HumanDied = false local CountSCIFIMOVIELOL = 1 function SCIFIMOVIELOL(Part0,Part1,Position,Angle) local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL AlignPos.ApplyAtCenterOfMass = true; AlignPos.MaxForce = 5772000--67752; AlignPos.MaxVelocity = math.huge/9e110; AlignPos.ReactionForceEnabled = false; AlignPos.Responsiveness = 200; AlignPos.RigidityEnabled = false; local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL AlignOri.MaxAngularVelocity = math.huge/9e110; AlignOri.MaxTorque = 5772000 AlignOri.PrimaryAxisOnly = false; AlignOri.ReactionTorqueEnabled = false; AlignOri.Responsiveness = 200; AlignOri.RigidityEnabled = false; local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "Ath_"..CountSCIFIMOVIELOL local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "Ath_"..CountSCIFIMOVIELOL AttachmentA.Orientation = Angle or Vector3.new(0,0,0) AttachmentA.Position = Position or Vector3.new(0,0,0) AlignPos.Attachment1 = AttachmentA; AlignPos.Attachment0 = AttachmentB; AlignOri.Attachment1 = AttachmentA; AlignOri.Attachment0 = AttachmentB; CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1 return {AlignPos,AlignOri,AttachmentA,AttachmentB} end if _G.netted ~= true then _G.netted = true coroutine.wrap(function() settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled settings().Physics.AllowSleep = false game:GetService("RunService").RenderStepped:Connect(function() game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(math.huge,math.huge) sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadius",math.huge*math.huge) end) end)() end game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true local hatnameclone = {} for _,v in next, game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do if v:IsA("Accessory") then if hatnameclone[v.Name] then if hatnameclone[v.Name] == "s" then hatnameclone[v.Name] = {} end table.insert(hatnameclone[v.Name],v) else hatnameclone[v.Name] = "s" end end end for _,v in pairs(hatnameclone) do if type(v) == "table" then local num = 1 for _,w in pairs(v) do w.Name = w.Name..num num = num + 1 end end end hatnameclone = nil local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character local fldr = Instance.new("Folder",game:FindFirstChildOfClass("Players").LocalPlayer["Character"]) fldr.Name = "DMYF" local CloneChar = DeadChar:Clone() local ANIMATIONHERE if CloneChar:FindFirstChild("Animate") then ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone() CloneChar:FindFirstChild("Animate"):Destroy() end if CloneChar:FindFirstChildOfClass("Folder") then CloneChar:FindFirstChildOfClass("Folder"):Destroy() end if CloneChar.Torso:FindFirstChild("Neck") then local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone() Clonessss.Part0 = nil Clonessss.Part1 = DeadChar.Head Clonessss.Parent = DeadChar.Torso end CloneChar.Parent = fldr CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame CloneChar.Humanoid.BreakJointsOnDeath = false CloneChar.Name = "non" CloneChar.Humanoid.DisplayDistanceType = "None" for _,v in next, DeadChar:GetChildren() do if v:IsA("Accessory") then local topacc = false if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end v.Handle.Massless = true v.Handle.CanCollide = false if v.Handle:FindFirstChildOfClass("Attachment") then local ath__ = v.Handle:FindFirstChildOfClass("Attachment") if ath__.Name == "HatAttachment" or ath__.Name == "HairAttachment" or ath__.Name == "FaceFrontAttachment" or ath__.Name == "FaceCenterAttachment" then topacc = ath__.Name end end local bv = Instance.new("BodyVelocity",v.Handle) bv.Velocity = Vector3.new(0,0,0) coroutine.wrap(function() if topacc then local allthings = SCIFIMOVIELOL(v.Handle,DeadChar.Torso,Vector3.new(0,1.5,0)+ (DeadChar.Head[topacc].Position + (v.Handle[topacc].Position*-1)),Vector3.new(0,0,0)) local normaltop = allthings[1].Attachment1 local alipos = allthings[1] local alirot = allthings[2] local p0 = v.Handle local p1 = DeadChar.Head alipos.Parent = CloneChar:FindFirstChild(v.Name).Handle alirot.Parent = CloneChar:FindFirstChild(v.Name).Handle while true do game:GetService("RunService").RenderStepped:wait() if HumanDied then break end coroutine.wrap(function() if alipos.Attachment1 == normaltop then p0.CFrame = p0.CFrame:lerp((((DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)) * p1[topacc].CFrame) * p0[topacc].CFrame:inverse()),1) else v.Handle.CFrame = v.Handle.CFrame:lerp(alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alipos.Attachment1.Rotation.X),math.rad(alipos.Attachment1.Rotation.Y),math.rad(alipos.Attachment1.Rotation.Z)),1) end end)() end else SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0)) end end)() end end local a = DeadChar.Torso local b = DeadChar.HumanoidRootPart local c = DeadChar.Humanoid a.Parent = game:FindFirstChildOfClass("Workspace") c.Parent = game:FindFirstChildOfClass("Workspace") local told = a:Clone() local told1 = c:Clone() b["RootJoint"].Part0 = told b["RootJoint"].Part1 = DeadChar.Head a.Name = "torso" a.Neck:Destroy() c.Name = "Mizt Hub Best" told.Parent = DeadChar told1.Parent = DeadChar DeadChar.PrimaryPart = told told1.Health = 0 b:Destroy() a.Parent = DeadChar c.Parent = DeadChar told:Destroy() told1:Destroy() a.Name = "Torso" if CloneChar.Head:FindFirstChildOfClass("Decal") then CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end if DeadChar:FindFirstChild("Animate") then DeadChar:FindFirstChild("Animate"):Destroy() end local Collider function UnCollide() if HumanDied then Collider:Disconnect(); return end --[[for _,Parts in next, CloneChar:GetChildren() do if Parts:IsA("BasePart") then Parts.CanCollide = false end end]] for _,Parts in next, DeadChar:GetChildren() do if Parts:IsA("BasePart") then Parts.CanCollide = false end end end Collider = game:GetService("RunService").Stepped:Connect(UnCollide) local resetBindable = Instance.new("BindableEvent") resetBindable.Event:connect(function() game:GetService("StarterGui"):SetCore("ResetButtonCallback", true) resetBindable:Destroy() HumanDied = true pcall(function() game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar DeadChar.Head:Destroy() DeadChar:FindFirstChildOfClass("Humanoid"):Destroy() game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end end) end) game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable) coroutine.wrap(function() while true do game:GetService("RunService").RenderStepped:wait() if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChildOfClass("Humanoid") or CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid") or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then HumanDied = true pcall(function() game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar DeadChar.Head:Destroy() DeadChar:FindFirstChildOfClass("Humanoid"):Destroy() game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end end) if resetBindable then game:GetService("StarterGui"):SetCore("ResetButtonCallback", true) resetBindable:Destroy() end break end end end)() SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"]) SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"]) SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"]) SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"]) SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"]) SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"]) for _,v in pairs(DeadChar:GetChildren()) do if v:IsA("BasePart") and v.Name ~= "Head" then --[[local bv = Instance.new("BodyVelocity",v) bv.Velocity = Vector3.new(0,0,0) coroutine.wrap(function() while true do game:GetService("RunService").RenderStepped:wait() if HumanDied then break end v.CFrame = CloneChar[v.Name].CFrame end end)()]] elseif v:IsA("BasePart") and v.Name == "Head" then local bv = Instance.new("BodyVelocity",v) bv.Velocity = Vector3.new(0,0,0) coroutine.wrap(function() while true do game:GetService("RunService").RenderStepped:wait() if HumanDied then break end v.CFrame = DeadChar.Torso.CFrame * CFrame.new(0,1.5,0) end end)() end end for _,BodyParts in next, CloneChar:GetDescendants() do if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then BodyParts.Transparency = 1 end end game:GetService("RunService").RenderStepped:wait() game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar game:FindFirstChildOfClass("Workspace"):FindFirstChildOfClass("Camera").CameraSubject = CloneChar.Humanoid for _,v in next, DeadChar:GetChildren() do if v:IsA("Accessory") then if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end end end if ANIMATIONHERE then ANIMATIONHERE.Parent = CloneChar end Player = game:GetService("Players").LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint 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"] ------Gonzales--------- CV="Maroon" Player = game.Players.LocalPlayer char = Player.Character local txt = Instance.new("BillboardGui", Character) txt.Adornee = Character .Head txt.Name = "_status" txt.Size = UDim2.new(2, 0, 1.2, 0) txt.StudsOffset = Vector3.new(-9, 8, 0) local text = Instance.new("TextLabel", txt) text.Size = UDim2.new(10, 0, 7, 0) text.FontSize = "Size24" text.TextScaled = true text.TextTransparency = 0 text.BackgroundTransparency = 1 text.TextTransparency = 0 text.TextStrokeTransparency = 0 text.Font = "Bodoni" text.TextStrokeColor3 = Color3.new(255,255,255) v=Instance.new("Part") v.Name = "ColorBrick" v.Parent=Player.Character v.FormFactor="Symmetric" v.Anchored=true v.CanCollide=false v.BottomSurface="Smooth" v.TopSurface="Smooth" v.Size=Vector3.new(10,5,3) v.Transparency=1 v.CFrame=Character.Torso.CFrame v.BrickColor=BrickColor.new(CV) v.Transparency=1 text.TextColor3 = Color3.new(255,0,0) v.Shape="Block" text.Text = "" -------------------- Face = Head.face shirt = Instance.new("Shirt", char) shirt.Name = "Shirt" pants = Instance.new("Pants", char) pants.Name = "Pants" char.Shirt.ShirtTemplate = "rbxassetid://61921144" char.Pants.PantsTemplate = "rbxassetid://61921182" ------Face---------- Character.Head.face.Texture = "rbxassetid://840490876" ------Remover------- local ss = Instance.new("Sound",char) ss.Volume = 3 ss.Looped = true ss.Pitch = 1 ss.SoundId = "rbxassetid://0" ss:Play() local p = game.Players.LocalPlayer local char = p.Character local mouse = p:GetMouse() local larm = char["Left Arm"] local rarm = char["Right Arm"] local lleg = char["Left Leg"] local rleg = char["Right Leg"] local hed = char.Head local torso = char.Torso local hum = char.Humanoid local cam = game.Workspace.CurrentCamera local root = char.HumanoidRootPart local rj = root.RootJoint local deb = false local shot = 0 local animpose = "Idle" local lastanimpose = "Idle" local stanceToggle = "Normal" local l = game:GetService("Lighting") local rs = game:GetService("RunService").RenderStepped local hb = game:GetService("RunService").Heartbeat local Stepped = game:GetService("RunService").Stepped local Touche = {char.Name, } ---- Neck = Torso.Neck it = Instance.new vt = Vector3.new cf = CFrame.new rad = math.rad euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles Mouse = Player:GetMouse() coroutine.resume(coroutine.create(function() game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = "Fixed by PixelFir3 / Cortana#8155"; Color = Color7.new(0, 1, 1); Font = Enum.Font.Code; FontSize = Enum.FontSize.Size24; }) end)) ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = 0.016666666666667 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if frame <= tf then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end ) local animationspeed = 2 hbwait = function(number) if number == 0 or number == nil then ArtificialHB.Event:wait() else for i = 0, number do ArtificialHB.Event:wait() end end end local Stats = Instance.new("Folder", Character) Stats.Name = "Stats" local Defense = Instance.new("NumberValue", Stats) Defense.Name = "Defense" Defense.Value = 0.1 local Movement = Instance.new("NumberValue", Stats) Movement.Name = "Movement" Movement.Value = 0.35 local Damage = Instance.new("NumberValue", Stats) Damage.Name = "Damage" Damage.Value = 0 local Mana = Instance.new("NumberValue", Stats) Mana.Name = "Mana" Mana.Value = 0 local Rooted = Instance.new("BoolValue", Stats) Rooted.Name = "Rooted" Rooted.Value = false local BlockValue = Instance.new("BoolValue", Stats) BlockValue.Name = "BlockValue" BlockValue.Value = false local StaggerHitAnim = Instance.new("BoolValue", Stats) StaggerHitAnim.Name = "StaggerHitAnim" StaggerHitAnim.Value = false local StaggerAnim = Instance.new("BoolValue", Stats) StaggerAnim.Name = "StaggerAnim" StaggerAnim.Value = false local StunAnim = Instance.new("BoolValue", Stats) StunAnim.Name = "StunAnim" StunAnim.Value = false local StunValue = Instance.new("NumberValue", Stats) StunValue.Name = "StunValue" StunValue.Value = 0 local CanCrit = Instance.new("BoolValue", Stats) CanCrit.Name = "CanCrit" CanCrit.Value = false local CritChance = Instance.new("NumberValue", Stats) CritChance.Name = "CritChance" CritChance.Value = 20 local CanPenetrateArmor = Instance.new("BoolValue", Stats) CanPenetrateArmor.Name = "CanPenetrateArmor" CanPenetrateArmor.Value = false local AntiTeamKill = Instance.new("BoolValue", Stats) AntiTeamKill.Name = "AntiTeamKill" AntiTeamKill.Value = false necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) RootCF = angles(rad(-90), 0, rad(180)) local idle = 0 local Anim = "Idle" local animtype = math.floor(math.random(1, 3)) local attacktype = 1 local attack = false local equipped = false local LastPoint = nil local staggerhitanim = false local staggeranim = false local stunanim = false local CritChanceNumber = 0 local idlen = 0 local donum = 0 local sine = 0 local change = 2 / animationspeed local walkinganim = false local handidle = false local walk = 0 local stundelay = 0 local manadelay = 0 local robloxidleanimation = Instance.new("Animation", Torso) robloxidleanimation.Name = "robloxidleanimation" robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571" local Animator = Humanoid:FindFirstChild("Animator") local Animate = Character:FindFirstChild("Animate") local HitPlayerSounds = {199149137, 199149186, 199149221, 199149235, 199149269, 199149297} local HitArmorSounds = {199149321, 199149338, 199149367, 199149409, 199149452} local HitWeaponSounds = {199148971, 199149025, 199149072, 199149109, 199149119} local HitBlockSounds = {199148933, 199148947} local cooldown1 = 0 local cooldown2 = 0 local cooldown3 = 0 local cooldown4 = 0 local scrn = Instance.new("ScreenGui", PlayerGui) local ud = UDim2.new local c3 = Color3.new local skillcolorscheme = c3(1, 1, 1) subtractmana = function(k) if k <= Mana.Value then Mana.Value = Mana.Value - k end end local co1 = 0 local co2 = 0 local co3 = 0 local co4 = 0 local maxmana = 0 local maxstun = 1 local recovermana = 0 local losestun = 0 local stunwait = 0 local manawait = 0 local skill1mana = 0 local skill2mana = 0 local skill3mana = 0 local skill4mana = 0 local menuupdatespeed = 0 local constantupdate = false local showstats = false local allowstunbar = false local CustomColor = Torso.BrickColor local Colorpart1 = CustomColor.r local Colorpart2 = CustomColor.g local Colorpart3 = CustomColor.b local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3)) makeframe = function(par, trans, pos, size, color, name) local frame = Instance.new("Frame") frame.Parent = par frame.BackgroundTransparency = trans frame.BorderSizePixel = 2 frame.Position = pos frame.Size = size frame.BackgroundColor3 = color frame.Name = name return frame end makelabel = function(par, text, trans, stroketrans, name) local label = Instance.new("TextLabel") label.Parent = par label.BackgroundTransparency = 1 label.Size = ud(1, 0, 1, 0) label.Position = ud(0, 0, 0, 0) label.TextColor3 = c3(255, 255, 255) label.TextStrokeTransparency = stroketrans label.TextTransparency = trans label.FontSize = Enum.FontSize.Size32 label.Font = Enum.Font.Legacy label.BorderSizePixel = 0 label.TextScaled = true label.Text = text label.Name = name return label end framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1") framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2") framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3") framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4") bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1") bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2") bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3") bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4") text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1") text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2") text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3") text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4") manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar") manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover") manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text") healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Bar") healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137255, 0.19607843137255), "Health Cover") healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text") if allowstunbar == true then stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137255), "Stun Frame") stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137255), "Stun Bar") stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text") end if showstats == true then defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 0.3921568627451, 1), "Defense Frame") damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.3921568627451, 0.3921568627451), "Damage Frame") movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3921568627451, 1, 0.3921568627451), "Movement Frame") defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text") damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text") movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text") end NoOutline = function(Part) Part.TopSurface = 10 end local weldBetween = function(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 nooutline = function(part) part.TopSurface = 10 end part = function(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 mesh = function(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 weld = function(parent, part0, part1, c0, c1) local weld = it("Motor") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 weld.C1 = c1 return weld end local WeaponName = "Russian Kick" local ClassName = "Russian Kick" local PlayerSize = 1 local RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0)) local LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0)) if PlayerSize ~= 1 then RootPart.Size = RootPart.Size * PlayerSize Torso.Size = Torso.Size * PlayerSize Head.Size = Head.Size * PlayerSize RightArm.Size = RightArm.Size * PlayerSize LeftArm.Size = LeftArm.Size * PlayerSize RightLeg.Size = RightLeg.Size * PlayerSize LeftLeg.Size = LeftLeg.Size * PlayerSize RootJoint.Parent = RootPart Neck.Parent = Torso LS.Parent = Torso RS.Parent = Torso LH.Parent = Torso RH.Parent = Torso RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)) Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize) RS.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0 LS.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0 RS.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5) LS.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5) RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)) LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)) RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) for _,v in pairs(Character:GetChildren()) do if v.ClassName == "Hat" or v.ClassName == "Accessory" then v.Parent = nil v.Parent = Character v.Handle.Mesh.Scale = v.Handle.Mesh.Scale * PlayerSize for _,b in pairs(v.Handle:GetChildren()) do if b.ClassName == "Weld" or b.ClassName == "Motor" then local p1 = b.Part1 b.Part1 = nil local c01, c02, c03, c04, c05, c06, c07, c08, c09, c010, c011, c012 = b.C0:components() local c11, c12, c13, c14, c15, c16, c17, c18, c19, c110, c111, c112 = b.C1:components() b.C0 = cf(c01 * PlayerSize, c02 * PlayerSize, c03 * PlayerSize, c04, c05, c06, c07, c08, c09, c010, c011, c012) b.C1 = cf(c11 * PlayerSize, c12 * PlayerSize, c13 * PlayerSize, c14, c15, c16, c17, c18, c19, c110, c111, c112) b.Part1 = p1 end end end end end m = Instance.new("Model", Character) m.Name = WeaponName Effects = Instance.new("Folder", m) Effects.Name = "Effects" Humanoid.Died:connect(function() attack = true for _,v in pairs(Character:GetChildren()) do if v.ClassName == "Model" then v:Destroy() end end end ) for i,v in pairs(Character:GetChildren()) do if v.ClassName == "Model" then for _,c in pairs(v:GetChildren()) do if c.ClassName == "Part" then c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001) end end end end print(ClassName .. " loaded.") clerp = function(a, b, t) return a:lerp(b, t) end positiveangle = function(number) if number > 0 then number = 0 end return number end negativeangle = function(number) if number < 0 then number = 0 end return number 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 = "http://roblox.com/asset/?id=" .. id hbwait() sou:play() game:GetService("Debris"):AddItem(sou, 10) end )) end GetDistance = function(Part1, Part2, magnitude) local target = Part1.Position - Part2.Position local mag = target.magnitude if mag <= magnitude then return true else return false end end rayCast = function(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end DamageStatLabel = function(labeltype, cframe, text, color) local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0)) c.CFrame = cf(cframe.p + vt(0, 1.5, 0)) game:GetService("Debris"):AddItem(c, 5) Instance.new("BodyGyro", c) local f = Instance.new("BodyPosition", c) f.P = 2000 f.D = 100 f.maxForce = vt(math.huge, math.huge, math.huge) if labeltype == "Normal" then f.position = c.Position + vt(math.random(-2, 2), 6, math.random(-2, 2)) else if labeltype == "Debuff" then f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2)) else if labeltype == "Interruption" then f.position = c.Position + vt(math.random(-2, 2), 8, math.random(-2, 2)) end end end game:GetService("Debris"):AddItem(c, 5) local bg = Instance.new("BillboardGui", c) bg.Adornee = c bg.Size = UDim2.new(2.5, 0, 2.5, 0) bg.StudsOffset = vt(-2, 2, 0) bg.AlwaysOnTop = false local tl = Instance.new("TextLabel", bg) tl.BackgroundTransparency = 1 tl.Size = UDim2.new(2.5, 0, 2.5, 0) tl.Text = text tl.Font = Enum.Font.SourceSans tl.FontSize = Enum.FontSize.Size42 tl.TextColor3 = color tl.TextScaled = false tl.TextStrokeTransparency = 0 tl.TextScaled = true tl.TextWrapped = true f.Parent = c coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel) wait(0.25) for i = 1, 5 do wait() BodyPosition.position = Part.Position - vt(0, 0.5, 0) end wait(1.25) for i = 1, 5 do wait() TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2 TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2 BodyPosition.position = Part.Position + vt(0, 0.5, 0) end Part.Parent = nil end ), c, f, tl) end IncreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat) -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and Location.Stats[Stat] ~= nil then Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount if ShowTheStat == true then if Stat == "Defense" then DamageStatLabel("Debuff", Location.Head.CFrame, "+Defense", c3(1, 1, 1)) else if Stat == "Damage" then DamageStatLabel("Debuff", Location.Head.CFrame, "+Damage", c3(1, 1, 1)) else if Stat == "Movement" then DamageStatLabel("Debuff", Location.Head.CFrame, "+Movement", c3(1, 1, 1)) end end end end coroutine.resume(coroutine.create(function(CurrentDecrease) wait(Duration) CurrentDecrease.Value = CurrentDecrease.Value - Amount end ), Location.Stats[Stat]) end DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1)) end DecreaseStat = function(Location, Stat, Amount, Duration, ShowTheStat) -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 -- DECOMPILER ERROR at PC28: Unhandled construct in 'MakeBoolean' P1 if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil and Location.Stats:FindFirstChild("BlockValue").Value ~= true and Location.Stats[Stat] ~= nil then Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount if ShowTheStat == true then if Stat == "Defense" then DamageStatLabel("Debuff", Location.Head.CFrame, "-Defense", c3(1, 1, 1)) else if Stat == "Damage" then DamageStatLabel("Debuff", Location.Head.CFrame, "-Damage", c3(1, 1, 1)) else if Stat == "Movement" then DamageStatLabel("Debuff", Location.Head.CFrame, "-Movement", c3(1, 1, 1)) end end end end coroutine.resume(coroutine.create(function(CurrentDecrease) wait(Duration) CurrentDecrease.Value = CurrentDecrease.Value + Amount end ), Location.Stats[Stat]) end DamageStatLabel("Interruption", Location.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1)) end Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat) if hit.Parent == nil then return end h = hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:GetChildren()) do if v:IsA("Humanoid") then h = v end end if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then StaggerHitAnim.Value = true so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1) return end if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then h = hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className == "Hat" then hit = hit.Parent.Parent:FindFirstChild("Head") end 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 AntiTeamKill.Value == true and Player.Neutral == false and game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then return end if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then return end if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("StunValue") ~= nil then hit.Parent.Stats:FindFirstChild("StunValue").Value = hit.Parent.Stats:FindFirstChild("StunValue").Value + incstun end if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("StaggerAnim") ~= nil and stagger == true then hit.Parent.Stats:FindFirstChild("StaggerAnim").Value = true end if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:FindFirstChild("BlockValue") ~= nil and hit.Parent.Stats:FindFirstChild("BlockValue").Value == true then if hit.Parent.Stats:FindFirstChild("BlockDebounce") == nil then DamageStatLabel("Interruption", hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.3921568627451, 1)) local BlockDebounce = Instance.new("BoolValue", hit.Parent.Stats) BlockDebounce.Name = "BlockDebounce" BlockDebounce.Value = true game:GetService("Debris"):AddItem(BlockDebounce, 0.1) end do if ranged ~= true then do if hit.Parent.Stats:FindFirstChild("BlockDebounce2") == nil then local BlockDebounce2 = Instance.new("BoolValue", hit.Parent.Stats) BlockDebounce2.Name = "BlockDebounce2" BlockDebounce2.Value = true game:GetService("Debris"):AddItem(BlockDebounce2, 0.1) so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1) end hit.Parent.Stats:FindFirstChild("BlockValue").Value = false StaggerAnim.Value = true do return end if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then if DecreaseTheStat == "Defense" then DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat) else if DecreaseTheStat == "Damage" then DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat) else if DecreaseTheStat == "Movement" then DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat) end end end end local D = math.random(minim, maxim) * Damage.Value if hit.Parent:FindFirstChild("Stats") ~= nil then if hit.Parent.Stats:FindFirstChild("Defense") then if CanPenetrateArmor.Value == true then D = D / hit.Parent.Stats:FindFirstChild("Defense").Value -- DECOMPILER ERROR at PC377: Unhandled construct in 'MakeBoolean' P1 if hit.Parent.Stats:FindFirstChild("Defense") ~= nil or CanCrit.Value == true then CritChanceNumber = math.random(1, CritChance.Value) if CritChanceNumber == CritChance.Value then D = D * 2 end end D = math.floor(D) h.Health = h.Health - D if D <= 3 and staggerhit == true then if ranged ~= true then StaggerHitAnim.Value = true end if ranged ~= true then so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1) end else if D > 3 and ranged ~= true then so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1) end end if D > 3 and D < 20 then if CanCrit.Value == true and CritChanceNumber == CritChance.Value then DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0)) so("296102734", hit, 1, 1) else DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0.86274509803922, 0)) end else if D >= 20 then if CanCrit.Value == true and CritChanceNumber == CritChance.Value then DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0)) so("296102734", hit, 1, 1) else DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0)) end else if D <= 3 then if CanCrit.Value == true and CritChanceNumber == CritChance.Value then DamageStatLabel("Normal", hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254902, 0, 0)) so("296102734", hit, 1, 1) else DamageStatLabel("Normal", hit.Parent.Head.CFrame, D, Color3.new(0.88235294117647, 0.88235294117647, 0.88235294117647)) end end end end do if Type == "Normal" then local vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = vt(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 if knockback > 0 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, 0.5) end local DebounceHit = Instance.new("BoolValue", hit.Parent) DebounceHit.Name = "DebounceHit" DebounceHit.Value = true game:GetService("Debris"):AddItem(DebounceHit, Delay) end end end end end end end end end end MagniDamage = function(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat) for _,c in pairs(workspace:GetChildren()) do local hum = (c:FindFirstChild("Humanoid")) local head = nil if hum ~= nil then head = c:FindFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat) end end do for _,d in pairs(c:GetChildren()) do if d.ClassName == "Model" and ranged ~= true then head = d:FindFirstChild("Hitbox") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt()) hitrefpart.Anchored = true hitrefpart.CFrame = cf(head.Position) so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1) StaggerHitAnim.Value = true end end end end do -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out DO_STMT -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC107: LeaveBlock: unexpected jumping out IF_STMT end end end end end MagniBufforDebuff = function(Part, Magni, Type, Stat, Amount, Duration, ShowTheBufforDebuff, ApplyToOthersInstead) if Player.Neutral == true then if Type == "Buff" then IncreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff) else if Type == "Debuff" then DecreaseStat(Character, Stat, Amount, Duration, ShowTheBufforDebuff) end end end for _,c in pairs(workspace:GetChildren()) do local hum = (c:FindFirstChild("Humanoid")) local head = nil if hum ~= nil then head = c:FindFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude -- DECOMPILER ERROR at PC83: Unhandled construct in 'MakeBoolean' P1 if ApplyToOthersInstead == true and mag <= Magni and c.Name ~= Player.Name and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then if Type == "Buff" then IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) else if Type == "Debuff" then DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) end end end end end if ApplyToOthersInstead == false and mag <= Magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then if Type == "Buff" then IncreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) else if Type == "Debuff" then DecreaseStat(head.Parent, Stat, Amount, Duration, ShowTheBufforDebuff) end end end end end Lightning = function(p0, p1, tym, ofs, brickcolor, material, th, tra, last) local magz = p0 - p1.magnitude local curpos = p0 local trz = {-ofs, ofs} for i = 1, tym do local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym)) do li.Anchored = true local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)]) local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz if tym == i then local magz2 = curpos - p1.magnitude li.Size = vt(th, th, magz2) li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2) else do do li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2) curpos = li.CFrame * cf(0, 0, magz / tym / 2).p game.Debris:AddItem(li, last) coroutine.resume(coroutine.create(function() while li.Transparency ~= 1 do for i = 0, 1, last do hbwait() li.Transparency = li.Transparency + 0.1 / last end end end )) end -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_ELSE_STMT -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out IF_STMT -- DECOMPILER ERROR at PC118: LeaveBlock: unexpected jumping out DO_STMT end end end end end MagicRing = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, -0.1 * z1), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicBlock = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() if rotate == true then Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) end Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicBlock2 = function(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) CF = prt.CFrame num = math.random(5, 20) coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num) for i = 0, 1, delay do hbwait() if rotate == true then Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) else Part.CFrame = CF2 * cf(0, i * Num, 0) end Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh, CF, num) end MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 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) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicHead = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end BreakEffect = function(brickcolor, material, rotate, cframe, x1, y1, z1, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe * angles(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)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb) CF = Part.CFrame Numbb = 0 randnumb = math.random() - math.random() for i = 0, 1, delay do hbwait() CF = CF * cf(0, 1, 0) if rotate == true then Part.CFrame = CF * angles(Numbb, 0, 0) else if rotate == false then Part.CFrame = CF end end Part.Transparency = i Numbb = Numbb + (randnumb) end Part.Parent = nil end ), prt, CF, Numbb, randnumb) end ElecEffect = function(brickcolor, material, cf, x, y, z, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cf xval = math.random() yval = math.random() zval = math.random() local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal) for i = 0, 1, delay do hbwait() Part.CFrame = Part.CFrame xvaal = xvaal - 0.1 * (delay * 10) yvaal = yvaal - 0.1 * (delay * 10) zvaal = zvaal - 0.1 * (delay * 10) Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal) Part.Transparency = i end Part.Parent = nil end ), prt, msh, xval, yval, zval) end TrailEffect = function(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay) local magnitudecframe = currentcf.p - oldcf.p.magnitude if magnitudecframe > 0.01 then local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt(1, magnitudecframe, 1)) prt.Anchored = true prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(rad(90), 0, 0) local TheMeshType = "BlockMesh" if meshtype == "Cylinder" then TheMeshType = "CylinderMesh" end local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt(0 + size, 1, 0 + size)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x, y, z) end Part.Parent = nil end ), prt, msh, currentcf, oldcf) end end ClangEffect = function(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay) local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0)) game:GetService("Debris"):AddItem(prt, 10) local TheLastPoint = cframe coroutine.resume(coroutine.create(function(Part) for i = 1, duration do hbwait() Part.CFrame = Part.CFrame * angles(rad(angle), 0, 0) * cf(0, power, 0) TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay) TheLastPoint = Part.CFrame end Part.Parent = nil end ), prt) end MagicCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicFlatCone = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicSpikedCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicCrown = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end MagicSkull = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do hbwait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end local startequipped = true local startequippedwithequipanimation = false local disableanimator = true local disableanimate = true local alternatewalk = false local hidemenu = false local allowmenutofunction = false local allowabilitiestofunction = false local canunequiporequip = false local allowwalking = false local disablemovingarms = false local usemotorsinsteadofwelds = false local leftarm = false local rightarm = false local allowhopperbin = false local showstunbar = false local walkspeeddependsonmovementvalue = true local alternatemanaregensystem = false local showhealthmanaandstunnumbers = false local changebarcolorsifnotenoughmana = false local disablejump = false if hidemenu == true or allowmenutofunction == false then for _,v in pairs(scrn:GetChildren()) do if v.ClassName == "Frame" or v.ClassName == "TextLabel" then v.Visible = false v.BorderSizePixel = 0 end end end do Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and disablejump == true then Humanoid.Jump = false end end ) if allowmenutofunction == true then for _,v in pairs(scrn:GetChildren()) do if v.ClassName == "Frame" then for _,b in pairs(v:GetChildren()) do if b.ClassName == "TextLabel" then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) if showstats == true then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) end if showstunbar == true then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) end if allowabilitiestofunction == true then coroutine.resume(coroutine.create(function(TheTextLabel) wait(menuupdatespeed) for i = 1, 0, -0.1 do hbwait() TheTextLabel.TextTransparency = i TheTextLabel.TextStrokeTransparency = i end TheTextLabel.TextTransparency = 0 TheTextLabel.TextStrokeTransparency = 0 end ), b) end end end end end end do if allowhopperbin == true then if script.Parent.className ~= "HopperBin" then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = WeaponName script.Parent = Tool end Bin = script.Parent end if disablemovingarms == true then RWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0)) LWC0 = cf(0, 0 - (0.5 * PlayerSize - 0.5), 0) * angles(rad(0), rad(0), rad(0)) RSH = nil if usemotorsinsteadofwelds == true then RW = Instance.new("Motor") LW = Instance.new("Motor") else RW = Instance.new("Weld") LW = Instance.new("Weld") end RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = Torso LSH.Parent = Torso RW.Name = "Right Shoulder" RW.Part0 = Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = Character["Right Arm"] RW.Parent = nil LW.Name = "Left Shoulder" LW.Part0 = Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = Character["Left Arm"] LW.Parent = nil else RW = Torso["Right Shoulder"] LW = Torso["Left Shoulder"] RWC0 = cf(-0.5, 0, 0) * angles(rad(0), rad(90), rad(0)) LWC0 = cf(0.5, 0, 0) * angles(rad(0), rad(-90), rad(0)) end equipanim = function() attack = true Movement.Value = Movement.Value - 0.1 Defense.Value = Defense.Value + 0.4 for i = 0, 1, 0.08 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) end attack = false end unequipanim = function() attack = true for i = 0, 1, 0.08 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0, 0.3 / animationspeed) if disablemovingarms == false then RW.C1 = clerp(RW.C1, angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed) LW.C1 = clerp(LW.C1, angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5), 0.3 / animationspeed) end RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RH.C1 = clerp(RH.C1, angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed) LH.C1 = clerp(LH.C1, angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize), 0.3 / animationspeed) end RootJoint.C0 = RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) Neck.C0 = necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(0)) Neck.C1 = angles(rad(90), rad(180), 0) * cf(0, 0, -0.5 * PlayerSize) RW.C0 = cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * RWC0 LW.C0 = cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(0)) * LWC0 if disablemovingarms == false then RW.C1 = angles(0, rad(90), 0) * cf(0, 0.5 * PlayerSize, -0.5) LW.C1 = angles(0, rad(-90), 0) * cf(0, 0.5 * PlayerSize, -0.5) end RH.C0 = cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(0), rad(0), rad(0)) LH.C0 = cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(0), rad(0), rad(0)) RH.C1 = angles(0, rad(90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) LH.C1 = angles(0, rad(-90), 0) * cf(0, 1 * PlayerSize, 0.5 * PlayerSize) Movement.Value = Movement.Value + 0.1 Defense.Value = Defense.Value - 0.4 attack = false end if startequipped == true then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end Movement.Value = Movement.Value - 0.1 Defense.Value = Defense.Value + 0.4 end if startequippedwithequipanimation == true then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end coroutine.resume(coroutine.create(function() hbwait() equipanim() end )) end StaggerHit = function() attack = true if Hitbox ~= nil then for i = 1, math.random(2, 4) do ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end end do for i = 0, 1, 0.1 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(-10), rad(0), rad(-30)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(30)) * angles(rad(5), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-30), rad(0), rad(60)) * angles(rad(0), rad(-30), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(-20)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.9 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-10), rad(0), rad(-20)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-70), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed) if StaggerAnim.Value ~= true then do if StunAnim.Value == true then break end -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_THEN_STMT -- DECOMPILER ERROR at PC314: LeaveBlock: unexpected jumping out IF_STMT end end end attack = false end end Stagger = function() attack = true disablejump = true if Hitbox ~= nil then for i = 1, math.random(2, 4) do ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(rad(math.random(-50, 50)), rad(math.random(-50, 50)), rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1) end end do attacktype = 1 DamageStatLabel("Interruption", Head.CFrame, "Staggered!", Color3.new(1, 1, 0)) local staggervelocity = Instance.new("BodyVelocity", Torso) staggervelocity.P = 500 staggervelocity.maxForce = vt(math.huge, 0, math.huge) if Rooted.Value == false then staggervelocity.Velocity = RootPart.CFrame.lookVector * -25 end for i = 0, 1, 0.35 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.1 * PlayerSize) * angles(rad(-20), rad(0), rad(-30)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(10)), 0.3 / animationspeed) end for i = 0, 1, 0.2 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.2 * PlayerSize) * angles(rad(-30), rad(0), rad(-30)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(35)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(20), rad(-30), rad(40)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(5), rad(-20)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 * PlayerSize, -0.25 * PlayerSize) * angles(rad(0), rad(100), rad(0)) * angles(rad(-20), rad(0), rad(40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.9 * PlayerSize, 0.25 * PlayerSize) * angles(rad(0), rad(-60), rad(0)) * angles(rad(-5), rad(0), rad(30)), 0.3 / animationspeed) end staggervelocity:Destroy() for i = 0, 1, 0.015 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.8 * PlayerSize) * angles(rad(0), rad(0), rad(-20)) * angles(rad(-5), rad(-5), rad(0)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(20), rad(0), rad(20)) * angles(rad(0), rad(5), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(0), rad(20)) * angles(rad(0), rad(-20), rad(0)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-15), rad(0), rad(-10)) * angles(rad(0), rad(20), rad(0)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(80), rad(0)) * angles(rad(0), rad(0), rad(70)) * angles(rad(0), rad(30), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, 0.4 * PlayerSize, -0.5 * PlayerSize) * angles(rad(0), rad(-80), rad(0)) * angles(rad(-2.5), rad(0), rad(-10)), 0.3 / animationspeed) if StunAnim.Value == true then break end end do attacktype = 1 disablejump = false attack = false end end end Stun = function() attack = true disablejump = true attacktype = 1 DamageStatLabel("Interruption", Head.CFrame, "Stunned!", Color3.new(1, 1, 0)) for i = 0, 1, 0.4 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize) * angles(rad(15), rad(0), rad(-160)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(10), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(15)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(70), rad(0), rad(-15)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed) end for i = 0, 1, 0.4 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.5 * PlayerSize) * angles(rad(45), rad(0), rad(-170)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(45)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(-45)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-20)), 0.3 / animationspeed) end for i = 0, 1, 0.4 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1 * PlayerSize) * angles(rad(75), rad(0), rad(-180)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 * PlayerSize + (1 * PlayerSize - 1)) * angles(rad(5), rad(0), rad(-60)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(0), rad(75)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-45), rad(0), rad(-75)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(90), rad(0)) * angles(rad(-5), rad(0), rad(-40)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-5), rad(0), rad(-30)), 0.3 / animationspeed) end Humanoid.AutoRotate = false for i = 1, 70 * animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -2.5 * PlayerSize) * angles(rad(90), rad(0), rad(-180)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-90)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(90), rad(-10), rad(90)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-90), rad(0), rad(-90)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -1 * PlayerSize, 0.2 * PlayerSize) * angles(rad(0), rad(70), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -1 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-100), rad(0)) * angles(rad(-10), rad(0), rad(0)), 0.3 / animationspeed) end for i = 0, 1, 0.15 / animationspeed do hbwait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -1.5 * PlayerSize) * angles(rad(20), rad(0), rad(100)), 0.3 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(0), rad(-30)) * angles(rad(0), rad(0), rad(0)), 0.3 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(-20), rad(0), rad(30)) * RWC0, 0.3 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(80), rad(0), rad(20)) * LWC0, 0.3 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(60), rad(0)) * angles(rad(-5), rad(0), rad(70)), 0.3 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.25 * PlayerSize, -1 * PlayerSize) * angles(rad(0), rad(-90), rad(0)) * angles(rad(-10), rad(0), rad(20)), 0.3 / animationspeed) end Humanoid.AutoRotate = true attacktype = 1 disablejump = false attack = false end EAbility = function() attack = true attack = false end Attack1 = function() attack = true attack = false end Attack2 = function() attack = true attack = false end Attack3 = function() attack = true attack = false end Attack4 = function() attack = true attack = false end Move1 = function() attack = true attack = false end Move2 = function() attack = true attack = false end Move3 = function() attack = true attack = false end Move4 = function() attack = true attack = false end hold = false Mouse.Button1Down:connect(function() if attack == true or equipped == false then return end hold = true if attacktype == 1 then attacktype = 2 Attack1() else if attacktype == 2 then attacktype = 3 Attack2() else if attacktype == 3 then attacktype = 4 Attack3() else if attacktype == 4 then attacktype = 1 Attack4() end end end end coroutine.resume(coroutine.create(function() for i = 1, 50 do if attack == false then hbwait() end end if attack == false then attacktype = 1 end end )) end ) if allowhopperbin == true then ob1u = function(Mouse) hold = false end end Mouse.KeyDown:connect(function(key) if key == "f" and canunequiporequip == true and attack == false then if equipped == false then equipped = true if disableanimate == true then Animate.Disabled = true local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation) idleanimation:Play() end if disableanimator == true then Animator.Parent = nil end if disablemovingarms == true then RW.Parent = Torso LW.Parent = Torso RSH.Parent = nil LSH.Parent = nil end equipanim() elseif equipped == true then equipped = false unequipanim() hbwait() if disablemovingarms == true then RW.Parent = nil LW.Parent = nil RSH.Parent = Torso LSH.Parent = Torso end if disableanimator == true then Animator.Parent = Humanoid end if disableanimate == true then Animate.Disabled = false end end end if key == "e" and attack == false and equipped == true then if animtype < 3 then animtype = animtype + 1 elseif animtype >= 3 then animtype = 1 end end if key == "z" and attack == false and equipped == true and co1 <= cooldown1 and skill1mana <= Mana.Value then subtractmana(skill1mana) cooldown1 = 0 Move1() end if key == "x" and attack == false and equipped == true and co2 <= cooldown2 and skill2mana <= Mana.Value then subtractmana(skill2mana) cooldown2 = 0 Move2() end if key == "c" and attack == false and equipped == true and co3 <= cooldown3 and skill3mana <= Mana.Value then subtractmana(skill3mana) cooldown3 = 0 Move3() end if key == "v" and attack == false and equipped == true and co4 <= cooldown4 and skill4mana <= Mana.Value then subtractmana(skill4mana) cooldown4 = 0 Move4() end if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then if key == "q" then Mana.Value = 100 cooldown1 = co1 cooldown2 = co2 cooldown3 = co3 cooldown4 = co4 end if key == "p" then StaggerHitAnim.Value = true end if key == "[" then StaggerAnim.Value = true end if key == "]" then StunAnim.Value = true end end end ) Mouse.KeyUp:connect(function(key2) end ) if allowhopperbin == true then 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) end end if allowhopperbin == true then ds = function(Mouse) end end if allowhopperbin == true then Bin.Selected:connect(s) Bin.Deselected:connect(ds) end updateskills = function() if allowabilitiestofunction == true then if cooldown1 <= co1 then cooldown1 = cooldown1 + 0.033333333333333 if co1 <= cooldown1 then cooldown1 = co1 end end if cooldown2 <= co2 then cooldown2 = cooldown2 + 0.033333333333333 if co2 <= cooldown2 then cooldown2 = co2 end end if cooldown3 <= co3 then cooldown3 = cooldown3 + 0.033333333333333 if co3 <= cooldown3 then cooldown3 = co3 end end if cooldown4 <= co4 then cooldown4 = cooldown4 + 0.033333333333333 if co4 <= cooldown4 then cooldown4 = co4 end end if changebarcolorsifnotenoughmana == true then if Mana.Value <= skill1mana then bar4.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end if Mana.Value <= skill2mana then bar3.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end if Mana.Value <= skill3mana then bar1.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end if Mana.Value <= skill4mana then bar2.BackgroundColor3 = c3(0.4078431372549, 0.4078431372549, 0.4078431372549) else bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end else if changebarcolorsifnotenoughmana == false then bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3) end end end if alternatemanaregensystem == false then if Mana.Value <= maxmana then Mana.Value = Mana.Value + recovermana / 30 else if maxmana <= Mana.Value then Mana.Value = maxmana end end else if alternatemanaregensystem == true then if maxmana <= Mana.Value then Mana.Value = maxmana else if manadelay <= manawait then manadelay = manadelay + 1 else manadelay = 0 Mana.Value = Mana.Value + 1 end end end end if allowstunbar == true then if StunValue.Value <= 0 then StunValue.Value = 0 else if stundelay <= stunwait then stundelay = stundelay + 1 else stundelay = 0 StunValue.Value = StunValue.Value - 1 end end else if allowstunbar == false then StunValue.Value = 0 end end end if allowmenutofunction == true then ArtificialHB.Event:connect(function() updateskills() if allowabilitiestofunction == true then framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) end manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) if allowstunbar == true and showstunbar == true and stunframe ~= nil then stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate) end if showhealthmanaandstunnumbers == true then manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]" healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]" if allowstunbar == true and showstunbar == true then stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]" end end if showstats == true then defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate) defensetext.Text = "Defense: " .. Defense.Value * 100 .. "%" damagetext.Text = "Damage: " .. Damage.Value * 100 .. "%" if Rooted.Value == false then movementtext.Text = "Movement: " .. Movement.Value * 100 .. "%" else if Rooted.Value == true or Movement.Value <= 0 then movementtext.Text = "Movement: 0%" end end end end ) end while 1 do hbwait() if Hitbox ~= nil then if attack == true then Hitbox.Name = "Hitbox" else if attack == false then Hitbox.Name = "NilHitbox" end end end if 0 < Humanoid.Health then if walkspeeddependsonmovementvalue == true then if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then Humanoid.WalkSpeed = 0 else Humanoid.WalkSpeed = 16 * Movement.Value end end if maxstun <= StunValue.Value then StunValue.Value = 0 StunAnim.Value = true end if StaggerAnim.Value == true and staggeranim == false then coroutine.resume(coroutine.create(function() staggeranim = true while attack == true do hbwait() end Stagger() StaggerAnim.Value = false staggeranim = false end )) end if StaggerHitAnim.Value == true and staggerhitanim == false then coroutine.resume(coroutine.create(function() staggerhitanim = true while attack == true do hbwait() end StaggerHit() StaggerHitAnim.Value = false staggerhitanim = false end )) end if (StunAnim.Value == true and stunanim == false) or 100 <= StunValue.Value then coroutine.resume(coroutine.create(function() StunValue.Value = 0 stunanim = true while attack == true do hbwait() end Stun() StunAnim.Value = false stunanim = false end )) end sine = sine + change local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude local velderp = RootPart.Velocity.y local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position) hitfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position + vt(0, -1, 0)).lookVector, 4 * PlayerSize, Character) if 0.5 <= donum then handidle = true else if donum <= 0 then handidle = false end end if handidle == false then donum = donum + 0.003 / animationspeed else donum = donum - 0.003 / animationspeed end if equipped == true or equipped == false then if attack == false then idle = idle + 1 else idle = 0 end if leftarm == true then if Anim == "Walk" and equipped == true and attack == false then if alternatewalk == false then if walkinganim == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end else if walkinganim == true then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end end else -- DECOMPILER ERROR at PC2457: Unhandled construct in 'MakeBoolean' P3 if (Anim ~= "Walk" and equipped == true) or leftarm == false then LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) end end end if rightarm == true then if Anim == "Walk" and equipped == true and attack == false then if alternatewalk == false then if walkinganim == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-60), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(30), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end else if walkinganim == true then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(-45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(45), rad(0), rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end end else -- DECOMPILER ERROR at PC2648: Unhandled construct in 'MakeBoolean' P3 if (Anim ~= "Walk" and equipped == true) or rightarm == false then RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) end end end if allowwalking == true then if Anim == "Walk" and equipped == true then if alternatewalk == false then if walkinganim == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end else if walkinganim == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) else RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed) end end else if Anim ~= "Walk" and equipped == true then RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(rad(0), rad(0), rad(0)) * angles(rad(0), rad(0), rad(0)), 0.2 / animationspeed) end end end Anim = "Idle" if attack == false then if equipped == true then if animtype == 1 then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed) RW.C0 = clerp(RW.C0, cf(1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(100), rad(0), rad(-80)) * angles(rad(-5 * math.sin((sine) / 4)), rad(90), rad(0)) * (RWC0), 1 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1 * PlayerSize, 0.5 * PlayerSize, -0.5 * PlayerSize) * angles(rad(80), rad(0), rad(70)) * angles(rad(-5 * math.sin((sine) / 4)), rad(-90), rad(0)) * (LWC0), 1 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) end if animtype == 2 then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(2.5 + 2.5 * math.cos((sine) / 4)), rad(0), rad(0)), 1 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(2.5 * math.sin((sine) / 4)), rad(0), rad(0)), 1 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(5), rad(10)) * angles(rad(60 * math.cos((sine) / 8)), rad(5), rad(0)) * (RWC0), 1 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(0), rad(-5), rad(-10)) * angles(rad(-60 * math.cos((sine) / 8)), rad(-5), rad(0)) * (LWC0), 1 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 5 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 5 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) end end if animtype == 3 then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0 * PlayerSize, 0 * PlayerSize, -0.25 - 0.125 * math.cos((sine) / 4) * PlayerSize) * angles(rad(0), rad(5 * math.cos((sine) / 8)), rad(0)), 1 / animationspeed) Neck.C0 = clerp(Neck.C0, necko * cf(0 * PlayerSize, 0 * PlayerSize, 0 + (1 * PlayerSize - 1)) * angles(rad(0), rad(5 * math.sin((sine) / 8)), rad(0)), 1 / animationspeed) RW.C0 = clerp(RW.C0, cf(1.5 * PlayerSize, 0.5 * PlayerSize, 0 * PlayerSize) * angles(rad(10), rad(0), rad(-20)) * angles(rad(0), rad(10), rad(0)) * (RWC0), 1 / animationspeed) LW.C0 = clerp(LW.C0, cf(-1.25 + 0.25 * math.sin((sine) / 8) * PlayerSize, 0.5 * PlayerSize, -0.25 - 0.25 * math.sin((sine) / 8) * PlayerSize) * angles(rad(80 - 30 * math.cos((sine) / 4)), rad(0), rad(60 * math.sin((sine) / 8))) * (LWC0), 1 / animationspeed) RH.C0 = clerp(RH.C0, cf(1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 - 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(87.5), rad(0)) * angles(rad(-5 + 10 * math.cos((sine) / 8)), rad(0), rad(30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) LH.C0 = clerp(LH.C0, cf(-1 * PlayerSize, -0.75 - 0.125 * math.cos((sine) / 4) * PlayerSize, -0.25 + 0.125 * math.sin((sine) / 8) * PlayerSize) * angles(rad(0), rad(-87.5), rad(0)) * angles(rad(-5 - 10 * math.cos((sine) / 8)), rad(0), rad(-30 - 50 * math.cos((sine) / 8))), 1 / animationspeed) end end end end end end end