wait(0.5) Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid 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"] Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false attackdebounce = false isblarghing = false MMouse = nil combo = 0 combospeed = 0 Fly = false stop = false local Run = false local hitfloor, posfloor = nil, nil local idle = 0 local Effects = {} local Weapon = {} local Welds = {} local decreaseatk = 0 local decreasedef = 0 local decreasemvmt = 0 local Mode = "Defensive" local GuardStance = false local Target = nil local manualguardend = false local equipped = false local Charge = 0 local Charging = false local CanFly = true local prop = Instance.new("RocketPropulsion") local move1 = "(Z)\nSun fragments" local move2 = "(X)\nSolar field" local move3 = "(C)\nSolar teleport" local move4 = "(V)\n2nd sun" local cooldowns = {} local cooldown1 = 0 table.insert(cooldowns, cooldown1) local cooldown2 = 0 table.insert(cooldowns, cooldown2) local cooldown3 = 0 table.insert(cooldowns, cooldown3) local cooldown4 = 0 table.insert(cooldowns, cooldown4) local cooldown5 = 0 table.insert(cooldowns, cooldown5) local cooldownsadd = {} local cooldownadd1 = 0.3 table.insert(cooldownsadd, cooldownadd1) local cooldownadd2 = 0.2 table.insert(cooldownsadd, cooldownadd2) local cooldownadd3 = 0.08 table.insert(cooldownsadd, cooldownadd3) local cooldownadd4 = 0.04 table.insert(cooldownsadd, cooldownadd4) local cooldownadd5 = 0.03 table.insert(cooldownsadd, cooldownadd5) local cooldownmax = 100 player = nil RSH = nil RW = Instance.new("Motor") LW = Instance.new("Motor") RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" LH = Torso["Left Hip"] RH = Torso["Right Hip"] TorsoColor = Torso.BrickColor TorsoRed = TorsoColor.Color.r TorsoGreen = TorsoColor.Color.g NewCol = Color3.new(TorsoRed, TorsoGreen, 1) NewCol = "Bright yellow" local Flight = 0 print(BrickColor.new(NewCol)) local mdec2 = Instance.new("NumberValue", Decrease) mdec2.Name = "DecreaseMvmt" mdec2.Value = 0.1 local Animate = Humanoid.Animator local canjump = true removeControl = function() canjump = false end resumeControl = function() canjump = true end so = function(id, par, vol, pit) local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = "http://www.roblox.com/asset/?id=" .. id coroutine.resume(coroutine.create(function(Sound) swait() Sound:play() end), sou) game:GetService("Debris"):AddItem(sou, 6) end Player.Character.Humanoid.Changed:connect(function() if canjump == false then Player.Character.Humanoid.Jump = false end end) swait = function(num) if num == 0 or num == nil then Player.PlayerGui.Pacemaker.Heartbeat.Event:wait() else for i = 0, num do Player.PlayerGui.Pacemaker.Heartbeat.Event:wait() end end end ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 40 tf = 0 allowframeloss = true 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() else for i = 0, num do ArtificialHB.Event:wait() end end end local Stats = Instance.new("BoolValue") Stats.Name = "Stats" Stats.Parent = Character local Atk = Instance.new("NumberValue") Atk.Name = "Damage" Atk.Parent = Stats Atk.Value = 1 local Def = Instance.new("NumberValue") Def.Name = "Defense" Def.Parent = Stats Def.Value = 1 local Mvmt = Instance.new("NumberValue") Mvmt.Name = "Movement" Mvmt.Parent = Stats Mvmt.Value = 1 local Stun = Instance.new("NumberValue") Stun.Name = "Stun" Stun.Parent = Stats Stun.Value = 0 local StunT = Instance.new("NumberValue") StunT.Name = "StunThreshold" StunT.Parent = Stats StunT.Value = 100 local Rooted = Instance.new("BoolValue") Rooted.Name = "Rooted" Rooted.Parent = Stats Rooted.Value = false local Stunned = Instance.new("BoolValue") Stunned.Name = "Stunned" Stunned.Parent = Stats Stunned.Value = false local Stagger = Instance.new("BoolValue") Stagger.Name = "Stagger" Stagger.Parent = Stats Stagger.Value = false local StaggerHit = Instance.new("BoolValue") StaggerHit.Name = "StaggerHit" StaggerHit.Parent = Stats StaggerHit.Value = false local RecentEnemy = Instance.new("ObjectValue") RecentEnemy.Name = "RecentEnemy" RecentEnemy.Parent = Stats RecentEnemy.Value = nil local Decrease = Instance.new("BoolValue") Decrease.Name = "Decrease" Decrease.Parent = Stats Decrease.Value = false local passive = Instance.new("NumberValue", Decrease) passive.Name = "DecreaseMvmt" passive.Value = 0.1 local passive2 = Instance.new("NumberValue", Decrease) passive2.Name = "DecreaseDef" passive2.Value = 0 local mana = Instance.new("NumberValue") mana.Name = "Mana" mana.Parent = Stats mana.Value = 0 NoOutline = function(Part) Part.TopSurface = 10 end part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size, material, anchor) 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 fp.Name = name fp.Material = "SmoothPlastic" fp.Size = size fp.Position = Torso.Position NoOutline(fp) if material then fp.Material = material end if anchor then fp.Anchored = anchor end fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid ~= "nil" then mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid end end mesh.Offset = offset mesh.Scale = scale return mesh end weld = function(parent, part0, part1, c0) local weld = it("Motor") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end gui = function(GuiType, parent, text, backtrans, backcol, pos, size) local gui = it(GuiType) gui.Parent = parent gui.Text = text gui.BackgroundTransparency = backtrans gui.BackgroundColor3 = backcol gui.SizeConstraint = "RelativeXY" gui.TextXAlignment = "Center" gui.TextYAlignment = "Center" gui.Position = pos gui.Size = size gui.Font = "SourceSans" gui.FontSize = "Size14" gui.TextWrapped = false gui.TextStrokeTransparency = 0 gui.TextColor = BrickColor.new("White") return gui end DecreaseStat = function(Model, Stat, Amount, Duration) if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount d = Instance.new("NumberValue", Model.Stats.Decrease) dur = Instance.new("NumberValue", d) dur.Name = "Duration" dur.Value = Duration game:GetService("Debris"):AddItem(d, 20) if Stat == "Damage" then d.Name = "DecreaseAtk" else if Stat == "Defense" then d.Name = "DecreaseDef" else if Stat == "Movement" then d.Name = "DecreaseMvmt" end end end if Model:findFirstChild("Torso") ~= nil then display = "" if Stat == "Damage" then if Amount > 0 then display = "-Damage" else display = "+Damage" end else if Stat == "Defense" then if Amount > 0 then display = "-Defense" else display = "+Defense" end else if Stat == "Movement" then if Amount > 0 then display = "-Movement" else display = "+Movement" end end end end showDamage(Model, display, "Debuff") end d.Value = Amount end end GetDist = function(Part1, Part2, magni) local targ = Part1.Position - Part2.Position local mag = targ.magnitude if mag <= magni then return true else return false 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 MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = nil for _,d in pairs(c:children()) do if d.className == "Model" and ranged ~= true then head = d:findFirstChild("Hitbox") if d.Parent == Character then break end if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(head.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end end end do if d.className == "Part" then head = d if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then if stun == nil then stun = math.random(5, 10) end local Rang = nil if Ranged == false then Rang = true end local stag = nil if shbash == true then stag = true end Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) end end end do end end end end end end MagniBuff = function(Part, magni, Dec, DecAm, Dur, others) if Player.Neutral == true then DecreaseStat(Character, Dec, DecAm / 2, Dur) end for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = c:findFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if others == nil and mag <= magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then DecreaseStat(head.Parent, Dec, DecAm, Dur) end end end if Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and mag <= magni and head.Parent ~= Character and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then DecreaseStat(head.Parent, Dec, DecAm, Dur) end end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0) LastPoint = Point effect = function(Color, Ref, LP, P1, returnn) if LP == nil or P1 == nil then return end local Effectsmsh = Instance.new("CylinderMesh") Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) Effectsmsh.Name = "Mesh" local Effectsg = Instance.new("Part") NoOutline(Effectsg) Effectsg.formFactor = 3 Effectsg.CanCollide = false Effectsg.Name = "Eff" Effectsg.Locked = true Effectsg.Anchored = true Effectsg.Size = Vector3.new(0.5, 1, 0.5) Effectsg.Parent = workspace Effectsmsh.Parent = Effectsg Effectsg.BrickColor = BrickColor.new(Color) Effectsg.Reflectance = Ref local point1 = P1 local mg = point1.p.magnitude Effectsg.Size = Vector3.new(0.5, mg, 0.5) Effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0) Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2) game:GetService("Debris"):AddItem(Effectsg, 2) if returnn then return Effectsg end if not returnn then table.insert(Effects, {Effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh}) end end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) return prt end MagicSpike = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "1033714", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh}) else if Type == 2 then table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh}) end end end MagicCloud = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "1095708", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.Material = material prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * cf(x2, y2, z2) local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicOrb = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Material = material prt.CFrame = cframe bp = Instance.new("BodyPosition", prt) bp.Position = pos2 bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge) coroutine.resume(coroutine.create(function() while prt.Parent == workspace do wait() MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05) end MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05) end)) local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh}) return prt end MagicOrb2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Material = material prt.CFrame = cframe bp = Instance.new("BodyPosition", prt) bp.Position = pos2 bp.MaxForce = Vector3.new(1000,1000,1000) coroutine.resume(coroutine.create(function() while prt.Parent == workspace do wait() MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05) end MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05) end)) local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1)) table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh}) return prt end MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end ClangEffect = function(brickcolor, cframe, duration, decrease, size, power) local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil}) end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration) if hit.Parent == nil then return end if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(hit.Position) game:GetService("Debris"):AddItem(ref, 1) hitnum = math.random(1, 5) if hitnum == 1 then so("199148971", ref, 1, 1) else if hitnum == 2 then so("199149025", ref, 1, 1) else if hitnum == 3 then so("199149072", ref, 1, 1) else if hitnum == 4 then so("199149109", ref, 1, 1) else if hitnum == 5 then so("199149119", ref, 1, 1) end end end end end StaggerHit.Value = true end h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end if Player.Neutral == false then if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then return end if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end end c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game:service("Players").LocalPlayer c.Parent = h RecentEnemy.Value = hit.Parent game:GetService("Debris"):AddItem(c, 0.5) minim = minim * Atk.Value maxim = maxim * Atk.Value Damage = 0 if minim == maxim then Damage = maxim else Damage = math.random(minim, maxim) end blocked = false enblock = nil Stats = hit.Parent:findFirstChild("Stats") if Stats ~= nil then invis = Stats:findFirstChild("Invisibility") isinvis = Stats:findFirstChild("IsInvisible") if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then invis.Value = 0 end enblock = Stats:findFirstChild("Block") if enblock ~= nil and enblock.Value == true then blocked = true end if Stats:findFirstChild("Defense") ~= nil then Damage = Damage / Stats.Defense.Value if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then hitnum = math.random(1, 5) if hitnum == 1 then so("199149321", hit, 1, 1) else if hitnum == 2 then so("199149338", hit, 1, 1) else if hitnum == 3 then so("199149367", hit, 1, 1) else if hitnum == 4 then so("199149409", hit, 1, 1) else if hitnum == 5 then so("199149452", hit, 1, 1) end end end end end else if ranged == false or ranged == nil and blocked ~= true then hitnum = math.random(1, 6) if hitnum == 1 then so("199149137", hit, 1, 1) else if hitnum == 2 then so("199149186", hit, 1, 1) else if hitnum == 3 then so("199149221", hit, 1, 1) else if hitnum == 4 then so("199149235", hit, 1, 1) else if hitnum == 5 then so("199149269", hit, 1, 1) else if hitnum == 6 then so("199149297", hit, 1, 1) end end end end end end end end if Damage <= 3 and staghit == true and ranged ~= true then StaggerHit.Value = true end end if Stats:findFirstChild("Stun") ~= nil then if blocked == true then incstun = incstun / 2 end if Stats.Stun.Value < Stats.StunThreshold.Value then Stats.Stun.Value = Stats.Stun.Value + incstun end end if Stats:findFirstChild("Stagger") ~= nil and stagger == true then Stats.Stagger.Value = true end end if blocked == true then showDamage(hit.Parent, "Block", "Damage") if ranged ~= true then enblock.Value = false Stagger.Value = true hitnum = math.random(1, 2) if hitnum == 1 then so("199148933", hit, 1, 1) else if hitnum == 2 then so("199148947", hit, 1, 1) end end end else Damage = math.floor(Damage) coroutine.resume(coroutine.create(function(Hum, Dam) hit.Parent.Humanoid:TakeDamage(Damage) end), h, Damage) if Type ~= "Magic" then showDamage(hit.Parent, Damage, "Damage") end if Type == "Magic" then showDamage(hit.Parent, Damage, "Magic") end if DecreaseState ~= nil then if DecreaseState == "Temporal" then DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration) DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration) else if DecreaseState == "Temporal2" then DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration) DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration) else DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration) end end end if Type == "NormalDecreaseMvmt1" then DecreaseStat(hit.Parent, "Movement", 0.1, 200) end if Type == "NormalDecreaseMvmt2" then DecreaseStat(hit.Parent, "Movement", 0.5, 100) end if Type == "NormalDecreaseDef1" then DecreaseStat(hit.Parent, "Defense", 0.1, 200) end if Type == "NormalDecreaseAtk1" then DecreaseStat(hit.Parent, "Damage", 0.1, 200) end if Type == "Knockdown" then hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit rl = Instance.new("BodyAngularVelocity") rl.P = 3000 rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000 rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) rl.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) game:GetService("Debris"):AddItem(rl, 0.5) else do if Type == "Knockdown2" then hum = hit.Parent.Humanoid local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8000, 8000, 8000) bodvol.Parent = hit game:GetService("Debris"):AddItem(bodvol, 0.5) else do if Type == "Normal" or Type == "NormalDecreaseMvmt1" then vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = Vector3.new(math.huge, 0, math.huge) if KnockbackType == 1 then vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05 else if KnockbackType == 2 then vp.velocity = Property.CFrame.lookVector * knockback end end game:GetService("Debris"):AddItem(vp, 0.5) if knockback > 0 then vp.Parent = hit.Parent.Torso end end debounce = Instance.new("BoolValue") debounce.Name = "DebounceHit" debounce.Parent = hit.Parent debounce.Value = true game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, 0.5) CRIT = false end end end end end end end showDamage = function(Char, Dealt, Type) m = Instance.new("Model") m.Name = "Effect" c = Instance.new("Part") c.Transparency = 1 c.Name = "Head" c.TopSurface = 0 c.BottomSurface = 0 c.formFactor = "Plate" c.Size = Vector3.new(1, 0.4, 1) b = Instance.new("BillboardGui", c) b.Size = UDim2.new(5, 0, 5, 0) b.AlwaysOnTop = true damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) if Type == "Damage" then damgui.Font = "SourceSans" if Dealt == "Block" then damgui.TextColor3 = BrickColor.new("Bright blue").Color else if Dealt < 3 then damgui.TextColor3 = BrickColor.new("White").Color else if Dealt >= 3 and Dealt < 20 then damgui.TextColor3 = BrickColor.new("Bright yellow").Color else damgui.TextColor3 = BrickColor.new("Really red").Color damgui.Font = "SourceSansBold" end end end else if Type == "Debuff" then damgui.TextColor3 = BrickColor.new("White").Color else if Type == "Interrupt" then damgui.TextColor3 = BrickColor.new("New Yeller").Color end end end damgui.TextScaled = true ms = Instance.new("CylinderMesh") ms.Scale = Vector3.new(0.8, 0.8, 0.8) ms.Parent = c c.Reflectance = 0 Instance.new("BodyGyro").Parent = c c.Parent = m if Char:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) else if Char.Parent:findFirstChild("Head") ~= nil then c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100)) end end f = Instance.new("BodyPosition") f.P = 2000 f.D = 100 f.maxForce = Vector3.new(545000, 545000, 545000) if Type == "Damage" then f.position = c.Position + Vector3.new(0, 3, 0) else if Type == "Debuff" or Type == "Interrupt" then f.position = c.Position + Vector3.new(0, 5, 0) end end f.Parent = c game:GetService("Debris"):AddItem(m, 5) table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100}) c.CanCollide = false m.Parent = workspace c.CanCollide = false end StunAnim = function() attack = true removeControl() Stunned.Value = true showDamage(Character, "Stunned", "Interrupt") local dec = Instance.new("NumberValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25) end for i = 0, 1, 0.3 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25) end local gairost = Instance.new("BodyGyro") gairost.Parent = RootPart gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge gairost.P = 20000 gairost.cframe = cf(0, 0, 0) for i = 0, 1, 0.1 do swait() if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3) end for i = 1, 70 do swait() gairost.cframe = RootPart.CFrame if hitfloor ~= nil then Torso.Velocity = vt(0, 0, 0) end end for i = 0, 1, 0.2 do swait() Stun.Value = 0 gairost.cframe = RootPart.CFrame Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3) end resumeControl() gairost.Parent = nil dec.Parent = nil Stun.Value = 0 combo = 0 Stunned.Value = false attack = false for i = 1, 10 do swait() Stun.Value = 0 end end modelzorz = Instance.new("Model", Character) modelzorz.Name = "Sun nova staff" if game.PlaceId == 599869747 then modelzorz.Parent = workspace end local prt1 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part01", vt()) local prt2 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part02", vt()) local prt3 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part03", vt()) local prt4 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt()) local prt5 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part05", vt()) local prt6 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part06", vt()) local prt7 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part07", vt()) local prt8 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part08", vt()) local prt9 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part09", vt()) local prt10 = part(3, modelzorz, 0, 0, BrickColor.new("Electric blue"), "Part10", vt()) local prt11 = part(3, modelzorz, 0, 1, BrickColor.new("Electric blue"), "Part11", vt()) local prt12 = part(3, modelzorz, 0, 0, BrickColor.new("Electric blue"), "Part12", vt()) -- part 4,6 and 11 are optional, i dont liked them but you can make it non-transparent if u want boi. msh1 = mesh("SpecialMesh", prt1, "Brick", "nil", vt(0, 0, 0), vt(1, 23, 1)) msh2 = mesh("SpecialMesh", prt2, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1)) msh3 = mesh("SpecialMesh", prt3, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1)) msh4 = mesh("SpecialMesh", prt4, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1)) msh5 = mesh("SpecialMesh", prt5, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1)) msh6 = mesh("SpecialMesh", prt6, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1)) msh7 = mesh("SpecialMesh", prt7, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1)) msh8 = mesh("SpecialMesh", prt8, "Sphere", "nil", vt(0, 0, 0), vt(5, 5, 5)) msh9 = mesh("SpecialMesh", prt9, "FileMesh", "3270017", vt(0, 0, 0), vt(0.5, 0.5, 2)) msh10 = mesh("SpecialMesh", prt10,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2)) msh11 = mesh("SpecialMesh", prt11,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2)) msh12 = mesh("SpecialMesh", prt12,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2)) prt8.Material = "Neon" local wld1 = weld(prt1, Torso, prt1, CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6)) local wld2 = weld(prt2, prt2, prt1, cf(-2.19337559, -0.82585907, 0, 0.170415789, 0.985372245, 0, -0.985372245, 0.170415789, 0, 0, 0, 1)) local wld3 = weld(prt3, prt3, prt1, cf(2.17811728, -0.853679657, 0, 0.170423016, -0.985371113, 0, 0.985371113, 0.170423016, 0, 0, 0, 1)) local wld4 = weld(prt4, prt4, prt1, cf(0.311923981, 0.155733109, 0, 0.911122978, 0.412134647, 0, -0.412134647, 0.911122978, 0, 0, 0, 1)) local wld5 = weld(prt5, prt5, prt1, cf(-0.400558472, -0.665475845, 0, 0.998176634, -0.0603609793, 0, 0.0603609793, 0.998176634, 0, 0, 0, 1)) local wld6 = weld(prt6, prt6, prt1, cf(0.410541534, -0.666027546, 0, 0.998176098, 0.0603691153, 0, -0.0603691153, 0.998176098, 0, 0, 0, 1)) local wld7 = weld(prt7, prt7, prt1, cf(-0.302593231, 0.159433365, 0, 0.911126196, -0.412127078, 0, 0.412127078, 0.911126196, 0, 0, 0, 1)) local wld8 = weld(prt8, prt8, prt1, cf(3.81469727e-005, -3.04005432, 1.14440918e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1)) local wld9 = weld(prt9, prt9, prt1, cf(3.81469727e-005, 2.55995774, 1.14440918e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1)) local wld10 = weld(prt10, prt10, prt1, cf(0, 2.55997133, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)) local wld11 = weld(prt11, prt11, prt1, cf(0, -1.3700285, 0.480007172, 0, 0, -1, 0, 1, 0, 1, 0, 0)) local wld12 = weld(prt12, prt12, prt1, cf(0, -1.37004519, -0.479995728, 0, 0, -1, 0, 1, 0, 1, 0, 0)) StaggerAnim = function() attack = true removeControl() showDamage(Character, "Staggered", "Interrupt") for i = 0, 1, 0.35 do swait() Torso.Velocity = RootPart.CFrame.lookVector * -40 Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.4, -0.2, 0.4), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) end for i = 0, 1, 0.2 do swait() Torso.Velocity = RootPart.CFrame.lookVector * -40 Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.4, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.6) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.9) * euler(0, 0.7, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.5, -0.2, 0.5), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) end for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, 0.4), 0.3) RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(0.6, 0, -0.4), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.3, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.2, 0) * euler(-0.4, 0, 1.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.8) * euler(0, -1.57, 0) * euler(0, 0.2, -0.1), 0.3) end for i = 1, 40 do swait() if StunT.Value <= Stun.Value then break end end do resumeControl() combo = 0 attack = false end end StaggerHitt = function() attack = true for i = 0, 1, 0.1 do swait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.2, -0.2), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3) end attack = false end local Color1 = Torso.BrickColor local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe = it("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255, 255, 255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17, 17, 17) fenframe.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe.Position = UDim2.new(0.95, 0, 0.7, 0) local fenframe2 = it("Frame") fenframe2.Parent = fengui fenframe2.BackgroundColor3 = Color3.new(255, 255, 255) fenframe2.BackgroundTransparency = 1 fenframe2.BorderColor3 = Color3.new(17, 17, 17) fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0) fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0) local fenframe3 = it("Frame") fenframe3.Parent = fengui fenframe3.BackgroundColor3 = Color3.new(255, 255, 255) fenframe3.BackgroundTransparency = 1 fenframe3.BorderColor3 = Color3.new(17, 17, 17) fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0) fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0) local fenframe4 = it("Frame") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(255, 255, 255) fenframe4.BackgroundTransparency = 1 fenframe4.BorderColor3 = Color3.new(17, 17, 17) fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0) fenframe4.Position = UDim2.new(0, 0, 0.7, 0) local pressedf = false local fenframe5 = it("Frame") fenframe5.Parent = fengui fenframe5.BackgroundColor3 = Color3.new(0, 0, 0) fenframe5.BackgroundTransparency = 1 fenframe5.BorderColor3 = Color3.new(0, 0, 0) fenframe5.Size = UDim2.new(1, 0, 1, 0) fenframe5.Position = UDim2.new(0, 0, 0, 0) fenframe5.ZIndex = 2 local tellbar = gui("TextLabel", fenframe5, "Press 'F' to Equip your Weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0)) tellbar.Font = "Arial" tellbar.TextScaled = true tellbar.TextTransparency = 1 tellbar.TextStrokeTransparency = 1 tellbar.ZIndex = 2 local fnumb = 0 local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbarblock1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarblock2 = gui("TextLabel", fenframe, "", 0, BrickColor.new("Bright yellow").Color, UDim2.new(-0.6, 0, 0, 0), UDim2.new(0, 0, -2, 0)) local fenbarblock3 = gui("TextLabel", fenframe, "Flight(" .. Flight .. ")", 1, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0)) local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0)) local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0)) local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0)) local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0)) local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0)) local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove1.ZIndex = 2 local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove2.ZIndex = 2 local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove3.ZIndex = 2 local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0)) fenbarmove4.ZIndex = 2 local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0)) local mananum = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local passivenum = 0 local walk = 0 local walkforw = true Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Sun nova staff" local Parent = Tool Bin = Tool if Bin.Name == "Solaris" then Bin.Name = "Buster Culnaide" end combo = 0 ob1d = function(mouse) if GuardStance == true and MMouse.Target ~= nil then if MMouse.Target.Parent.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent.Parent:findFirstChild("Torso") ~= nil then Target = MMouse.Target.Parent.Parent GuardStance = false end if MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent:findFirstChild("Torso") ~= nil then Target = MMouse.Target.Parent GuardStance = false end end if attack == true or equipped == false then return end if Fly then return end hold = true if combo == 0 then combo = 1 attackone() else if combo == 1 then combo = 2 attacktwo() else if combo == 2 then combo = 3 attackthree() else if combo == 3 then combo = 0 attackfour() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then swait() end end if attack == false then combo = 0 end end)) end ob1u = function(mouse) hold = false end do1 = function() if cooldowns[1] ~= 100 then return end if mana.Value < 10 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end mana.Value = mana.Value - 10 cooldowns[1] = 0 attack = true dec = Instance.new("IntValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 game:GetService("Debris"):AddItem(dec, 2) coroutine.resume(coroutine.create(function() for i = 1,30 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(1.6,0,i + 0.5), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,0), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 1, -0) * euler(0, 0, 3), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.2), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05,0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end attack = false end)) orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p) orbr = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt()) so("315746833", prt1, 1, 1) game:GetService("Debris"):AddItem(orb, 1.5) wait(0.5) orbr2 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt()) orb2 = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p) so("315746833", prt1, 1, 1) game:GetService("Debris"):AddItem(orb2, 1) wait(0.5) orbr3 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt()) orb3 = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p) so("315746833", prt1, 1, 1) game:GetService("Debris"):AddItem(orb3, 0.5) wait(0.5) MagniDamage(orb, 10, 6, 8, math.random(5, 10), "NormalDecreaseMvmt1", RootPart,0, 2, (math.random(5, 8)), nil, false) MagniDamage(orb2, 10, 6, 8, math.random(5, 10), "NormalDecreaseDef1", RootPart,0, 2, (math.random(5, 8)), nil, false) MagniDamage(orb3, 10, 6, 8, math.random(5, 10), "NormalDecreaseAtk1", RootPart,0, 2, (math.random(5, 8)), nil, false) so("315744661", orbr, 0.5, 1) so("315748999", orbr, 0.5, 1) so("315744661", orbr2, 0.5, 1) so("315748999", orbr2, 0.5, 1) so("315744661", orbr3, 0.5, 1) so("315748999", orbr3, 0.5, 1) end do2 = function() if cooldowns[2] ~= 100 then return end if mana.Value < 20 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end mana.Value = mana.Value - 20 cooldowns[2] = 0 attack = true so("199145327", prt1, 1, 1) for i = 1,10 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-i), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(2.6, 0, 0.3), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.1), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end for i = 1,5 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,1) * angles(0,1.6,-1.6), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.1), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end MagniBuff(prt10, 30, "Defense", -0.2, 500) MagniDamage(RootPart, 30, 7, 9, math.random(-50, -30), "NormalDecreaseMvmt1", RootPart, 0, 1, (math.random(10, 15)), nil, nil, false) MagicCircle(BrickColor.new("Bright yellow"),"Neon", cf(prt10.Position) * cf(0, 0, 0), 1, 2, 1, 10, 0, 10, 0.03) MagicCircle(BrickColor.new("Bright yellow"),"Neon", cf(prt10.Position) * cf(0, 0, 0), 1, 2, 1, 10, 10, 10, 0.03) so("199145264", prt10, 1, 1) attack = false end do3 = function() if cooldowns[3] ~= 100 then return end if mana.Value < 30 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end cooldowns[3] = 0 mana.Value = mana.Value - 30 attack = true modelzorz.Parent = Character for i = 1,20 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt()) refweld = weld(ref, LeftArm, ref, cf(-0.5,-75,0) * angles(0,0,0)) orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 10, 10, 10, 0, ref.Position) so("315746833", prt1, 1, 1) ref.Anchored = true ref:ClearAllChildren() wait(1.8) so("315744661", ref, 10, 1) so("315748999", ref, 10, 1) Character:MoveTo(ref.Position) orb:remove() modelzorz.Parent = workspace attack = false end do4 = function() if cooldowns[4] ~= 100 then return end if mana.Value < 50 then return end if attack == true then return end if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then return end cooldowns[4] = 0 mana.Value = mana.Value - 50 attack = true dec = Instance.new("IntValue", Decrease) dec.Name = "DecreaseMvmt" dec.Value = 10 game:GetService("Debris"):AddItem(dec, 15) coroutine.resume(coroutine.create(function() for i = 1,20 do wait() wld1.C0 = clerp(wld1.C0, cf(-5,-10,0) * angles(0,0,i / 2), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, -0.3), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end end)) for i,v in pairs(modelzorz:children()) do coroutine.resume(coroutine.create(function() for a = 1,20 do wait() v.Transparency = v.Transparency + 0.05 end end)) end wait(1) orb = MagicOrb2(BrickColor.new("Bright yellow"), "Neon", RootPart.CFrame * cf(0,500,0), 20, 20, 20, 50, 50, 50, 0, RootPart.Position + vt(0,20,0)) for i = 1,100 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(3.2, 0, -0.3), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end for i = 1,80 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.05) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.05) RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 1.6), 0.05) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -0.2), 0.05) RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.05) LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.05) end orb.BodyPosition.Position = MMouse.Hit.p ref = orb:Clone() ref.Position = orb.Position ref.Parent = workspace ref.Transparency = 1 ref.Anchored = true ref:ClearAllChildren() so("315746833", ref, 10, 1) wait(3) orb:Remove() so("341336499", ref, 10, 0.8) MagniDamage(orb, 80, 20, 45, math.random(5, 10), "NormalDecreaseMvmt2", RootPart,0, 2, 100, nil, true) for i,v in pairs(modelzorz:children()) do coroutine.resume(coroutine.create(function() for a = 1,20 do wait() v.Transparency = v.Transparency - 0.05 end end)) end attack = false end attackone = function() attack = true for i = 1,15 do wait() so("199145146", prt1, 1, 1.6) MagniDamage(prt8, 3, 4, 6, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true) wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,i + 0.5), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.4, 0, 1.6), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.2) RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end attack = false end attacktwo = function() attack = true for i = 1,8 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,2.8), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, -1), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end so("199145146", prt1, 1, 1.2) for i = 1,8 do wait() MagniDamage(prt8, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true) wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,1.6), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1), 0.6) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, 1.6), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.7, -0) * euler(0.1, -0, -1), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end attack = false end attackthree = function() attack = true for i = 1,10 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end wait(0.1) ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt()) refweld = weld(ref, LeftArm, ref, cf(-0.5,-20,0) * angles(0,0,0)) orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, ref.Position) so("315746833", prt1, 1, 1) for i = 1,8 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.1) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.1) RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.1) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(1.6, -0, -1.6), 0.1) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.1) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.1) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end for i = 1,5 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.8, -0) * euler(1.6, -0.8, -1.6), 0.5) RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end so("315744661", ref, 10, 1) so("315748999", ref, 10, 1) MagniDamage(orb, 10, 4, 6, math.random(5, 10), "Normal", RootPart,0, 2, (math.random(2, 5)), nil, true) orb:Remove() attack = false end attackfour = function() attack = true for i = 1,10 do wait() wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(0,1.6,3.2), 0.5) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.5) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.5) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 1.6), 0.5) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5) RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.5) LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.5) if Stagger.Value ~= true and StunT.Value > Stun.Value then do if StaggerHit.Value == true then break end -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT end end end so("315744661", prt8, 1, 1) so("315748999", prt8, 1, 1) MagniDamage(prt8, 20, 4, 6, math.random(5, 10), "Normal", RootPart, 0, 2, (math.random(2, 5)), nil, true) MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame, 5, 5, 5, 8, 8, 8, 0.05) attack = false end equipanim = function() attack = true for i = 1,10 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, -0.5), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, -0.3), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end wld1.Part0 = RightArm for i = 1,10 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.3) end end hideanim = function() attack = true for i,v in pairs(modelzorz:children()) do coroutine.resume(coroutine.create(function() for a = 1,20 do wait() v.Transparency = v.Transparency + 0.05 end end)) end for i = 1,20 do wait() wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2) Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end wld1.Part0 = Torso wld1.C0 = CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6) for i,v in pairs(modelzorz:children()) do coroutine.resume(coroutine.create(function() for a = 1,20 do wait() v.Transparency = v.Transparency - 0.05 end end)) end for i = 1,20 do wait() Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 0), 0.3) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3) end end fly = function() if Fly == false and CanFly then Fly = true bp = Instance.new("BodyPosition", Torso) bp.Position = Torso.Position + Vector3.new(0, 50,0) bp.MaxForce = Vector3.new(0,math.huge,0) elseif Fly == true then Fly = false CanFly = false coroutine.resume(coroutine.create(function() wait(10) CanFly = true end)) for i,v in pairs(Torso:children()) do if v:IsA("BodyPosition") then v:Remove() end end end end buttonhold = false fenbarmove1.MouseButton1Click:connect(do1) fenbarmove2.MouseButton1Click:connect(do2) fenbarmove3.MouseButton1Click:connect(do3) fenbarmove4.MouseButton1Click:connect(do4) eul = 0 equipped = false key = function(key) if key == "e" and not attack and equipped then fly() end if attack == true then return end if key == "f" then pressedf = true fnumb = 0 attack = true if equipped == false then equipped = true 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) 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) LW.C1 = cf(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso Animate.Parent = nil equipanim() else equipped = false hideanim() LH.C1 = LHC1 RH.C1 = RHC1 Animate.Parent = Humanoid swait(0) RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end attack = false end if equipped == false then return end if Fly then return end if key == "z" and equipped then do1() end if key == "x" and equipped then do2() end if key == "c" and equipped then do3() end if key == "v" and equipped then do4() end if key == "h" and (Player.Name == "murylloyago" or Player.Name == "Player" or Player.Name == "Player1") then mana.Value = 100 cooldowns[1] = 100 cooldowns[2] = 100 cooldowns[3] = 100 cooldowns[4] = 100 cooldowns[5] = 100 end if attack == false then RecentEnemy.Value = nil end end key2 = function(key) if key == "x" and equipped then Charge = 0 Charging = false end end s = function(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player = Player ch = Character MMouse = mouse end ds = function(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Fighter loaded.") local mananum = 0 local donum = 0 local stunnum = 0 local staggeranim = false local stunanim = false local passivenum = 0 local walk = 0 local walkforw = true local sine = 0 local change = 1 local val = 0 coroutine.resume(coroutine.create(function() while wait(0.25) do if Flight > 49 then Flight = 50 end if Flight < 50 and not Fly then Flight = Flight + 1 end if Fly then Flight = Flight - 1 end if Flight < 1 then Flight = 0 end if Fly and Flight < 1 then fly() Flight = 0 end end end)) handleadd = 0 while 1 do swait() if workspace:FindFirstChild("Strife! museum") then CanFly = false end if Humanoid.Health <= 0 then attack = true resumeControl() end do if fnumb < 21 then fnumb = fnumb + 1 if pressedf == false then fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025 tellbar.TextTransparency = tellbar.TextTransparency - 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05 else if fnumb == 20 then fenframe5.Parent = nil print("daigui") end fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025 tellbar.TextTransparency = tellbar.TextTransparency + 0.05 tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05 end end passivenum = passivenum + 1 if 80 <= passivenum then passivenum = 0 end if Stagger.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerAnim() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if StaggerHit.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do swait() end StaggerHitt() StaggerHit.Value = false Stagger.Value = false staggeranim = false end)) end if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Mvmt.Value end if StunT.Value <= Stun.Value and stunanim == false then coroutine.resume(coroutine.create(function() stunanim = true while attack == true do swait() end StunAnim() Stun.Value = 0 stunanim = false end)) end local stunnum2 = 20 if Mode == "Defensive" then stunnum2 = 20 else stunnum2 = 60 end if stunnum2 <= stunnum then if 0 < Stun.Value then Stun.Value = Stun.Value - 1 end stunnum = 0 end stunnum = stunnum + 1 if 0.5 <= donum then handidle = true else if donum <= 0 then handidle = false end end if handidle == false then donum = donum + 0.006 else donum = donum - 0.006 end handleadd = handleadd + 0.8 local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character) if equipped == true then if attack == false then idle = idle + 1 else idle = 0 end if (500 <= idle and attack ~= false) or Anim == "Walk" then if walkforw == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50) if attack == false then RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50) else RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) end else RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50) if attack == false then RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50) else RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) end end else RH.C1 = clerp(RH.C1, RHC1, 0.2) LH.C1 = clerp(LH.C1, LHC1, 0.2) RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) end if Fly then Anim = "Flying" Neck.C0 = clerp(Neck.C0, necko * euler(0, 0.2, 0), 0.2) wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(1.6,0,-handleadd),0.8) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0.2,0) , 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3 + donum / 4), 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3 - 0.1), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0) , 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0.2, 0, 0), 0.2) end if 1 < RootPart.Velocity.y and hitfloor == nil and not Fly then Anim = "Jump" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2) end else if RootPart.Velocity.y < -1 and hitfloor == nil and not Fly then Anim = "Fall" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2) Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8), 0.2) RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2) LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2) end else if torvel < 1 and hitfloor ~= nil and not Fly then Anim = "Idle" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15) RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15) RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3 + donum / 4), 0.15) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3), 0.15) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2) end else if 2 < torvel and torvel < 30 and hitfloor ~= nil and not Fly then Anim = "Walk" walk = walk + 1 if 15 - 5 * Mvmt.Value <= walk then walk = 0 if walkforw == true then walkforw = false else if walkforw == false then walkforw = true end end end if attack == false then change = 2 Neck.C0 = clerp(Neck.C0, necko * euler(0.05, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0.1,0,0), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.1, 0, 0.1), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, -0) * euler(0.1, -0, -0.1), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2) end else if 30 <= torvel and hitfloor ~= nil and not Fly then Anim = "Run" if attack == false then Neck.C0 = clerp(Neck.C0, necko * euler(0.25, 0, 0), 0.2) RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2) RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 0.1), 0.2) LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -0.1), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2) end end end end end end end if not attack and equipped and not Fly then wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.8) end if 0 < #Effects 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[2] == "CylinderClang" then if Thing[3] <= 1 then Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[7] = Thing[1].CFrame effect("New Yeller", 0, Thing[8], Thing[7]) Thing[8] = Thing[7] Thing[3] = Thing[3] + Thing[4] else Part.Parent = nil table.remove(Effects, e) end end if Thing[2] == "showDamage" then if Thing[6] < Thing[5] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[7] then Thing[4].position = Thing[4].position + vt(0, -0.2, 0) Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[8] then Thing[6] = Thing[6] + 1 else if Thing[6] < Thing[9] then Thing[6] = Thing[6] + 1 Thing[4].position = Thing[4].position + vt(0, 0.2, 0) Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1 Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1 else Thing[1].Parent = nil table.remove(Effects, e) end end end end end if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" then 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[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[7] Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end end end end end end else Part.Parent = nil table.remove(Effects, e) end end end end end end do if CanFly == false then fenbarblock2.BackgroundColor3 = BrickColor.Red().Color else fenbarblock2.BackgroundColor3 = BrickColor.Yellow().Color end fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true) fenbarmana4.Text = "Mana(" .. mana.Value .. ")" fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0) fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true) fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")" fenbarblock2:TweenSize((UDim2.new(0.4, 0, -4 * Flight / 50, 0)), nil, 1, 0.4, true) fenbarblock3.Text = "Flight(" .. math.floor(Flight) .. ")" fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true) for _,c in pairs(Decrease:children()) do if (c:findFirstChild("Duration")) ~= nil then c.Duration.Value = c.Duration.Value - 1 if c.Duration.Value <= 0 then c.Parent = nil end end if c.Name == "DecreaseAtk" then decreaseatk = decreaseatk + c.Value else if c.Name == "DecreaseDef" then decreasedef = decreasedef + c.Value else if c.Name == "DecreaseMvmt" then decreasemvmt = decreasemvmt + c.Value end end end end Atk.Value = 1 - (decreaseatk) if Atk.Value <= 0 then Atk.Value = 0 end Def.Value = 1 - (decreasedef) if Def.Value <= 0 then Def.Value = 0.01 end Mvmt.Value = 1 - (decreasemvmt) if Mvmt.Value <= 0 then Mvmt.Value = 0 end decreaseatk = 0 decreasedef = 0 decreasemvmt = 0 AtkVal = Atk.Value * 100 AtkVal = math.floor(AtkVal) AtkVal = AtkVal / 100 fenbardamage.Text = "Damage\n(" .. AtkVal .. ")" DefVal = Def.Value * 100 DefVal = math.floor(DefVal) DefVal = DefVal / 100 fenbardef.Text = "Defense\n(" .. DefVal .. ")" MvmtVal = Mvmt.Value * 100 MvmtVal = math.floor(MvmtVal) MvmtVal = MvmtVal / 100 if Rooted.Value == true then MvmtVal = 0 end fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")" if StunT.Value <= Stun.Value then fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true) else fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true) end fenbarstun3.Text = "Stun(" .. Stun.Value .. ")" if 100 <= mana.Value then mana.Value = 100 else if mananum <= 9 then mananum = mananum + 1 else if 8 <= mananum then mananum = 0 mana.Value = mana.Value + 1 end end end for i = 1, #cooldowns do if cooldownmax <= cooldowns[i] then cooldowns[i] = cooldownmax else cooldowns[i] = cooldowns[i] + cooldownsadd[i] end end end end end