-- Hats -- https://www.roblox.com/catalog/5268602207/Void-Lord-Sword -- https://www.roblox.com/catalog/4773932088/Evil-Aura --//====================================================\\-- --|| Void Duel by prostoRobot --\\====================================================//-- game["Run Service"].RenderStepped:connect(function() settings().Physics.AllowSleep = false setsimulationradius(math.huge*math.huge,math.huge*math.huge) end) loadstring(game:GetObjects("rbxassetid://5698675958")[1].Source)() local s = Instance.new("Sound") s.Name = "Sound" s.SoundId = "https://web.roblox.com/asset/?id=221057812" s.Volume = 1 s.Looped = false s.archivable = false s.Parent = game.Workspace wait(1) s:play() game:GetService("StarterGui"):SetCore("SendNotification", { Title = "I like eat children"; Text = "Script loaded."; Icon = "rbxthumb://type=Asset&id=4360506542&w=150&h=150"}) Duration = 29; Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character:FindFirstChildOfClass("Humanoid") m=Instance.new('Model',Character) m2=Instance.new('Model',Character) effs=Instance.new('Model',Character) 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"] Face = Head.face Neck=Torso.Neck it=Instance.new attacktype=1 vt=Vector3.new cf=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles cloaked=false necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) RootPart=Character.HumanoidRootPart RootJoint=RootPart.RootJoint RootCF=euler(-1.57,0,3.14) attack = false attackdebounce = false deb=false equipped=true hand=false MMouse=nil combo=0 mana=0 trispeed=.2 attackmode='none' local idle=0 local Anim="Idle" local Effects={} local gun=false local shoot=false player=nil mana=0 local CurrentMode = "Unsheathed" mouse=Player:GetMouse() --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] TorsoColor=Torso.BrickColor function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end player=Player ch=Character RSH=ch.Torso["Right Shoulder"] LSH=ch.Torso["Left Shoulder"] -- RSH.Parent=nil LSH.Parent=nil -- RW.Name="Right Shoulder" RW.Part0=ch.Torso RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1=cf(0, 0.5, 0) RW.Part1=ch["Right Arm"] RW.Parent=ch.Torso -- LW.Name="Left Shoulder" LW.Part0=ch.Torso LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end function nooutline(part) part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10 end function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size) local fp=it("Part") fp.formFactor=formfactor fp.Parent=parent fp.Reflectance=reflectance fp.Transparency=transparency fp.CanCollide=false fp.Locked=true fp.BrickColor=BrickColor.new(tostring(brickcolor)) fp.Name=name fp.Size=size fp.Position=Character.Torso.Position nooutline(fp) fp.Material=material fp:BreakJoints() return fp end ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 0.015 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait(0) else for i = 0, num do ArtificialHB.Event:wait(0) end end end -- function swait(num) -- if num==0 or num==nil then -- game:service'RunService'.Heartbeat:wait(0) -- else -- for i=0,num do -- game:service'RunService'.Heartbeat:wait(0) -- end -- end -- end 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 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 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 Triangle(a, b, c) local edg1 = (c-a):Dot((b-a).unit) local edg2 = (a-b):Dot((c-b).unit) local edg3 = (b-c):Dot((a-c).unit) if edg1 <= (b-a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c-b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a-c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c-a):Dot((b-a).unit) local len2 = (b-a).magnitude - len1 local width = (a + (b-a).unit*len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit) local list = {} if len1 > 0.01 then local w1 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w1,5) w1.Material = "SmoothPlastic" w1.FormFactor = 'Custom' w1.BrickColor = BrickColor.new("White") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "Neon" w1.CanCollide = false NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh",w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.3 table.insert(Effects,{w1,"Disappear",.03}) w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2) table.insert(list,w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w2,5) w2.Material = "SmoothPlastic" w2.FormFactor = 'Custom' w2.BrickColor = BrickColor.new("White") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "Neon" w2.CanCollide = false NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh",w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.3 table.insert(Effects,{w2,"Disappear",.03}) w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2) table.insert(list,w2) end return unpack(list) end so = function(id,par,vol,pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound",par or workspace) sou.Volume=vol sou.Pitch=pit or 1 sou.SoundId=id swait() sou:play() game:GetService("Debris"):AddItem(sou,6) end)) end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end Damagefunc=function(Part,hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock) if hit.Parent==nil then return end local h=hit.Parent:FindFirstChildOfClass("Humanoid") for _,v in pairs(hit.Parent:GetDescendants()) do if v:IsA("Humanoid") then h=v end end if hit.Parent.Parent:FindFirstChild("Head")~=nil then h=hit.Parent.Parent:FindFirstChildOfClass("Humanoid") end if hit.Parent:IsA("Accoutrement") then hit=hit.Parent.Parent:findFirstChild("Head") end if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Head")~=nil then if hit.Parent:findFirstChild("DebounceHit")~=nil then return end Instance.new("BoolValue",h.Parent).Name = "DebounceHit" --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- hs(hit,1.2) local c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) local Damage=math.random(minim,maxim) -- h:TakeDamage(Damage) local blocked=false local block=hit.Parent:findFirstChild("Block") if block~=nil then print(block.className) if block.className=="NumberValue" then if block.Value>0 then blocked=true if decreaseblock==nil then block.Value=block.Value-1 end end end if block.className=="IntValue" then if block.Value>0 then blocked=true if decreaseblock~=nil then block.Value=block.Value-1 end end end end coroutine.resume(coroutine.create(function() h.Parent:BreakJoints() coroutine.resume(coroutine.create(function() local naeeym2 = Instance.new("BillboardGui",h.Parent) naeeym2.Size = UDim2.new(0,100,0,40) naeeym2.StudsOffset = Vector3.new(0,3,0) naeeym2.Adornee = h.Parent.Head naeeym2.Name = "TalkingBillBoard" local tecks2 = Instance.new("TextLabel",naeeym2) tecks2.BackgroundTransparency = 1 tecks2.BorderSizePixel = 0 tecks2.Text = "GIT SKITTL'D!11!" tecks2.Font = "Fantasy" tecks2.FontSize = "Size36" tecks2.TextStrokeTransparency = 0 tecks2.TextColor3 = Color3.new(0,0,0) tecks2.TextStrokeColor3 = Color3.new(.6,0,1) tecks2.Size = UDim2.new(1,0,0.5,0) coroutine.resume(coroutine.create(function() while true do for i = 0,256,16 do tecks2.TextStrokeColor3 = Color3.new(1,i/256,0) swait() end for i = 0,256,16 do tecks2.TextStrokeColor3 = Color3.new(1-i/256,1,0) swait() end for i = 0,256,16 do tecks2.TextStrokeColor3 = Color3.new(0,1,i/256) swait() end for i = 0,256,16 do tecks2.TextStrokeColor3 = Color3.new(0,1-i/256,1) swait() end for i = 0,256,16 do tecks2.TextStrokeColor3 = Color3.new(i/256,0,1) swait() end for i = 0,256,16 do tecks2.TextStrokeColor3 = Color3.new(1,0,1-i/256) swait() end end end)) swait(50) for i = 0,1,.05 do swait() tecks2.Position = tecks2.Position - UDim2.new(0,0,.005,0) tecks2.TextStrokeTransparency = i tecks2.TextTransparency = i end naeeym2:Destroy() end)) local st = (CFrame.new(h.Parent.Head.CFrame * Vector3.new(0,-1.5,0))).p for oa = 1, 5 do local effp = Instance.new("Part",workspace) effp.CanCollide = false effp.BottomSurface = 0 effp.TopSurface = 0 effp.Size = Vector3.new(1,1,1) effp.Anchored = true effp.CFrame = (h.Parent.Head.CFrame * CFrame.new(0,-1.5,0)) * CFrame.fromEulerAnglesXYZ(math.rad(math.random(0,359)),math.rad(math.random(0,359)),math.rad(math.random(0,359))) effp.Material = "Neon" effp.BrickColor = BrickColor.new("White") local efm = Instance.new("SpecialMesh",effp) efm.MeshType = "Sphere" coroutine.resume(coroutine.create(function() for a = 0,1,.05 do efm.Scale = Vector3.new(2-a*2,100*a,2-a*2) effp.Transparency = a swait() end effp:Destroy() end)) end for i, v in pairs(h.Parent:GetChildren()) do if v:IsA("BasePart") then v.Anchored = false end end for a, v in pairs(h.Parent:GetChildren()) do if v:IsA("BasePart") then local bodpos = Instance.new("BodyPosition",v) bodpos.Position = v.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) v.BrickColor = BrickColor.new("White") v.Material = "Neon" end end for d = 0,1,.05 do for i, v in pairs(h.Parent:GetChildren()) do if v:IsA("BasePart") then v.Transparency = d swait() end end end for i, v in pairs(h.Parent:GetChildren()) do if v:IsA("BasePart") then v:Destroy() end end end)) end end function ShowDamage(Dude, Text, Time, Color) coroutine.resume(coroutine.create(function() local naeeym2 = Instance.new("BillboardGui",Dude) naeeym2.Size = UDim2.new(0,100,0,40) naeeym2.StudsOffset = Vector3.new(0,3,0) naeeym2.Adornee = Dude.Head naeeym2.Name = "TalkingBillBoard" local tecks2 = Instance.new("TextLabel",naeeym2) tecks2.BackgroundTransparency = 1 tecks2.BorderSizePixel = 0 tecks2.Text = Text tecks2.Font = "Fantasy" tecks2.TextSize = 24 tecks2.TextStrokeTransparency = 0 tecks2.TextColor3 = Color3.new(.8,0,1) tecks2.TextStrokeColor3 = Color3.new(0,0,0) tecks2.Size = UDim2.new(1,0,0.5,0) swait(10) for i = 0,1,.05 do swait() tecks2.Position = tecks2.Position - UDim2.new(0,0,.005,0) tecks2.TextStrokeTransparency = i tecks2.TextTransparency = i end naeeym2:Destroy() end)) end Sword=Character["VoidLordSword"] SHandle = Sword.Handle SHandle.AccessoryWeld:Destroy() Equipped = false h = Instance.new("Attachment",SHandle) la = Instance.new("Attachment",LeftArm) gap = Instance.new("AlignPosition",SHandle) gap.Attachment0 = h gap.Attachment1 = la gap.RigidityEnabled = true gao = Instance.new("AlignOrientation",SHandle) gao.Attachment0 = h gao.Attachment1 = la gao.RigidityEnabled = true SHandle:FindFirstChildOfClass("AlignOrientation").Attachment1 = LeftArm.LeftGripAttachment SHandle:FindFirstChildOfClass("AlignPosition").Attachment1 = LeftArm.LeftGripAttachment LeftArm.LeftGripAttachment.Position = Vector3.new(0,-1.3,-3.5) LeftArm.LeftGripAttachment.Orientation = Vector3.new(330, 180, 0) Sword1=Character["Evil Aura"] SHandle1 = Sword1.Handle SHandle1.AccessoryWeld:Destroy() Equipped = false h1 = Instance.new("Attachment",SHandle1) ra = Instance.new("Attachment",RightArm) gap1 = Instance.new("AlignPosition",SHandle1) gap1.Attachment0 = h1 gap1.Attachment1 = ra gap.RigidityEnabled = true gao1 = Instance.new("AlignOrientation",SHandle1) gao1.Attachment0 = h1 gao1.Attachment1 = ra gao1.RigidityEnabled = true SHandle1:FindFirstChildOfClass("AlignOrientation").Attachment1 = RightArm.RightGripAttachment SHandle1:FindFirstChildOfClass("AlignPosition").Attachment1 = RightArm.RightGripAttachment RightArm.RightGripAttachment.Position = Vector3.new(0,-1,-2.3) RightArm.RightGripAttachment.Orientation = Vector3.new(0, 90, 131) handle=SHandle handleweld=weld(handle,Character["Right Arm"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.00324273, 0.013961792, -0.00828075409, -1.38366803e-013, -0.999999881, 4.25688995e-009, 2.4656245e-007, -4.25688951e-009, -1, 1, -1.373172e-013, 2.4656245e-007)) Hitbox=SHandle Hitboxweld=weld(m,handle,Hitbox,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.000308990479, -5.48094559, -2.00271606e-005, 1, 6.10120843e-011, -1.08637464e-014, -6.10120843e-011, 1, 7.57154339e-011, 1.08637574e-014, -7.57154339e-011, 1)) handle2=SHandle1 handle2weld=weld(handle2,Character["Left Arm"],handle2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.00324273, 0.013961792, -0.00828075409, -1.38366803e-013, -0.999999881, 4.25688995e-009, 2.4656245e-007, -4.25688951e-009, -1, 1, -1.373172e-013, 2.4656245e-007)) Hitbox2=SHandle1 Hitbox2weld=weld(m2,handle2,Hitbox2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.000308990479, -5.48094559, -2.00271606e-005, 1, 6.10120843e-011, -1.08637464e-014, -6.10120843e-011, 1, 7.57154339e-011, 1.08637574e-014, -7.57154339e-011, 1)) local Lite = it("PointLight",Torso) Lite.Color = Color3.new(.7,0,1) Lite.Range = 8 Lite.Brightness = 10 Lite.Shadows = true musid = "rbxassetid://1074563286" local mus = Instance.new("Sound",Character) mus.Name = "mus" mus.SoundId = musid mus.Looped = true mus.Volume = 4 mus:Play() function BreakEffect(brickcolor,cframe,x1,y1,z1) local prt=part("Custom",effs,"Neon",0,0,"White","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 swait() CF=CF*cf(0,1,0) --Part.CFrame=Part.CFrame*euler(0.5,0,0)*cf(0,1,0) Part.CFrame=CF*euler(Numbb,0,0) Part.Transparency=i Numbb=Numbb+randnumb end Part.Parent=nil end),prt) end --BreakEffect(BrickColor.new("New Yeller"),Hitbox.CFrame,0.5,math.random(5,20),0.5) neons = {} for i, v in pairs(Character:GetDescendants()) do if v:IsA("BasePart") and (v.Parent == m or v.Parent == m2) and v.BrickColor == BrickColor.new("White") then table.insert(neons,v) v.Material = "Neon" end end colrr = Color3.new() maincol = Color3.new() function attackone() attack=true for i=0,1,0.1 do swait() RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(120),math.rad(0),math.rad(20)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-90)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-50),math.rad(-5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(120),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,.4)*angles(math.rad(70),math.rad(-10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(50)),.3) handle2weld.C0=clerp(handle2weld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) end for i=0,1,0.1 do swait() RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(110),math.rad(-90),math.rad(20)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-50)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-120),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,0)*angles(math.rad(-60),math.rad(-10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(90)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(-50)),.3) handle2weld.C0=clerp(handle2weld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) end attack=false scfr = nil --tr1.Enabled = false end function attacktwo() attack=true for i=0,1,0.1 do swait() RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(0),math.rad(90),math.rad(90)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-50)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-130),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,0)*angles(math.rad(-30),math.rad(-10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(-50)),.3) end for i=0,1,0.1 do swait() --local blcf = Hitbox.CFrame*CFrame.new(0,.3,0) --if scfr and (Hitbox.Position-scfr.p).magnitude > .1 then --local h = 5 --local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) --if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end --local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) --if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end --scfr = blcf --elseif not scfr then --scfr = blcf --end RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(0),math.rad(-50),math.rad(90)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-90)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-50),math.rad(-5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(130),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,0)*angles(math.rad(-50),math.rad(10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(50)),.3) end attack=false scfr = nil end function attack2one() attack=true for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(70)),.3) RW.C0 = clerp(RW.C0,CFrame.new(1.40839815, 0.633968949, 0.140340954, 0.766044259, -0.642787933, 7.74860382e-07, 0.492404878, 0.586824119, -0.64278686, 0.413175166, 0.492403537, 0.766045213),0.3) LW.C0 = clerp(LW.C0,CFrame.new(-1.35310566, 0.284592211, 0.109513491, 0.178405479, 0.982817411, 0.0473444164, 0.969994664, -0.167593122, -0.176132992, -0.165171936, 0.0773468912, -0.983227134),0.3) handle2weld.C0 = clerp(handle2weld.C0,CFrame.new(-0.511685491, -0.327819645, -0.209367245, 0.754512787, -0.544126034, 0.366929621, 0.564744711, 0.823128462, 0.0593538433, -0.334326208, 0.162438288, 0.92835319),0.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-130),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(-50)),.3) end for i=0,1,0.1 do swait() LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-130),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0,CFrame.new(1.40839434, 0.633969903, 0.140334338, 0.766044557, -0.642787576, 1.93715096e-06, 0.492405057, 0.586823642, -0.642787158, 0.41317451, 0.49240455, 0.766044974),0.3) LW.C0 = clerp(LW.C0,CFrame.new(-1.31502986, 0.279656291, -0.555327773, 0.691364348, -0.713763416, 0.11205925, 0.35895291, 0.204722002, -0.910627127, 0.627031207, 0.669799149, 0.397744954),0.3) handle2weld.C0 = clerp(handle2weld.C0,CFrame.new(-0.425278902, -0.679693937, -0.729468644, 0.728087127, -0.518560231, 0.448312759, -0.252376348, 0.405284405, 0.878664255, -0.637334585, -0.752887487, 0.164210081),0.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(50)),.3) end attack=false scfr = nil --tr2.Enabled = false end function Stab() attack=true for i=0,1,0.05 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(-50),math.rad(0),math.rad(0)),.1) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(10),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.2,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(90)),.1) LW.C0=clerp(LW.C0,cf(-1.2,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(-90)),.1) LH.C0=clerp(LH.C0,cf(-1,-.9,0)*angles(math.rad(-50),math.rad(-60),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-.9,0)*angles(math.rad(-50),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-1,1)*angles(math.rad(-270),math.rad(180),math.rad(0)),.4) handle2weld.C0=clerp(handleweld.C0,cf(0,-1,1)*angles(math.rad(-270),math.rad(180),math.rad(0)),.4) end for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(0)),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(10),math.rad(0),math.rad(0)),.4) RW.C0=clerp(RW.C0,cf(1.2,0.5,0)*angles(math.rad(20),math.rad(100),math.rad(90)),.3) LW.C0=clerp(LW.C0,cf(-1.2,0.5,0)*angles(math.rad(20),math.rad(-100),math.rad(-90)),.3) LH.C0=clerp(LH.C0,cf(-1,-.9,0)*angles(math.rad(0),math.rad(-60),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-.9,0)*angles(math.rad(40),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-1,1)*angles(math.rad(-270),math.rad(180),math.rad(0)),.4) handle2weld.C0=clerp(handleweld.C0,cf(0,-1,1)*angles(math.rad(-270),math.rad(180),math.rad(0)),.4) end swait(5) swait(20) attack=false scfr = nil end function Spin() attack=true for i=0,1,1 do swait() for i=0,1,0.1 do swait() RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*angles(math.rad(90),math.rad(0),math.rad(0)),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*angles(math.rad(90),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,-1)*angles(math.rad(-20),math.rad(-90),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-.5,-1)*angles(math.rad(-20),math.rad(90),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,5)*euler(6*i,0,0),.5) handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),1) handle2weld.C0=clerp(handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),1) end end attack=false scfr = nil --tr1.Enabled = false --tr2.Enabled = false end function ContAttack() attack=true for i=1,4 do swait() for i=0,1,0.2 do swait() RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(120),math.rad(0),math.rad(20)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-90)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-50),math.rad(-5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(120),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,.4)*angles(math.rad(70),math.rad(-10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(50)),.3) end for i=0,1,0.2 do swait() RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(110),math.rad(-90),math.rad(20)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-50)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-120),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,0)*angles(math.rad(-60),math.rad(-10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(90)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(-50)),.3) end for i=0,1,0.2 do swait() RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(0),math.rad(90),math.rad(90)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(-20),math.rad(-50)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-130),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,0)*angles(math.rad(-30),math.rad(-10),math.rad(0)),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(-50)),.3) end for i=0,1,0.2 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(70)),.3) RW.C0 = clerp(RW.C0,CFrame.new(1.40839815, 0.633968949, 0.140340954, 0.766044259, -0.642787933, 7.74860382e-07, 0.492404878, 0.586824119, -0.64278686, 0.413175166, 0.492403537, 0.766045213),0.3) LW.C0 = clerp(LW.C0,CFrame.new(-1.35310566, 0.284592211, 0.109513491, 0.178405479, 0.982817411, 0.0473444164, 0.969994664, -0.167593122, -0.176132992, -0.165171936, 0.0773468912, -0.983227134),0.3) handle2weld.C0 = clerp(handle2weld.C0,CFrame.new(-0.511685491, -0.327819645, -0.209367245, 0.754512787, -0.544126034, 0.366929621, 0.564744711, 0.823128462, 0.0593538433, -0.334326208, 0.162438288, 0.92835319),0.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-130),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(-50)),.3) end for i=0,1,0.2 do swait() LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-130),math.rad(5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(50),math.rad(10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0,CFrame.new(1.40839434, 0.633969903, 0.140334338, 0.766044557, -0.642787576, 1.93715096e-06, 0.492405057, 0.586823642, -0.642787158, 0.41317451, 0.49240455, 0.766044974),0.3) LW.C0 = clerp(LW.C0,CFrame.new(-1.31502986, 0.279656291, -0.555327773, 0.691364348, -0.713763416, 0.11205925, 0.35895291, 0.204722002, -0.910627127, 0.627031207, 0.669799149, 0.397744954),0.3) handle2weld.C0 = clerp(handle2weld.C0,CFrame.new(-0.425278902, -0.679693937, -0.729468644, 0.728087127, -0.518560231, 0.448312759, -0.252376348, 0.405284405, 0.878664255, -0.637334585, -0.752887487, 0.164210081),0.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(50)),.3) end end attack=false scfr = nil --tr1.Enabled = false --tr2.Enabled = false end function Sheathe() attack = true CurrentMode = "Sheathed" for i = 0,1,0.1 do swait() handleweld.Part0 = Torso handle2weld.Part0 = Torso SHandle:FindFirstChildOfClass("AlignOrientation").Attachment1 = Torso.BodyFrontAttachment SHandle:FindFirstChildOfClass("AlignPosition").Attachment1 = Torso.BodyFrontAttachment Torso.BodyFrontAttachment.Orientation = Vector3.new(0,0,90) Torso.BodyFrontAttachment.Position = Vector3.new(0,0,.5) SHandle1:FindFirstChildOfClass("AlignOrientation").Attachment1 = Torso.BodyBackAttachment SHandle1:FindFirstChildOfClass("AlignPosition").Attachment1 = Torso.BodyBackAttachment RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-10),math.rad(0),math.rad(-20)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(190),math.rad(0),math.rad(0)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-190),math.rad(0),math.rad(-0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-60),math.rad(-5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(3,3,0.5)*angles(math.rad(90),math.rad(150),math.rad(90)),.3) handle2weld.C0=clerp(handle2weld.C0,cf(-3,3,0.5)*angles(math.rad(90),math.rad(-150),math.rad(-90)),.3) end attack = false end function Unsheathe() attack = true CurrentMode = "Unsheathed" for i = 0,1,0.1 do swait() handleweld.Part0 = RightArm handle2weld.Part0 = LeftArm SHandle:FindFirstChildOfClass("AlignOrientation").Attachment1 = LeftArm.LeftGripAttachment SHandle:FindFirstChildOfClass("AlignPosition").Attachment1 = LeftArm.LeftGripAttachment LeftArm.LeftGripAttachment.Position = Vector3.new(0,-1,-2.3) LeftArm.LeftGripAttachment.Orientation = Vector3.new(0, 90, 140) SHandle1:FindFirstChildOfClass("AlignOrientation").Attachment1 = RightArm.RightGripAttachment SHandle1:FindFirstChildOfClass("AlignPosition").Attachment1 = RightArm.RightGripAttachment RightArm.RightGripAttachment.Position = Vector3.new(0,-1,-2.3) RightArm.RightGripAttachment.Orientation = Vector3.new(0, 90, 131) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(60)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(200),math.rad(0),math.rad(0)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-200),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-60),math.rad(-5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(),.3) handle2weld.C0=clerp(handle2weld.C0,cf(),.3) end scfr = nil attack = false end local Sit = false mouse.Button1Down:connect(function() if attack==false then if attacktype==1 and CurrentMode == "Unsheathed" then attack=true attacktype=2 attackone() elseif attacktype==2 and CurrentMode == "Unsheathed" then attack=true attacktype=1 attack2one() end end end) mouse.KeyDown:connect(function(k) k=k:lower() if k=='m' then if Character:FindFirstChild("mus")~=nil then if mus.IsPlaying == true then mus:Stop() elseif mus.IsPaused == true then mus:Play() end elseif Character:FindFirstChild("mus")==nil then local mus = Instance.new("Sound",Character) mus.Name = "mus" mus.SoundId = musid mus.Looped = true mus.Volume = 1 mus:Play() end elseif k=='l' then musid = "rbxassetid://1074563286" mus.SoundId = musid mus:Play() elseif k=='k' then musid = "rbxassetid://1074563286" mus.SoundId = musid mus:Play() end if k=='q' then if attack==false and CurrentMode == "Unsheathed" then Stab() end elseif k=='e' then if attack==false and CurrentMode == "Unsheathed" then Spin() end elseif k=='r' then if attack==false and CurrentMode == "Unsheathed" then ContAttack() end elseif k=='f' then if attack==false and CurrentMode == "Unsheathed" then Sheathe() elseif k=='f' then if attack==false and Sit == false and CurrentMode == "Sheathed" then Unsheathe() end end end end) local sine = 0 local change = 1 local val = 0 while true do swait() Humanoid.WalkSpeed = 20 sine = sine + change local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude local velderp=RootPart.Velocity.y hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character) if equipped==true or equipped==false then if attack==false then idle=idle+1 else idle=0 end if idle>=500 then if attack==false then end end if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false and Sit == false and CurrentMode == "Unsheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-10),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(50),math.rad(0),math.rad(30)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-40),math.rad(5),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,-1)*angles(math.rad(-20),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) handle2weld.C0=clerp(handle2weld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) end if attack==false and Sit == false and CurrentMode == "Sheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(-10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-20),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(0),math.rad(0),math.rad(30)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(0),math.rad(0),math.rad(-30)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,-.2)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,-.2)*angles(math.rad(0),math.rad(90),math.rad(5))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(3,3,0.5)*angles(math.rad(90),math.rad(150),math.rad(90)),.3) handle2weld.C0=clerp(handle2weld.C0,cf(-3,3,0.5)*angles(math.rad(90),math.rad(-150),math.rad(-90)),.3) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" if attack==false and Sit == false and CurrentMode == "Unsheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(10),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(-5),math.rad(0),math.rad(20)),.3) LW.C0=clerp(LW.C0,CFrame.new(-1.40685952, 0.347550094, -0.023207128, 0.965925872, 0.224143773, -0.129409492, -0.258818924, 0.836516261, -0.482963085, 0, 0.500000119, 0.866025388),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,-1)*angles(math.rad(-20),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) handle2weld.C0=clerp(handle2weld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) end if attack==false and Sit == false and CurrentMode == "Sheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(20),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(0),math.rad(0),math.rad(50)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(0),math.rad(0),math.rad(-50)),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,-.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,-.5)*angles(math.rad(0),math.rad(90),math.rad(5))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(3,3,0.5)*angles(math.rad(90),math.rad(150),math.rad(90)),.3) handle2weld.C0=clerp(handle2weld.C0,cf(-3,3,0.5)*angles(math.rad(90),math.rad(-150),math.rad(-90)),.3) end elseif torvel<1 and hitfloor~=nil then Anim="Idle" if attack==false and Sit == false and CurrentMode == "Unsheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-40)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(40)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(40),math.rad(0),math.rad(20)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-10),math.rad(20),math.rad(-10)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-60),math.rad(-5))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(-10))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) handle2weld.C0=clerp(handle2weld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) end if attack==false and Sit == false and CurrentMode == "Sheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-0),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(0),math.rad(0),math.rad(5)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(0),math.rad(0),math.rad(-5)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(5))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(3,3,0.5)*angles(math.rad(90),math.rad(150),math.rad(90)),.3) handle2weld.C0=clerp(handle2weld.C0,cf(-3,3,0.5)*angles(math.rad(90),math.rad(-150),math.rad(-90)),.3) end if attack==false and Sit == true and CurrentMode == "Sheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*angles(math.rad(-10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(10),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(-10),math.rad(0),math.rad(5)),.3) LW.C0=clerp(LW.C0,cf(-1.3,0.5,0)*euler(math.rad(90),math.rad(0),math.rad(30)),.3) LH.C0=clerp(LH.C0,cf(-1,.7,-.5)*angles(math.rad(0),math.rad(-90),math.rad(-10))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-.5,-.5)*angles(math.rad(0),math.rad(90),math.rad(70))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(3,3,0.5)*angles(math.rad(90),math.rad(150),math.rad(90)),.3) handle2weld.C0=clerp(handle2weld.C0,cf(-3,3,0.5)*angles(math.rad(90),math.rad(-150),math.rad(-90)),.3) end elseif torvel>2 and hitfloor~=nil then Anim="Walk" if attack==false and Sit == false and CurrentMode == "Unsheathed" then change=2 RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-10),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(-5),math.rad(0),math.rad(20)),.3) LW.C0=clerp(LW.C0,CFrame.new(-1.40685952, 0.347550094, -0.023207128, 0.965925872, 0.224143773, -0.129409492, -0.258818924, 0.836516261, -0.482963085, 0, 0.500000119, 0.866025388),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(0,-0,0)*angles(math.rad(15),math.rad(-10),math.rad(0)),.3) handle2weld.C0=clerp(handle2weld.C0,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),.3) end if attack==false and Sit == false and CurrentMode == "Sheathed" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(math.rad(45*math.cos(sine/10)),math.rad(0),math.rad(5)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(math.rad(-45*math.cos(sine/10)),math.rad(0),math.rad(-5)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-2),math.rad(0),math.rad(0)),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(5))*angles(math.rad(-2),math.rad(0),math.rad(0)),.3) handleweld.C0=clerp(handleweld.C0,cf(3,3,0.5)*angles(math.rad(90),math.rad(150),math.rad(90)),.3) handle2weld.C0=clerp(handle2weld.C0,cf(-3,3,0.5)*angles(math.rad(90),math.rad(-150),math.rad(-90)),.3) end end end if #Effects>0 then for e=1,#Effects do if Effects[e]~=nil then local Thing=Effects[e] if Thing~=nil then local Part=Thing[1] local Mode=Thing[2] local Delay=Thing[3] local IncX=Thing[4] local IncY=Thing[5] local IncZ=Thing[6] if Thing[1].Transparency<=1 then if Thing[2]=="Block1" then Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Cylinder" then Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Blood" then Mesh=Thing[7] Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0) Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Elec" then Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Disappear" then Thing[1].Transparency=Thing[1].Transparency+Thing[3] end else Part.Parent=nil table.remove(Effects,e) end end end end end end