Void Duel
-- 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
-- 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