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Copy the script and paste it into your executor.
()
Player = :().LocalPlayer
Character = Player.Character
Head = Character.Head
Torso = Character.Torso
Right_Arm = Character[]
Right_Leg = Character[]
Left_Arm = Character[]
Left_Leg = Character[]
Humanoid = Character.Humanoid
Animation =
Mouse = Player:()
LeftShoulder = Torso[]
Left_Hip = Torso[]
RightShoulder = Torso[]
Right_Hip = Torso[]
Root = Character.HumanoidRootPart
RootJoint = Root.RootJoint
Attacking =
CanAttack =
Anim =
Combo =
Blocking =
MaxMana =
Mana =
MaxBlock =
Effects = {}
Color =
cf = .new
WalkForward =
Block = .(,Character)
Block.Value =
Block.Name =
BlockD = .(, Block)
BlockD.Name =
BlockD.Value =
RootCFrame = .(-,,)
Necko = (, , , -, -, -, , , , , , )
Necko2 = (, -, , -, -, -, , , , , , )
Right_Hip_C1 = (, , , , , , , , , -, , )
Left_Hip_C1 = (-, , , , , -, , , , , , )
Movemment =
Walk =
Left_Shoulder = .(, Torso)
Left_Shoulder.Part0 = Torso
Left_Shoulder.Part1 = Left_Arm
Left_Shoulder.Name =
Left_Shoulder.C0 = .(-,,)
Right_Shoulder = .(, Torso)
Right_Shoulder.Part0 = Torso
Right_Shoulder.Part1 = Right_Arm
Right_Shoulder.Name =
Right_Shoulder.C0 = .(,,)
Services = {
SoundService = :();
Players = :();
Debris = :();
Workspace = :();
Lighting = :();
HttpService = :();
InsertService = :();
}
MaxCooldown1 =
MaxCooldown2 =
MaxCooldown3 =
MaxCooldown4 =
MaxCooldownE =
Cooldown1 = MaxCooldown1
Cooldown2 = MaxCooldown2
Cooldown3 = MaxCooldown3
Cooldown4 = MaxCooldown4
CooldownE = MaxCooldownE
LeftShoulder.Parent =
RightShoulder.Parent =
Animator = Humanoid.Animator
Animate = Character.Animate
()
HealthBarGUI = .(, Player.PlayerGui)
HealthBarGUI.Name =
HealthBarP1 = .(, HealthBarGUI)
HealthBarP1.Name =
HealthBarP1.Size = .(,,,)
HealthBarP1.Position = .(,,,)
HealthBarP1.Style =
HealthBarP2 = .(, HealthBarP1)
HealthBarP2.Name =
HealthBarP2.Size = .(,,,)
HealthBarP2.Position = .(,,,)
HealthBarText = .(, HealthBarP1)
HealthBarText.Name =
HealthBarText.Size = .(,,,)
HealthBarText.Position = .(,,,)
HealthBarText.BackgroundColor3 = .(,,)
HealthBarText.TextScaled =
HealthBarText.Text =
HealthBarText.TextStrokeTransparency =
HealthBarText.BackgroundTransparency =
HealthBarText.TextStrokeColor3 = .(,,)
HealthBarText.TextColor3 = .(,,)
HealthBarText.Font =
ManaBarGUI = .(, Player.PlayerGui)
ManaBarGUI.Name =
ManaBarP1 = .(, ManaBarGUI)
ManaBarP1.Name =
ManaBarP1.Size = .(,,,)
ManaBarP1.Position = .(,,,)
ManaBarP1.Style =
ManaBarP2 = .(, ManaBarP1)
ManaBarP2.Name =
ManaBarP2.Size = .(,,,)
ManaBarP2.Position = .(,,,)
ManaBarP2.BackgroundColor3 = BrickColor.().Color
ManaBarText = .(, ManaBarP1)
ManaBarText.Name =
ManaBarText.Size = .(,,,)
ManaBarText.Position = .(,,,)
ManaBarText.TextScaled =
ManaBarText.Text =
ManaBarText.BackgroundTransparency =
ManaBarText.TextStrokeTransparency =
ManaBarText.TextStrokeColor3 = .(,,)
ManaBarText.TextColor3 = .(,,)
ManaBarText.Font =
BlockGUI = .(, Player.PlayerGui)
BlockGUI.Name =
BlockBarP1 = .(, BlockGUI)
BlockBarP1.Name =
BlockBarP1.Size = .(,,,)
BlockBarP1.Position = .(,,,)
BlockBarP1.Style =
BlockBarP2 = .(, BlockBarP1)
BlockBarP2.Name =
BlockBarP2.Size = .(,,,)
BlockBarP2.Position = .(,,,)
BlockBarP2.BackgroundColor3 = BrickColor.().Color
BlockBarText = .(, BlockBarP1)
BlockBarText.Name =
BlockBarText.Size = .(,,,)
BlockBarText.Position = .(,,,)
BlockBarText.TextScaled =
BlockBarText.Text =
BlockBarText.BackgroundTransparency =
BlockBarText.TextStrokeTransparency =
BlockBarText.TextStrokeColor3 = .(,,)
BlockBarText.TextColor3 = .(,,)
BlockBarText.Font =
CoolDownGUI = .(, Player.PlayerGui)
CoolDownGUI.Name =
CoolDowns = .(, CoolDownGUI)
CoolDowns.Name =
CoolDowns.Size = .(,,,)
CoolDowns.Position = .(,,,)
CoolDowns.Style =
CoolDown1Frame = .(, CoolDowns)
CoolDown1Frame.Name =
CoolDown1Frame.Size = .(,,,)
CoolDown1Frame.Position = .(,,,)
CoolDown1Frame.BackgroundTransparency =
CoolDown1Frame.BackgroundColor3 = BrickColor.().Color
CoolDown1Bar = .(, CoolDown1Frame)
CoolDown1Bar.Name =
CoolDown1Bar.Size = .(,,,)
CoolDown1Bar.Position = .(,,,)
CoolDown1Bar.BackgroundColor3 = BrickColor.().Color
CoolDown1Text = .(, CoolDown1Frame)
CoolDown1Text.Name =
CoolDown1Text.Size = .(,,,)
CoolDown1Text.Position = .(,,,)
CoolDown1Text.BackgroundTransparency =
CoolDown1Text.TextScaled =
CoolDown1Text.Text =
CoolDown1Text.TextStrokeTransparency =
CoolDown1Text.TextStrokeColor3 = .(,,)
CoolDown1Text.TextColor3 = .(,,)
CoolDown1Text.Font =
CoolDown2Frame = .(, CoolDowns)
CoolDown2Frame.Name =
CoolDown2Frame.Size = .(,,,)
CoolDown2Frame.Position = .(,,,)
CoolDown2Frame.BackgroundTransparency =
CoolDown2Frame.BackgroundColor3 = BrickColor.().Color
CoolDown2Bar = .(, CoolDown2Frame)
CoolDown2Bar.Name =
CoolDown2Bar.Size = .(,,,)
CoolDown2Bar.Position = .(,,,)
CoolDown2Bar.BackgroundColor3 = BrickColor.().Color
CoolDown2Text = .(, CoolDown2Frame)
CoolDown2Text.Name =
CoolDown2Text.Size = .(,,,)
CoolDown2Text.Position = .(,,,)
CoolDown2Text.BackgroundTransparency =
CoolDown2Text.TextScaled =
CoolDown2Text.Text =
CoolDown2Text.TextStrokeTransparency =
CoolDown2Text.TextStrokeColor3 = .(,,)
CoolDown2Text.TextColor3 = .(,,)
CoolDown2Text.Font =
CoolDown3Frame = .(, CoolDowns)
CoolDown3Frame.Name =
CoolDown3Frame.Size = .(,,,)
CoolDown3Frame.Position = .(,,,)
CoolDown3Frame.BackgroundTransparency =
CoolDown3Frame.BackgroundColor3 = BrickColor.().Color
CoolDown3Bar = .(, CoolDown3Frame)
CoolDown3Bar.Name =
CoolDown3Bar.Size = .(,,,)
CoolDown3Bar.Position = .(,,,)
CoolDown3Bar.BackgroundColor3 = BrickColor.().Color
CoolDown3Text = .(, CoolDown3Frame)
CoolDown3Text.Name =
CoolDown3Text.Size = .(,,,)
CoolDown3Text.Position = .(,,,)
CoolDown3Text.BackgroundTransparency =
CoolDown3Text.TextScaled =
CoolDown3Text.Text =
CoolDown3Text.TextStrokeTransparency =
CoolDown3Text.TextStrokeColor3 = .(,,)
CoolDown3Text.TextColor3 = .(,,)
CoolDown3Text.Font =
CoolDown4Frame = .(, CoolDowns)
CoolDown4Frame.Name =
CoolDown4Frame.Size = .(,,,)
CoolDown4Frame.Position = .(,,,)
CoolDown4Frame.BackgroundTransparency =
CoolDown4Frame.BackgroundColor3 = BrickColor.().Color
CoolDown4Bar = .(, CoolDown4Frame)
CoolDown4Bar.Name =
CoolDown4Bar.Size = .(,,,)
CoolDown4Bar.Position = .(,,,)
CoolDown4Bar.BackgroundColor3 = BrickColor.().Color
CoolDown4Text = .(, CoolDown4Frame)
CoolDown4Text.Name =
CoolDown4Text.Size = .(,,,)
CoolDown4Text.Position = .(,,,)
CoolDown4Text.BackgroundTransparency =
CoolDown4Text.TextScaled =
CoolDown4Text.Text =
CoolDown4Text.TextStrokeTransparency =
CoolDown4Text.TextStrokeColor3 = .(,,)
CoolDown4Text.TextColor3 = .(,,)
CoolDown4Text.Font =
CoolDownEFrame = .(, CoolDowns)
CoolDownEFrame.Name =
CoolDownEFrame.Size = .(,,,)
CoolDownEFrame.Position = .(,,,)
CoolDownEFrame.BackgroundTransparency =
CoolDownEFrame.BackgroundColor3 = BrickColor.().Color
CoolDownEBar = .(, CoolDownEFrame)
CoolDownEBar.Name =
CoolDownEBar.Size = .(,,,)
CoolDownEBar.Position = .(,,,)
CoolDownEBar.BackgroundColor3 = BrickColor.().Color
CoolDownEText = .(, CoolDownEFrame)
CoolDownEText.Name =
CoolDownEText.Size = .(,,,)
CoolDownEText.Position = .(,,,)
CoolDownEText.BackgroundTransparency =
CoolDownEText.TextScaled =
CoolDownEText.Text =
CoolDownEText.TextStrokeTransparency =
CoolDownEText.TextStrokeColor3 = .(,,)
CoolDownEText.TextColor3 = .(,,)
CoolDownEText.Font =
WalkSpeed = Humanoid.WalkSpeed
Health = Humanoid.Health
MaxHealth = Humanoid.MaxHealth
SpikeMeshId =
SpikeBallId =
StarMeshId =
CrystalMeshId =
(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = ,,,,,
CreatePart = (Parent, Name, Color, Size, Material, Transparency, Shape)
Part = .(, Parent)
Part.Name = Name
Part.BrickColor = BrickColor.(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.Shape = Shape
Part.CanCollide =
(Part)
Part
CreateVelocity = (Parent,Velocity,Force)
BodyVelocity = .(, Parent)
BodyVelocity.Velocity = Velocity
BodyVelocity.MaxForce = Force
BodyVelocity
CreateCrystal = (Parent, Name, Color, Size, Material, Transparency, Scale)
Part = .(, Parent)
Part.Name = Name
Part.BrickColor = BrickColor.(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.CanCollide =
(Part)
Mesh = .(, Part)
Mesh.MeshId = .. CrystalMeshId
Mesh.Scale = Scale
Mesh Part
CreateShield = (Parent, Name, Color, Size, Material, Transparency, Scale)
Part = .(, Parent)
Part.Name = Name
Part.BrickColor = BrickColor.(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.CanCollide =
(Part)
Mesh = .(, Part)
Mesh.MeshId =
Mesh.Scale = Scale
Mesh Part
CreateWeld = (Parent, Cframe, P1 , P0, Name)
Weld = .(, Parent)
Weld.Part0 = P0
Weld.Part1 = P1
Weld.Name = Name
Weld.C0 = Cframe
Weld
MakeSFX = (Parent, Id, Volume, Pitch)
SFX = .(, Parent)
SFX.SoundId = .. Id
SFX.Name =
SFX:()
SFX.Volume = Volume
SFX.Pitch = Pitch
SFX.PlayOnRemove =
SFX:()
CircleEffect = (Position, Parent, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
Part = .(, Parent)
Part.Transparency = Transparency
Part.Name =
Part.Size = .()
Part.Anchored =
Part.CanCollide =
Part.Position = Position
Part.BrickColor = BrickColor.(Brickcolor)
Part.Material = Material
(Part)
Mesh = .(, Part)
Mesh.MeshType =
Mesh.Scale = .(,,)
Services.Debris:(Part, Time)
.(Effects, {Part, , Time, SX, SY, SZ})
BlockEffect = (Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
Part = .(, Parent)
Part.Transparency = Transparency
Part.Name =
Part.Size = .()
Part.Anchored =
Part.Position = Position
Part.CanCollide =
Part.BrickColor = BrickColor.(Brickcolor)
Part.Material = Material
(Part)
Mesh = .(, Part)
Mesh.Scale = .(DSX, DSY, DSZ)
Services.Debris:(Part, Time)
.(Effects, {Part, , Time, SX, SY, SZ})
LanceModel = .(, Character)
LanceModel.Name =
P1 = ( LanceModel, , , .(, , ), , , )
P2 = ( LanceModel, , , .(, , ), , , )
P3 = ( LanceModel, , , .(, , ), , , )
D1 = ( LanceModel, , , .(, , ), , , )
D2 = ( LanceModel, , , .(, , ), , , )
D3 = ( LanceModel, , , .(, , ), , , )
D4 = ( LanceModel, , , .(, , ), , , )
D5 = ( LanceModel, , , .(, , ), , , )
D6 = ( LanceModel, , , .(, , ), , , )
C1 = ( LanceModel, , , .(, , ), , , .(, , ) )
C2 = ( LanceModel, , , .(, , ), , , .(, , ) )
W1 = ( P2, .(,,) * .(,,), Left_Arm , P2 , )
W2 = ( P1, .(,,) * .(,,), P1 , P2 , )
W3 = ( P3, .(,,) * .(,,), P1 , P3 , )
W4 = ( C1, .(-,,) * .(,,), C1 , P3 , )
W5 = ( C2, .(,,) * .(,,), C2 , P1 , )
W6 = ( D1, .(,,) * .(,,), D1 , P2 , )
W7 = ( D2, .(,,) * .(,,), D2 , P2 , )
W8 = ( D3, .(,,) * .(,,), D3 , P2 , )
W9 = ( D4, .(-,,) * .(,,), D4 , P2 , )
W10 = ( D5, .(-,,) * .(,,), D5 , P2 , )
W11 = ( D6, .(-,,) * .(,,), D6 , P2 , )
ShieldModel = .(, Character)
ShieldModel.Name =
Shield = ( ShieldModel, , , .(, , ), , , .(,,) )
ShieldWeld = ( Shield, .(,,) * .(,,), Right_Arm , Shield , )
Player:() Player.Custom.Customized.Value ==
CoolDown1Bar.BackgroundColor3 = BrickColor.(Player.Custom.Co1.Value).Color
CoolDown2Bar.BackgroundColor3 = BrickColor.(Player.Custom.Co1.Value).Color
CoolDown3Bar.BackgroundColor3 = BrickColor.(Player.Custom.Co1.Value).Color
CoolDown4Bar.BackgroundColor3 = BrickColor.(Player.Custom.Co1.Value).Color
CoolDownEBar.BackgroundColor3 = BrickColor.(Player.Custom.Co1.Value).Color
P1.BrickColor = BrickColor.(Player.Custom.Co1.Value)
P2.BrickColor = BrickColor.(Player.Custom.Co1.Value)
P3.BrickColor = BrickColor.(Player.Custom.Co1.Value)
Shield.BrickColor = BrickColor.(Player.Custom.Co1.Value)
D1.BrickColor = BrickColor.(Player.Custom.Co2.Value)
D2.BrickColor = BrickColor.(Player.Custom.Co2.Value)
D3.BrickColor = BrickColor.(Player.Custom.Co2.Value)
D4.BrickColor = BrickColor.(Player.Custom.Co2.Value)
D5.BrickColor = BrickColor.(Player.Custom.Co2.Value)
D6.BrickColor = BrickColor.(Player.Custom.Co2.Value)
C1.BrickColor = BrickColor.(Player.Custom.Co3.Value)
C2.BrickColor = BrickColor.(Player.Custom.Co3.Value)
Color = Player.Custom.Co1.Value
SWait = (Number)
()
(Hit, Part, Type, HitSFX, Knockback, Min, Max)
HitHumanoid = Hit.Parent.Humanoid
Damage = .(Min, Max)
.(.(()
HitHumanoid:(Damage)
))
Type ==
Push = (Hit.Parent.Torso, Torso.CFrame.lookVector * Knockback, .(.huge,.huge,.huge))
Services.Debris:(Push, )
(Hit.Parent, Damage)
Type ==
Push = (Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, .(.huge,.huge,.huge))
Services.Debris:(Push, )
(Hit.Parent, Damage)
Type ==
Push = (Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, .(.huge,.huge,.huge))
(Hit.Parent, Damage)
Services.Debris:(Push, )
.(.(()
HitHumanoid.PlatformStand =
()
HitHumanoid.PlatformStand =
))
HitSFX ==
(Hit, , , )
HitSFX ==
(Hit, , , )
(HitCharacter, DamageDealt)
DamageShowingPart = (Services.Workspace, , , .(,,), , , )
DamageShowingPart.Position = HitCharacter.Head.Position
DamageGui = .(, DamageShowingPart)
DamageGui.Name =
DamageGui.AlwaysOnTop =
DamageGui.Size = .(, , , )
DamageNumber = .(, DamageGui)
DamageNumber.Size = .(,,,)
DamageNumber.TextStrokeColor3 = BrickColor.().Color
DamageNumber.TextColor3 = BrickColor.().Color
DamageNumber.TextStrokeTransparency =
DamageNumber.BackgroundTransparency =
DamageNumber.Font =
DamageNumber.TextScaled =
DamageNumber.Text = DamageDealt
BodyVelocity = .(, DamageShowingPart)
BodyVelocity.MaxForce = .(.huge,.huge,.huge)
BodyVelocity.Velocity = .(,,)
Services.Debris:(DamageShowingPart, )
(Part, Distance ,Min , Max, Type, HitSFX, Knockback)
_,WorkspaceChildren (:())
HitHumanoid = WorkspaceChildren:()
HitHumanoid ~=
Hit = WorkspaceChildren:()
Hit ~=
Target = Hit.Position - Part.Position
Magnitude = Target.magnitude
Magnitude <= Distance WorkspaceChildren.Name ~= Player.Name
HitBlock = Hit.Parent:()
HitBlock ~= HitBlock:() HitBlock.Value ==
HitBlock2 = Hit.Parent.Block.BlockDurability
HitBlock2.Value >
HitN = .(,)
HitBlock2.Value = HitBlock2.Value -
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
(Hit, Part, Type, HitSFX, Knockback, Min, Max)
()
Attacking =
CanAttack =
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , -) * .(,-,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
W1.C0=(W1.C0,(,,)*.(,,),)
ShieldWeld.C0=(ShieldWeld.C0, .(,,) * .(,,),)
(P3, , ,)
(P3, , , , , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,-),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , -) * .(,-,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
W1.C0=(W1.C0,(-,,-)*.(,-,),)
ShieldWeld.C0=(ShieldWeld.C0, .(,,) * .(,,),)
Humanoid.WalkSpeed = WalkSpeed
Attacking =
CanAttack =
()
Attacking =
CanAttack =
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , -) * .(,-,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
W1.C0=(W1.C0,(-,,-)*.(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
(P3, , ,)
(P3, , , , , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , -) * .(,-,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
W1.C0=(W1.C0,(-,,-)*.(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
Attacking =
CanAttack =
()
Attacking =
CanAttack =
(P3, , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , ) * .(,,-), )
W1.C0=(W1.C0,.(,,)*.(,-,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,) * .(,-,),)
ShieldWeld.C0=(ShieldWeld.C0, .(,,) * .(,,),)
(Shield, , , , , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,-),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , ) * .(,,-), )
W1.C0=(W1.C0,.(,,)*.(,-,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,) * .(,-,),)
ShieldWeld.C0=(ShieldWeld.C0, .(,,) * .(,,),)
Attacking =
CanAttack =
()
Attacking =
CanAttack =
(Right_Leg, , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
(Right_Leg, , , , , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
Attacking =
CanAttack =
()
Attacking =
CanAttack =
(Right_Leg, , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
(Right_Leg, , , , , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
Attacking =
CanAttack =
()
Attacking =
Spinning =
CanAttack =
.(.(()
Spinning
()
(P2, , , , , , )
))
RotationAdd =
i = ,
()
(P3, , , )
RotationAdd = RotationAdd +
(P3.Position, Services.Workspace, ,,, ,,, , Color, , )
(P1.Position, Services.Workspace, ,,, ,,, , Color, , )
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,-),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(,,-), )
W1.C0=(W1.C0,(,,)*.(,RotationAdd,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
Attacking =
Spinning =
CanAttack =
()
Attacking =
CanAttack =
Humanoid.JumpPower =
Humanoid.Jump =
(Torso, , , )
()
BV = .(, Torso)
BV.MaxForce = .(.huge,.huge,.huge)
BV.Velocity = Torso.CFrame.lookVector * .(,,)
RotationAdd =
i = ,
()
(Torso, , , )
RotationAdd = RotationAdd +
(Torso.Position, Services.Workspace, ,,, ,,, , Color, , )
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,RotationAdd),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
BV:()
Humanoid.JumpPower =
Attacking =
CanAttack =
()
Attacking =
CanAttack =
(Torso, , , )
i = ,
()
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
(Torso, , , , , , )
(Torso, , , ,)
(Torso.Position, Services.Workspace, ,,, , Color, , )
Attacking =
CanAttack =
()
Combo == Attacking Blocking CanAttack
Combo =
()
Combo == Attacking Blocking CanAttack
Combo =
()
Combo == Attacking Blocking CanAttack
Combo =
()
(Key)
Key == Attacking CooldownE == MaxCooldownE BlockD.Value >
Anim =
Attacking =
Blocking =
Block.Value =
Humanoid.WalkSpeed =
CooldownE =
Key == Attacking Mana > Cooldown1 == MaxCooldown1
Mana = Mana -
Cooldown1 =
()
Key == Attacking Mana > Cooldown2 == MaxCooldown2
Mana = Mana -
Cooldown2 =
()
Key == Attacking Mana > Cooldown3 == MaxCooldown3
Mana = Mana -
Cooldown3 =
()
Key == Attacking Mana > Cooldown4 == MaxCooldown4
Mana = Mana -
Cooldown4 =
()
(Key)
Key ==
Anim =
Blocking =
Humanoid.WalkSpeed = WalkSpeed
Block.Value =
Attacking =
Mouse.KeyDown:(OnKeyDown)
Mouse.KeyUp:(OnKeyUp)
Mouse.Button1Down:(OnClicked)
()
Mana ~= MaxMana
Mana = Mana +
Mana >= MaxMana
Mana = MaxMana
Cooldown1 ~= MaxCooldown1
Cooldown1 = Cooldown1 +
Cooldown1 >= MaxCooldown1
Cooldown1 = MaxCooldown1
Cooldown2 ~= MaxCooldown2
Cooldown2 = Cooldown2 +
Cooldown2 >= MaxCooldown2
Cooldown2 = MaxCooldown2
Cooldown3 ~= MaxCooldown3
Cooldown3 = Cooldown3 +
Cooldown3 >= MaxCooldown3
Cooldown3 = MaxCooldown3
Cooldown4 ~= MaxCooldown4
Cooldown4 = Cooldown4 +
Cooldown4 >= MaxCooldown4
Cooldown4 = MaxCooldown4
CooldownE ~= MaxCooldownE Blocking
CooldownE = CooldownE +
CooldownE >= MaxCooldownE
CooldownE = MaxCooldownE
YellowZone = Humanoid.MaxHealth /
RedZone = Humanoid.MaxHealth /
Humanoid.Health <= YellowZone
HealthBarP2.BackgroundColor3 = BrickColor.().Color
Humanoid.Health <= RedZone
HealthBarP2.BackgroundColor3 = BrickColor.().Color
Humanoid.Health >= YellowZone
HealthBarP2.BackgroundColor3 = BrickColor.().Color
CoolDown1Bar.Size = .(Cooldown1 / MaxCooldown1,,,)
CoolDown2Bar.Size = .(Cooldown2 / MaxCooldown2,,,)
CoolDown3Bar.Size = .(Cooldown3 / MaxCooldown3,,,)
CoolDown4Bar.Size = .(Cooldown4 / MaxCooldown4,,,)
CoolDownEBar.Size = .(CooldownE / MaxCooldownE,,,)
HealthBarP2.Size = .(Humanoid.Health / Humanoid.MaxHealth,,,)
BlockBarP2.Size = .(BlockD.Value / MaxBlock,,,)
ManaBarP2.Size = .(Mana / MaxMana,,,)
(a,b,t)
qa = {(a)}
qb = {(b)}
ax, ay, az = a.x, a.y, a.z
bx, by, bz = b.x, b.y, b.z
_t = -t
(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,(qa, qb, t))
(cf)
mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:()
trace = m00 + m11 + m22
trace >
s = .( + trace)
recip = /s
(m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*
i =
m11 > m00
i =
m22 > (i == m00 m11)
i =
i ==
s = .(m00-m11-m22+)
recip = /s
*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
i ==
s = .(m11-m22-m00+)
recip = /s
(m01+m10)*recip, *s, (m21+m12)*recip, (m02-m20)*recip
i ==
s = .(m22-m00-m11+)
recip = /s (m02+m20)*recip, (m12+m21)*recip, *s, (m10-m01)*recip
(px, py, pz, x, y, z, w)
xs, ys, zs = x + x, y + y, z + z
wx, wy, wz = w*xs, w*ys, w*zs
xx = x*xs
xy = x*ys
xz = x*zs
yy = y*ys
yz = y*zs
zz = z*zs
.(px, py, pz,-(yy+zz), xy - wz, xz + wy,xy + wz, -(xx+zz), yz - wx, xz - wy, yz + wx, -(xx+yy))
(a, b, t)
cosTheta = a[]*b[] + a[]*b[] + a[]*b[] + a[]*b[]
startInterp, finishInterp;
cosTheta >=
( - cosTheta) >
theta = .(cosTheta)
invSinTheta = /.(theta)
startInterp = .((-t)*theta)*invSinTheta
finishInterp = .(t*theta)*invSinTheta
startInterp = -t
finishInterp = t
(+cosTheta) >
theta = .(-cosTheta)
invSinTheta = /.(theta)
startInterp = .((t-)*theta)*invSinTheta
finishInterp = .(t*theta)*invSinTheta
startInterp = t-
finishInterp = t
a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp
(Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), Ignore)
()
Torvel = (Root.Velocity*.(,,)).magnitude
Velderp = Root.Velocity.y
HitFloor,PosFloor = (Root.Position,(.(Root.Position,Root.Position - .(,,))).lookVector,,Character)
()
Anim == Attacking ==
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,-),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , -) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , -) * .(,,), )
W1.C0=(W1.C0,.(,,)*.(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,) * .(,-,),)
ShieldWeld.C0=(ShieldWeld.C0, .(,,) * .(,,),)
Torvel < HitFloor ~= Attacking ==
Anim =
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , -) * .(,-,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-)*.(,-,-),)
W1.C0=(W1.C0,(,,)*.(,,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
< Torvel Torvel < HitFloor ~= Attacking ==
Anim =
WalkForward =
Walk = Walk +
- * Movemment <= Walk
Walk =
WalkForward ==
WalkForward =
WalkForward ==
WalkForward =
Attacking ==
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (, , ) * .(-,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(-,,), )
W1.C0=(W1.C0,(,,)*.(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,) * .(,-,),)
Attacking Blocking
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,) * .(,-,),)
Root.Velocity.y > HitFloor == Attacking ==
Anim =
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(-,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (, , ) * .(-,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(-,,), )
W1.C0=(W1.C0,(,,)*.(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
Right_Hip.C0=(Right_Hip.C0,(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,(-,-,-) * .(,-,),)
Root.Velocity.y < - HitFloor == Attacking ==
Anim =
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,,)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (, , ) * .(-,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(-,,), )
W1.C0=(W1.C0,(,,)*.(,-,),)
ShieldWeld.C0 = (ShieldWeld.C0, .(,,) * .(,,),)
BlockD.Value <
Anim =
Blocking =
Humanoid.WalkSpeed = WalkSpeed
Block.Value =
Attacking =
.(.(()
Blocking BlockD.Value ~= MaxBlock
()
BlockD.Value = BlockD.Value +
BlockD.Value >= MaxBlock
BlockD.Value = MaxBlock
))
#Effects >
E = , #Effects
Effects[E]~=
Effect = Effects[E]
Effect ~=
Part = Effect[]
Mode = Effect[]
Time = Effect[]
SizeX = Effect[]
SizeY = Effect[]
SizeZ = Effect[]
Effect[].Transparency <=
Effect[] ==
Effect[].CFrame = Effect[].CFrame * .(.(-,),.(-,),.(-,))
Mesh = Effect[]:()
Mesh ~=
Mesh.Scale = Mesh.Scale + .(Effect[],Effect[],Effect[])
Effect[] ==
Effect[]:() ~=
Mesh=Effect[].Mesh
Mesh.Scale = Mesh.Scale + .(Effect[],Effect[],Effect[])
Part.Parent=
.(Effects, E)
CAR

Universal