrame.Angles(mafa,
mafa, mafa)
local bp = Instance.new("BodyPosition", p)
bp.MaxForce = Vector3.new(1 / 0, 1 / 0, 1 / 0)
bp.D = 100
bp.P = 300
bp.Position = pos.p
game.Debris:AddItem(p, 10)
end
end
end
end))
local nbeamy = beamy:Clone()
nbeamy.Parent = char
coroutine.wrap(function()
local Ringz = {}
for i, v in pairs(nbeamy:children("")) do
if v.Name:lower():find("ring") then
table.insert(Ringz, v)
end
end
local Rot = 0
while nbeamy do
Rot = Rot + 0.035
if Rot >= 360 then
Rot = 0
end
for q, e in pairs(Ringz) do
pcall(function()
if e.Name ~= "Ring7" then
e.qCFrameWeldThingy.C0 = e.qCFrameWeldThingy.C0 * CFrame.Angles(0,
0, math.rad(e.Name ~= "Ring4" and Rot or -Rot))
end
end)
end
game:service("RunService").Stepped:wait()
end
end)()
local bp = Instance.new("BodyPosition", nbeamy.FireFrom)
bp.MaxForce = Vector3.new(1 / 0, 1 / 0, 1 / 0)
bp.D = 100
bp.P = 1000
bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
for awe = 1, 250 do
wave.CFrame = char.Head.CFrame * CFrame.new(10, 20, -5)
nbeamy.FireFrom.CFrame =
nbeamy.FireFrom.CFrame:lerp(CFrame.new(wave.CFrame.p, mouse.Hit.p) *
CFrame.Angles(math.rad(180), 0, 0), 1)
bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
wave.Size = Vector3.new(wave.Size.X + 0.1, wave.Size.Y + 0.1, wave.Size.Z +
0.1)
game:service("RunService").Stepped:wait()
end
needaloop = false
local beam = Instance.new("Part", m0del)
beam.TopSurface = "Smooth"
beam.BottomSurface = "Smooth"
beam.Material = "Neon"
beam.Transparency = 0.6
beam.Anchored = true
beam.BrickColor = BrickColor.new("Bright green")
beam.CanCollide = false
local mesh = Instance.new("CylinderMesh", beam)
local realbeam = beam:Clone()
realbeam.Parent = m0del
realbeam.Color = Color3.new(0, 0.7843137254901961, 0)
realbeam.Transparency = 0.1
realbeam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
beam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
beam.Size = Vector3.new(23, 5, 23)
realbeam.Size = Vector3.new(24, 5, 24)
local p = wave:Clone()
p.Parent = m0del
p.Anchored = true
p.Transparency = 1
p.Size = Vector3.new(10, 10, 10)
local Damaged = {}
for HAAA = 1, 500 do
do
local starthere = char.Head.CFrame * CFrame.new(10, 20, -5)
local idek = Ray.new(starthere.p, (mouse.Hit.p - starthere.p).unit *
1000)
local thx = {char, m0del}
table.insert(thx, p)
local Bonk, ovhere = workspace:FindPartOnRayWithIgnoreList(idek, thx)
local meg
p.Transparency = 1
if Bonk and Bonk.Parent:findFirstChild("Humanoid") then
do
local dionamuh = Bonk.Parent:findFirstChild("Humanoid")
if Damaged[dionamuh] and tick() - Damaged[dionamuh] > 0.05 then
Damaged[dionamuh] = tick()
pcall(function()
dionamuh.Health = dionamuh.Health - 2
end)
elseif not Damaged[dionamuh] then
Damaged[dionamuh] = tick()
end
end
end
meg = (starthere.p - ovhere).magnitude
coroutine.wrap(function()
local asd = Instance.new("Part", char)
asd.CFrame = CFrame.new(ovhere) * CFrame.Angles(math.rad(math.random(-
360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)))
asd.Size = Vector3.new(5, 5, 5)
asd.Reflectance = 0.4
asd.Transparency = 0.05
asd.TopSurface, asd.BottomSurface = 0, 0
asd.CanCollide = false
asd.Color = Color3.new(0, 0.5882352941176471, 0)
asd.Anchored = true
asd.Locked = true
wait()
for i = 0.05, 1, 0.05 do
asd.Transparency = i
asd.Size = asd.Size + Vector3.new(0.2, 0.2, 0.2)
game:service("RunService").Stepped:wait()
end
asd:Destroy()
end)()
game:service("RunService").Stepped:wait()
realbeam.Size = Vector3.new(3.5, meg, 3.5)
beam.Size = Vector3.new(2.5, meg, 2.5)
realbeam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, -meg
/ 2) * CFrame.Angles(math.rad(90), 0, 0)
beam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, -meg /
2) * CFrame.Angles(math.rad(90), 0, 0)
pcall(function()
nbeamy.FireFrom.CFrame =
nbeamy.FireFrom.CFrame:lerp(CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, 2) *
CFrame.Angles(math.rad(180), 0, 0), 1)
end)
bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
wave.CFrame = starthere
end
end
nbeamy.FireFrom.Anchored = true
p:Destroy()
for i = 0, 1, 0.05 do
realbeam.Transparency = i
wave.Transparency = i
beam.Transparency = i
game:service("RunService").Stepped:wait()
end
nbeamy:Destroy()
beaming = false
m0del:Destroy()
hum.WalkSpeed = speed
otheranims = false
end
elseif k == "c" then
if Sheathed then
otheranims = true
Mode = "Sheath"
wait(0.7)
raw.Part0 = ra
law.Part0 = la
raw.C0 = rawc0
law.C0 = lawc0
Sheathed = false
otheranims = false
return
end
otheranims = true
hum.WalkSpeed = 0
Mode = "Stabbing1"
wait(0.7)
Mode = "Stabbing2"
do
local Parts = {}
local Damaged = {}
for i = 1, 360, 20 do
do
local s = Instance.new("Part", char)
table.insert(Parts, s)
s.Name = "Spikey"
s.CFrame = Torso.CFrame * CFrame.new(0, -10, 0)
s.Size = Vector3.new(1, 1, 1)
s.CanCollide = false
s.Anchored = true
s.BrickColor = BrickColor.new("Bright green")
s.Locked = true
s.Name = "s"
s.Material = "Neon"
s.Size = Vector3.new(1, 1, 1)
s.BottomSurface = Enum.SurfaceType.Smooth
s.TopSurface = Enum.SurfaceType.Smooth
local PurpleMesh = Instance.new("SpecialMesh", s)
PurpleMesh.MeshType = Enum.MeshType.FileMesh
PurpleMesh.Name = "Mesh"
PurpleMesh.Scale = Vector3.new(0.5, 0.5, 0.5)
PurpleMesh.MeshId = "http://www.roblox.com/Asset/?id=9756362"
PurpleMesh.VertexColor = Vector3.new(1, 0, 1)
local qwe = -10
coroutine.wrap(function()
while s do
if qwe >= -1 then
qwe = 0
else
qwe = qwe + 0.4
end
s.CFrame = s.CFrame:lerp(CFrame.new(Torso.CFrame.p) * CFrame.new(0,
qwe, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, math.rad(i), 0) * CFrame.new(0,
0, -20), 0.3)
game:service("RunService").Stepped:wait()
end
end)()
coroutine.wrap(function()
repeat
wait()
until qwe >= -1
for i = 0.5, 2, 0.025 do
PurpleMesh.Scale = Vector3.new(i, i * 2, i)
game:service("RunService").Stepped:wait()
end
local it = Instance.new
local vt = Vector3.new
local cf = CFrame.new
local euler = CFrame.fromEulerAnglesXYZ
local angles = CFrame.Angles
local NoOutline = function(Part)
Part.TopSurface, Part.BottomSurface, Part.LeftSurface,
Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
end
local function part(formfactor, parent, material, 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.new(tostring(brickcolor))
fp.Name = name
fp.Size = size
fp.Position = Torso.Position
fp.Material = material
fp:BreakJoints()
return fp
end
local function mesh(Mesh, part, meshtype, meshid, offset, scale)
local mesh = it(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
mesh.MeshId = meshid
end
mesh.Offset = offset
mesh.Scale = scale
return mesh
end
local function weld(parent, part0, part1, c0, c1)
local weld = it("Weld")
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
weld.C1 = c1
return weld
end
local function BreakEffect(brickcolor, cframe, x1, y1, z1)
local prt = part("Custom", char, "Neon", 0, 0, brickcolor, "Effect",
vt(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50,
50), math.random(-50, 50))
local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0),
vt(x1, y1, z1))
coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
CF = Part.CFrame
Numbb = 0
randnumb = math.random() - math.random()
for i = 0, 1, 0.05 do
wait()
CF = CF * cf(0, 1, 0)
Part.CFrame = CF * euler(Numbb, 0, 0)
Part.Transparency = i
Numbb = Numbb + randnumb
end
Part.Parent = nil
end), prt)
end
for i = 1, 3 do
BreakEffect(BrickColor.new("Bright green"), s.CFrame, 0.5,
math.random(5, 10), 0.5)
end
coroutine.wrap(function()
for i, v in pairs(IsNear(Torso.Position, 35, nil, true)) do
if v ~= Char then
if Damaged[v:FindFirstChild("Humanoid")] and tick() -
Damaged[v:FindFirstChild("Humanoid")] < 0.5 then
return
end
v:FindFirstChild("Humanoid").Health =
v:findFirstChild("Humanoid").Health - 25
v:findFirstChild("Humanoid").PlatformStand = true
local vu = Instance.new("BodyVelocity",
v:findFirstChild("Torso"))
vu.P = 500
vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
vu.velocity = Head.CFrame.lookVector * 60
game:GetService("Debris"):AddItem(vu, 0.267)
Damaged[v:FindFirstChild("Humanoid")] = tick()
end
end
end)()
s:Destroy()
end)()
game:service("RunService").Stepped:wait()
end
end
wait(3)
hum.WalkSpeed = speed
otheranims = false
end
end
end)
mouse.KeyUp:connect(function(k)
if k:byte() == 48 then
coroutine.wrap(function()
for i = 60, 70 do
camera.FieldOfView = i
wait()
end
end)()
hum.WalkSpeed = speed
elseif k:byte() == 50 then
Ctrl = false
elseif k == "g" then
Shielding = false
otheranims = false
end
end)
game.Lighting.TimeOfDay = "06:10:00"
pcall(game.Destroy, game:service("Lighting"):findFirstChild("SunRayz"))
local sr = Instance.new("SunRaysEffect", game.Lighting)
sr.Intensity = 0.1
sr.Name = "SunRayz"
hum.JumpPower = 10
Jumping = false
lastCtrl = tick()
Character.Humanoid.Jumping:connect(function()
if Jumping then
return
end
local eCtrl = Ctrl
if eCtrl then
if tick() - lastCtrl < 0.2 then
eCtrl = false
end
lastCtrl = tick()
end
Mode = "Jumping"
Jumping = true
local vu = Instance.new("BodyVelocity", Torso)
vu.P = 500
vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
vu.velocity = Vector3.new(Head.CFrame.lookVector.X * (eCtrl and 60 or 10), eCtrl
and 10 or 20, Head.CFrame.lookVector.Z * (eCtrl and 60 or 10))
game:GetService("Debris"):AddItem(vu, 0.267)
wait(0.7)
Jumping = false
end)
spawn(function()
while true do
local Size = Vector3.new(TrailPart.Size.X, TrailPart.Size.Y, TrailPart.Size.Z)
if Slash == true then
local P1 = (TrailPart.CFrame * CFrame.new(Size / 2)).p
local P2 = (TrailPart.CFrame * CFrame.new(Size / -2)).p
if LastTrail then
local p1 = CreateTriangle(Char, LastTrail[2], LastTrail[1], P2)
local p2 = CreateTriangle(Char, LastTrail[1], P1, P2)
Trails[#Trails + 1] = p1
Trails[#Trails + 1] = p2
end
LastTrail = {P1, P2}
else
LastTrail = nil
end
for i, v in pairs(Trails) do
v:SetProperty("Transparency", v:GetProperty("Transparency") + 0.1)
if 1 <= v:GetProperty("Transparency") then
v:Destroy()
Trails[i] = nil
end
end
rwait(0.5)
end
end)
SlashDamage = Damage(TrailPart)
local count = 0
local t = tick()
local Smooth = 1
local sine = 0
local change = 1
coroutine.wrap(function()
game:service("RunService").Heartbeat:connect(function()
local torso = char:FindFirstChild("Torso")
local mg = Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude
if not otheranims then
if mg < 3 and not Jumping then
Mode = "Idling"
elseif mg > 3 and mg < 10 and not Jumping then
Mode = "Walking"
elseif mg > 10 and not Jumping then
Mode = "Running"
elseif Jumping and Vector3.new(0, torso.Velocity.y, 0).magnitude > 2 and mg >
1 then
Mode = "Jumping"
end
end
count = count % 100 + 0.2 * hum.WalkSpeed / 6.5
angle = math.pi * math.sin(math.pi * 2 / 100 * count)
t = t + 0.2 * Smooth
sine = sine + change
if Mode == "Jumping" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.6, -0.6) * CFrame.Angles(0,
-math.rad(10), 0), 0.4)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.4, -0.3), 0.4)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4)
lerp(lm, lm.C0, lsc0 * CFrame.Angles(-math.rad(20), 0, -math.rad(30)), 0.4)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(-math.rad(20), 0, math.rad(30)), 0.4)
lerp(rj, rj.C0, rootc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4)
elseif Mode == "Idling" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 20) / 7, 0) *
CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 20) / 7, 0) *
CFrame.Angles(0, 0, -math.rad(8)), 0.3)
if not Sheathed then
lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.cos(t / 20) / 7, 0) *
CFrame.Angles(-1 * math.cos(t / 20) / 7, -math.rad(15), 0), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.sin(t / 20) / 7, -math.rad(5),
-math.rad(20)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 20) / 7, math.rad(5),
math.rad(20)), 0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 20) / 7) *
CFrame.Angles(0, 0, math.rad(15)), 0.3)
lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
else
lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.sin(t / 20) / 15, 0) *
CFrame.Angles(-2 * math.cos(t / 15) / 20, -math.rad(5), 0), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.sin(t /
20) / 20, -math.rad(5), -math.rad(10)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, -0.2, 0) *
CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.sin(t / 20) / 15, math.rad(5),
math.rad(Grabbed and 20 or 0) + math.rad(10)), 0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 20) / 15) *
CFrame.Angles(0, 0, math.rad(5)), 0.3)
end
elseif Mode == "Walking" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2,
-0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine /
14) / 2.3, 0, 0), 0.4)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2,
-0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine /
14) / 2.3, 0, 0), 0.4)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine /
7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9),
-math.sin(sine / 20) / 6) * CFrame.Angles(-math.rad(20 * math.cos(sine / 17)),
math.rad(0), -math.rad(12)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), math.sin(sine
/ 20) / 6) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.rad(20 *
math.cos(sine / 17)), math.rad(0), math.rad(Grabbed and 20 or 0) + math.rad(12)),
0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) *
CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 *
math.cos(sine / 14))), 0.2)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
end
elseif Mode == "Running" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 10) / 2,
-0.05 + -math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine /
10) / 2, 0, 0), 0.4)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 10) / 2,
-0.05 + math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine /
10) / 2, 0, 0), 0.4)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(6 + 6 * math.cos(sine /
10) / 2), math.rad(0), math.rad(0)), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine /
10) / 5), -math.rad(-40 + 10 * math.cos(sine / 10) / 5), -math.rad(50 - 10 *
math.cos(sine / 10) / 5)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine /
10) / 5), math.rad(-40 + 10 * math.cos(sine / 10) / 5), math.rad(50 - 10 *
math.cos(sine / 10) / 5)), 0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1 + 0.2 * math.cos(sine / 10) / 2, 0)
* CFrame.Angles(math.rad(14 + 10 * math.cos(sine / 10) / 2), -math.cos(t / 6) / 30
+ math.sin(rootpart.RotVelocity.y / 2) / 6, math.rad(0)), 0.2)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
end
elseif Mode == "Sheath" then
if mg > 3 and mg < 18 then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2,
-0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine /
14) / 2.3, 0, 0), 0.4)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2,
-0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine /
14) / 2.3, 0, 0), 0.4)
else
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) *
CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) *
CFrame.Angles(0, 0, -math.rad(8)), 0.3)
end
lerp(neck, neck.C0, neckc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) *
CFrame.Angles(-1 * math.cos(t / 25) / 10, -math.rad(15), 0), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(10), math.rad(120),
-math.rad(60)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.6, -0.2) *
CFrame.Angles(math.rad(175), math.rad(0), math.rad(20)), 0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 15) / 15) *
CFrame.Angles(0, 0, math.rad(15)), 0.3)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(-0.5, -1.6, -0.85) *
CFrame.Angles(math.rad(92), math.rad(26), math.rad(90)), 1)
end
elseif Mode == "Slash11" then
if mg > 3 then
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 *
math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) *
CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 *
math.cos(sine / 14))), 0.6)
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2,
-0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine /
14) / 2.3, 0, 0), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2,
-0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine /
14) / 2.3, 0, 0), 0.6)
else
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-
math.rad(40), math.rad(30), math.rad(20)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) *
CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) *
CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
end
lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60),
-math.rad(60), math.rad(110)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-
math.rad(20), 0, math.rad(90)), 1)
end
elseif Mode == "Slash12" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) *
CFrame.Angles(math.rad(10), -math.rad(60), math.rad(10)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-
math.rad(10), math.rad(0), -math.rad(10)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(30), -math.rad(70),
math.rad(30)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(30), -math.rad(30)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90),
math.rad(50), math.rad(40)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20),
math.rad(0), math.rad(90)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-
math.rad(90), math.rad(0), math.rad(60)), 1)
end
elseif Mode == "Slash31" then
if mg > 3 then
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 *
math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) *
CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 *
math.cos(sine / 14))), 0.6)
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2,
-0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine /
14) / 2.3, 0, 0), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2,
-0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine /
14) / 2.3, 0, 0), 0.6)
else
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.5, -0.3) *
CFrame.Angles(math.rad(10), 0, 0), 0.4)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(0), math.rad(5), -math.rad(5)), 0.4)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(15), math.rad(15),
math.rad(0)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(10),
0, -math.rad(15)), 0.6)
end
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20),
math.rad(10), -math.rad(20)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60),
-math.rad(60), math.rad(110)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-
math.rad(20), 0, math.rad(90)), 1)
end
elseif Mode == "Slash32" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) *
CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-
math.rad(20), math.rad(0), -math.rad(20)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50),
math.rad(20)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(30), -math.rad(30)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50),
math.rad(50), math.rad(50)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20),
math.rad(0), math.rad(60)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, 0) * CFrame.Angles(-
math.rad(90), math.rad(0), math.rad(90)), 1)
end
elseif Mode == "Slash21" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) *
CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(10), math.rad(0), -math.rad(10)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(10), -math.rad(20),
math.rad(10)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(20), -math.rad(20)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90),
math.rad(10), math.rad(60)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(10),
math.rad(0), math.rad(40)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-
math.rad(90), math.rad(0), math.rad(60)), 1)
end
elseif Mode == "Bash11" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-
math.rad(40), math.rad(30), math.rad(20)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) *
CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(30), -math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5),
math.rad(20)), 0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0),
math.rad(0), -math.rad(30)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(0)), 1)
end
elseif Mode == "Kneeling" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-
math.rad(90), math.rad(0), math.rad(0)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 1, -0.6) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(30), math.rad(0), -math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(0), -math.rad(20)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5),
math.rad(20)), 0.2)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -1) * CFrame.Angles(math.rad(0),
math.rad(0), -math.rad(0)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) *
CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
end
elseif Mode == "Stomp1" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.85, -0.4) *
CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(15), math.rad(0), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(0), math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(140),
math.rad(0), math.rad(30)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(140),
math.rad(0), -math.rad(30)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15),
math.rad(0), math.rad(0)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(0)), 1)
end
elseif Mode == "Stomp2" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.1, -0.4) *
CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(0), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20),
math.rad(30), -math.rad(30)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20),
-math.rad(30), math.rad(30)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(15),
math.rad(0), math.rad(0)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(0)), 1)
end
elseif Mode == "Knee" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(25), math.rad(0), math.rad(0)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.75, -1.2) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20),
math.rad(30), -math.rad(30)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20),
-math.rad(30), math.rad(30)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, -0.3, 0) * CFrame.Angles(math.rad(15),
math.rad(0), math.rad(0)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(0)), 1)
end
elseif Mode == "Grabbing" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0,
-math.rad(0), math.rad(8)), 0.3)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0,
-math.rad(8)), 0.3)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0,
-math.rad(0), 0), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5),
math.rad(20)), 0.2)
elseif Mode == "Throw1" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) *
CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-
math.rad(20), math.rad(0), -math.rad(20)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50),
math.rad(20)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(30), -math.rad(30)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(80),
math.rad(50), math.rad(50)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20),
math.rad(0), math.rad(60)), 0.6)
elseif Mode == "Beam" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0,
-math.rad(0), math.rad(8)), 0.3)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0,
-math.rad(8)), 0.3)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0,
-math.rad(0), 0), 0.2)
lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)), 0.2)
lerp(rm, rm.C0, rsc0 * CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(170),
math.rad(5), math.rad(20)), 0.2)
elseif Mode == "Shielding" then
if mg > 3 then
lerp(lm, lm.C0, lsc0 * CFrame.new(0.7, -0.5, -0.5) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(85)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5),
math.rad(20)), 0.2)
lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 *
math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) *
CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 *
math.cos(sine / 14))), 0.6)
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2,
-0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine /
14) / 2.3, 0, 0), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2,
-0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine /
14) / 2.3, 0, 0), 0.6)
else
lerp(lm, lm.C0, lsc0 * CFrame.new(0.1, -0.5, -0.5) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5),
math.rad(20)), 0.2)
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-
math.rad(40), math.rad(30), math.rad(20)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) *
CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) *
CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
end
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(0)), 1)
end
elseif Mode == "Stabbing1" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.85, -0.4) *
CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(15), math.rad(0), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0),
math.rad(0), math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0.5, 0.5, 0) * CFrame.Angles(math.rad(130),
math.rad(0), math.rad(40)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(-0.5, 0.5, 0) *
CFrame.Angles(math.rad(130), math.rad(0), -math.rad(40)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15),
math.rad(0), math.rad(0)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) *
CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
end
elseif Mode == "Stabbing2" then
lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.4, -0.6) * CFrame.Angles(-
math.rad(10), math.rad(0), math.rad(0)), 0.6)
lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-
math.rad(60), math.rad(0), math.rad(0)), 0.6)
lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-
math.rad(0), math.rad(0), -math.rad(0)), 0.6)
lerp(lm, lm.C0, lsc0 * CFrame.new(0.5, 0.5, -0.8) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(40)), 0.6)
lerp(rm, rm.C0, rsc0 * CFrame.new(-0.5, 0.5, -0.8) *
CFrame.Angles(math.rad(90), math.rad(0), -math.rad(40)), 0.6)
lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, -0.7) * CFrame.Angles(math.rad(0),
math.rad(0), -math.rad(0)), 0.6)
if not Sheathed then
lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) *
CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
end
end
end)
end)()
coroutine.wrap(function()
for i = 1, 3 do
MediumParticleEmit(Head, "Bright green")
wait(0.05)
MediumParticleEmit(Head, "Really black")
wait(0.03)
end
end)()

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