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Copy the script and paste it into your executor.
()
Player = :().LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character[]
LeftLeg = Character[]
RightArm = Character[]
RightLeg = Character[]
LS = Torso[]
LH = Torso[]
RS = Torso[]
RH = Torso[]
Neck = Torso.Neck
it = .new
vt = .new
cf = .new
euler = .fromEulerAnglesXYZ
angles = .Angles
necko = (, , , -, , , , , , , , )
necko2 = (, -, , -, , , , , , , , )
LHC0 = (-, -, , , , -, , , , , , )
LHC1 = (-, , , , , -, , , , , , )
RHC0 = (, -, , , , , , , , -, , )
RHC1 = (, , , , , , , , , -, , )
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
RootCF = (-, , )
attack =
attackdebounce =
isblarghing =
MMouse =
combo =
combospeed =
Fly =
stop =
Run =
hitfloor, posfloor = ,
idle =
Effects = {}
Weapon = {}
Welds = {}
decreaseatk =
decreasedef =
decreasemvmt =
Mode =
GuardStance =
Target =
manualguardend =
equipped =
Charge =
Charging =
CanFly =
prop = .()
move1 =
move2 =
move3 =
move4 =
cooldowns = {}
cooldown1 =
.(cooldowns, cooldown1)
cooldown2 =
.(cooldowns, cooldown2)
cooldown3 =
.(cooldowns, cooldown3)
cooldown4 =
.(cooldowns, cooldown4)
cooldown5 =
.(cooldowns, cooldown5)
cooldownsadd = {}
cooldownadd1 =
.(cooldownsadd, cooldownadd1)
cooldownadd2 =
.(cooldownsadd, cooldownadd2)
cooldownadd3 =
.(cooldownsadd, cooldownadd3)
cooldownadd4 =
.(cooldownsadd, cooldownadd4)
cooldownadd5 =
.(cooldownsadd, cooldownadd5)
cooldownmax =
player =
RSH =
RW = .()
LW = .()
RW.Name =
LW.Name =
LH = Torso[]
RH = Torso[]
TorsoColor = Torso.BrickColor
TorsoRed = TorsoColor.Color.r
TorsoGreen = TorsoColor.Color.g
NewCol = .(TorsoRed, TorsoGreen, )
NewCol =
Flight =
(BrickColor.(NewCol))
mdec2 = .(, Decrease)
mdec2.Name =
mdec2.Value =
Animate = Humanoid.Animator
canjump =
removeControl = ()
canjump =
resumeControl = ()
canjump =
so = (id, par, vol, pit)
sou = .(, par )
sou.Volume = vol
sou.Pitch = pit
sou.SoundId = .. id
.(.((Sound)
()
Sound:()
), sou)
:():(sou, )
Player.Character.Humanoid.Changed:(()
canjump ==
Player.Character.Humanoid.Jump =
)
swait = (num)
num == num ==
Player.PlayerGui.Pacemaker.Heartbeat.Event:()
i = , num
Player.PlayerGui.Pacemaker.Heartbeat.Event:()
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = /
tf =
allowframeloss =
tossremainder =
lastframe = ()
.Heartbeat:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
.Heartbeat:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(num)
num == num ==
ArtificialHB.Event:()
i = , num
ArtificialHB.Event:()
Stats = .()
Stats.Name =
Stats.Parent = Character
Atk = .()
Atk.Name =
Atk.Parent = Stats
Atk.Value =
Def = .()
Def.Name =
Def.Parent = Stats
Def.Value =
Mvmt = .()
Mvmt.Name =
Mvmt.Parent = Stats
Mvmt.Value =
Stun = .()
Stun.Name =
Stun.Parent = Stats
Stun.Value =
StunT = .()
StunT.Name =
StunT.Parent = Stats
StunT.Value =
Rooted = .()
Rooted.Name =
Rooted.Parent = Stats
Rooted.Value =
Stunned = .()
Stunned.Name =
Stunned.Parent = Stats
Stunned.Value =
Stagger = .()
Stagger.Name =
Stagger.Parent = Stats
Stagger.Value =
StaggerHit = .()
StaggerHit.Name =
StaggerHit.Parent = Stats
StaggerHit.Value =
RecentEnemy = .()
RecentEnemy.Name =
RecentEnemy.Parent = Stats
RecentEnemy.Value =
Decrease = .()
Decrease.Name =
Decrease.Parent = Stats
Decrease.Value =
passive = .(, Decrease)
passive.Name =
passive.Value =
passive2 = .(, Decrease)
passive2.Name =
passive2.Value =
mana = .()
mana.Name =
mana.Parent = Stats
mana.Value =
NoOutline = (Part)
Part.TopSurface =
part = (formfactor, parent, reflectance, transparency, brickcolor, name, size, material, anchor)
fp = ()
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide =
fp.Locked =
fp.BrickColor = brickcolor
fp.Name = name
fp.Material =
fp.Size = size
fp.Position = Torso.Position
(fp)
material
fp.Material = material
anchor
fp.Anchored = anchor
fp:()
fp
mesh = (Mesh, part, meshtype, meshid, offset, scale)
mesh = (Mesh)
mesh.Parent = part
Mesh ==
mesh.MeshType = meshtype
meshid ~=
mesh.MeshId = .. meshid
mesh.Offset = offset
mesh.Scale = scale
mesh
weld = (parent, part0, part1, c0)
weld = ()
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
weld
gui = (GuiType, parent, text, backtrans, backcol, pos, size)
gui = (GuiType)
gui.Parent = parent
gui.Text = text
gui.BackgroundTransparency = backtrans
gui.BackgroundColor3 = backcol
gui.SizeConstraint =
gui.TextXAlignment =
gui.TextYAlignment =
gui.Position = pos
gui.Size = size
gui.Font =
gui.FontSize =
gui.TextWrapped =
gui.TextStrokeTransparency =
gui.TextColor = BrickColor.()
gui
DecreaseStat = (Model, Stat, Amount, Duration)
Model:() ~= Model.Stats[Stat] ~=
Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
d = .(, Model.Stats.Decrease)
dur = .(, d)
dur.Name =
dur.Value = Duration
:():(d, )
Stat ==
d.Name =
Stat ==
d.Name =
Stat ==
d.Name =
Model:() ~=
display =
Stat ==
Amount >
display =
display =
Stat ==
Amount >
display =
display =
Stat ==
Amount >
display =
display =
(Model, display, )
d.Value = Amount
GetDist = (Part1, Part2, magni)
targ = Part1.Position - Part2.Position
mag = targ.magnitude
mag <= magni
(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
MagniDamage = (Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
_,c (:())
hum = c:()
hum ~=
head =
_,d (c:())
d.className == ranged ~=
head = d:()
d.Parent == Character
head ~=
targ = head.Position - Part.Position
mag = targ.magnitude
mag <= magni c.Name ~= Player.Name
ref = (, , , , BrickColor.(), , ())
ref.Anchored =
ref.CFrame = (head.Position)
:():(ref, )
hitnum = .(, )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
StaggerHit.Value =
d.className ==
head = d
head ~=
targ = head.Position - Part.Position
mag = targ.magnitude
mag <= magni c.Name ~= Player.Name
stun ==
stun = .(, )
Rang =
Ranged ==
Rang =
stag =
shbash ==
stag =
(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
MagniBuff = (Part, magni, Dec, DecAm, Dur, others)
Player.Neutral ==
(Character, Dec, DecAm / , Dur)
_,c (:())
hum = c:()
hum ~=
head = c:()
head ~=
targ = head.Position - Part.Position
mag = targ.magnitude
others == mag <= magni Player.Neutral == .Players:(head.Parent) ~= .Players:(head.Parent) ~= .Players:(head.Parent).TeamColor == Player.TeamColor
(head.Parent, Dec, DecAm, Dur)
Player.Neutral == .Players:(head.Parent) ~= mag <= magni head.Parent ~= Character .Players:(head.Parent) ~= .Players:(head.Parent).TeamColor == Player.TeamColor
(head.Parent, Dec, DecAm, Dur)
rayCast = (Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), Ignore)
Point = Torso.CFrame * (, Torso.Size.Y, )
LastPoint = Point
effect = (Color, Ref, LP, P1, returnn)
LP == P1 ==
Effectsmsh = .()
Effectsmsh.Scale = .(, , )
Effectsmsh.Name =
Effectsg = .()
(Effectsg)
Effectsg.formFactor =
Effectsg.CanCollide =
Effectsg.Name =
Effectsg.Locked =
Effectsg.Anchored =
Effectsg.Size = .(, , )
Effectsg.Parent =
Effectsmsh.Parent = Effectsg
Effectsg.BrickColor = BrickColor.(Color)
Effectsg.Reflectance = Ref
point1 = P1
mg = point1.p.magnitude
Effectsg.Size = .(, mg, )
Effectsg.CFrame = ((LP.p + point1.p) / , point1.p) * .(.(), , )
Effectsmsh.Scale = .(, , )
:():(Effectsg, )
returnn
Effectsg
returnn
.(Effects, {Effectsg, , , , , , effectsmsh})
MagicWave = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
prt
MagicSpike = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
MagicBlock = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, , Type)
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
Type == Type ==
.(Effects, {prt, , , x3, y3, z3, msh})
Type ==
.(Effects, {prt, , , x3, y3, z3, msh})
MagicCloud = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
MagicCircle = (brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.Material = material
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
MagicRing = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , (, , ))
prt.Anchored =
prt.CFrame = cframe * (x2, y2, z2)
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
MagicOrb = (brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, , pos2)
prt = (, , , , brickcolor, , ())
prt.Material = material
prt.CFrame = cframe
bp = .(, prt)
bp.Position = pos2
bp.MaxForce = .(.huge,.huge,.huge)
.(.(()
prt.Parent ==
()
(BrickColor.(), (prt.Position) * (.(-,),.(-,),.(-,)), , , , , , , )
(BrickColor.(), , prt.CFrame, x1, y1, z1, x3, y3, z3, )
))
msh = (, prt, , , (, , ), (x1, y1, z1))
.(Effects, {prt, , , , , , msh})
prt
MagicOrb2 = (brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, , pos2)
prt = (, , , , brickcolor, , ())
prt.Material = material
prt.CFrame = cframe
bp = .(, prt)
bp.Position = pos2
bp.MaxForce = .(,,)
.(.(()
prt.Parent ==
()
(BrickColor.(), (prt.Position) * (.(-,),.(-,),.(-,)), , , , , , , )
(BrickColor.(), , prt.CFrame, x1, y1, z1, x3, y3, z3, )
))
msh = (, prt, , , (, , ), (x1, y1, z1))
.(Effects, {prt, , , , , , msh})
prt
MagicCylinder = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
MagicHead = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
ClangEffect = (brickcolor, cframe, duration, decrease, size, power)
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (, , ))
:():(prt, )
.(Effects, {prt, , duration, decrease, size, power, prt.CFrame, })
MagicWave = (brickcolor, cframe, x1, y1, z1, x3, y3, z3, )
prt = (, , , , brickcolor, , ())
prt.Anchored =
prt.CFrame = cframe
msh = (, prt, , , (, , ), (x1, y1, z1))
:():(prt, )
.(Effects, {prt, , , x3, y3, z3, msh})
Damagefunc = (hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
hit.Parent ==
hit.Name == hit.Parent ~= modelzorz ranged ~=
ref = (, , , , BrickColor.(), , ())
ref.Anchored =
ref.CFrame = (hit.Position)
:():(ref, )
hitnum = .(, )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
hitnum ==
(, ref, , )
StaggerHit.Value =
h = hit.Parent:()
h ~= hit.Parent.Name ~= Character.Name hit.Parent:() ~=
hit.Parent:() ~= hit.Parent.DebounceHit.Value ==
Player.Neutral ==
hit.Parent:() ~= hit.Parent.Alignment.Value == Player.TeamColor.Color
.Players:(hit.Parent) ~= .Players:(hit.Parent).TeamColor == Player.TeamColor
c = .()
c.Name =
c.Value = :().LocalPlayer
c.Parent = h
RecentEnemy.Value = hit.Parent
:():(c, )
minim = minim * Atk.Value
maxim = maxim * Atk.Value
Damage =
minim == maxim
Damage = maxim
Damage = .(minim, maxim)
blocked =
enblock =
Stats = hit.Parent:()
Stats ~=
invis = Stats:()
isinvis = Stats:()
(ranged == ranged == ) invis ~= isinvis.Value ==
invis.Value =
enblock = Stats:()
enblock ~= enblock.Value ==
blocked =
Stats:() ~=
Damage = Damage / Stats.Defense.Value
Damage <= (ranged == ranged == ) blocked ~=
hitnum = .(, )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
ranged == ranged == blocked ~=
hitnum = .(, )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
Damage <= staghit == ranged ~=
StaggerHit.Value =
Stats:() ~=
blocked ==
incstun = incstun /
Stats.Stun.Value < Stats.StunThreshold.Value
Stats.Stun.Value = Stats.Stun.Value + incstun
Stats:() ~= stagger ==
Stats.Stagger.Value =
blocked ==
(hit.Parent, , )
ranged ~=
enblock.Value =
Stagger.Value =
hitnum = .(, )
hitnum ==
(, hit, , )
hitnum ==
(, hit, , )
Damage = .(Damage)
.(.((Hum, Dam)
hit.Parent.Humanoid:(Damage)
), h, Damage)
Type ~=
(hit.Parent, Damage, )
Type ==
(hit.Parent, Damage, )
DecreaseState ~=
DecreaseState ==
(hit.Parent, , DecreaseAmount, Duration)
(hit.Parent, , DecreaseAmount, Duration)
DecreaseState ==
(hit.Parent, , DecreaseAmount, Duration)
(hit.Parent, , DecreaseAmount, Duration)
(hit.Parent, DecreaseState, DecreaseAmount, Duration)
Type ==
(hit.Parent, , , )
Type ==
(hit.Parent, , , )
Type ==
(hit.Parent, , , )
Type ==
(hit.Parent, , , )
Type ==
hum = hit.Parent.Humanoid
hum.PlatformStand =
.(.((HHumanoid)
()
HHumanoid.PlatformStand =
), hum)
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = .()
bodvol.velocity = angle * knockback
bodvol.P =
bodvol.maxForce = .(, , )
bodvol.Parent = hit
rl = .()
rl.P =
rl.maxTorque = .(, , ) *
rl.angularvelocity = .(.(-, ), .(-, ), .(-, ))
rl.Parent = hit
:():(bodvol, )
:():(rl, )
Type ==
hum = hit.Parent.Humanoid
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = .()
bodvol.velocity = angle * knockback
bodvol.P =
bodvol.maxForce = .(, , )
bodvol.Parent = hit
:():(bodvol, )
Type == Type ==
vp = .()
vp.P =
vp.maxForce = .(.huge, , .huge)
KnockbackType ==
vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity /
KnockbackType ==
vp.velocity = Property.CFrame.lookVector * knockback
:():(vp, )
knockback >
vp.Parent = hit.Parent.Torso
debounce = .()
debounce.Name =
debounce.Parent = hit.Parent
debounce.Value =
:():(debounce, Delay)
c = .()
c.Name =
c.Value = Player
c.Parent = h
:():(c, )
CRIT =
showDamage = (Char, Dealt, Type)
m = .()
m.Name =
c = .()
c.Transparency =
c.Name =
c.TopSurface =
c.BottomSurface =
c.formFactor =
c.Size = .(, , )
b = .(, c)
b.Size = .(, , , )
b.AlwaysOnTop =
damgui = (, b, (Dealt), , .(, , ), .(, , , ), .(, , , ))
Type ==
damgui.Font =
Dealt ==
damgui.TextColor3 = BrickColor.().Color
Dealt <
damgui.TextColor3 = BrickColor.().Color
Dealt >= Dealt <
damgui.TextColor3 = BrickColor.().Color
damgui.TextColor3 = BrickColor.().Color
damgui.Font =
Type ==
damgui.TextColor3 = BrickColor.().Color
Type ==
damgui.TextColor3 = BrickColor.().Color
damgui.TextScaled =
ms = .()
ms.Scale = .(, , )
ms.Parent = c
c.Reflectance =
.().Parent = c
c.Parent = m
Char:() ~=
c.CFrame = (Char.Head.CFrame.p + .(.(-, ) / , , .(-, ) / ))
Char.Parent:() ~=
c.CFrame = (Char.Parent.Head.CFrame.p + .(.(-, ) / , , .(-, ) / ))
f = .()
f.P =
f.D =
f.maxForce = .(, , )
Type ==
f.position = c.Position + .(, , )
Type == Type ==
f.position = c.Position + .(, , )
f.Parent = c
:():(m, )
.(Effects, {m, , damgui, f, , , , , })
c.CanCollide =
m.Parent =
c.CanCollide =
StunAnim = ()
attack =
()
Stunned.Value =
(Character, , )
dec = .(, Decrease)
dec.Name =
dec.Value =
i = , ,
()
Neck.C0 = (Neck.C0, necko * (-, , -), )
RootJoint.C0 = (RootJoint.C0, RootCF * (, , -), )
RW.C0 = (RW.C0, (, , ) * (-, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , -) * (, , ) * (, -, ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (-, , ), )
i = , ,
()
Neck.C0 = (Neck.C0, necko * (-, , -), )
RootJoint.C0 = (RootJoint.C0, RootCF * (, , -) * (, , -), )
RW.C0 = (RW.C0, (, , ) * (-, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , -) * (, , ) * (, -, ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (, , ), )
i = , ,
()
Neck.C0 = (Neck.C0, necko * (-, , -), )
RootJoint.C0 = (RootJoint.C0, RootCF * (, , -) * (, , -), )
RW.C0 = (RW.C0, (, , ) * (-, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , -) * (, -, ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (-, , ), )
gairost = .()
gairost.Parent = RootPart
gairost.maxTorque = .(, , ) * .huge
gairost.P =
gairost.cframe = (, , )
i = , ,
()
hitfloor ~=
Torso.Velocity = (, , )
Neck.C0 = (Neck.C0, necko * (, , -), )
RootJoint.C0 = (RootJoint.C0, RootCF * (, , -) * (, , -), )
RW.C0 = (RW.C0, (, , ) * (-, , ) * (, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , -) * (, , ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (-, , ), )
i = ,
()
gairost.cframe = RootPart.CFrame
hitfloor ~=
Torso.Velocity = (, , )
i = , ,
()
Stun.Value =
gairost.cframe = RootPart.CFrame
Neck.C0 = (Neck.C0, necko * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (, , -) * (, , -), )
RW.C0 = (RW.C0, (, , ) * (-, , ) * (, -, ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , ) * (, , ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (-, , ), )
()
gairost.Parent =
dec.Parent =
Stun.Value =
combo =
Stunned.Value =
attack =
i = ,
()
Stun.Value =
modelzorz = .(, Character)
modelzorz.Name =
.PlaceId ==
modelzorz.Parent =
prt1 = (, modelzorz, , , BrickColor.(), , ())
prt2 = (, modelzorz, , , BrickColor.(), , ())
prt3 = (, modelzorz, , , BrickColor.(), , ())
prt4 = (, modelzorz, , , BrickColor.(), , ())
prt5 = (, modelzorz, , , BrickColor.(), , ())
prt6 = (, modelzorz, , , BrickColor.(), , ())
prt7 = (, modelzorz, , , BrickColor.(), , ())
prt8 = (, modelzorz, , , BrickColor.(), , ())
prt9 = (, modelzorz, , , BrickColor.(), , ())
prt10 = (, modelzorz, , , BrickColor.(), , ())
prt11 = (, modelzorz, , , BrickColor.(), , ())
prt12 = (, modelzorz, , , BrickColor.(), , ())
msh1 = (, prt1, , , (, , ), (, , ))
msh2 = (, prt2, , , (, , ), (, , ))
msh3 = (, prt3, , , (, , ), (, , ))
msh4 = (, prt4, , , (, , ), (, , ))
msh5 = (, prt5, , , (, , ), (, , ))
msh6 = (, prt6, , , (, , ), (, , ))
msh7 = (, prt7, , , (, , ), (, , ))
msh8 = (, prt8, , , (, , ), (, , ))
msh9 = (, prt9, , , (, , ), (, , ))
msh10 = (, prt10,, , (, , ), (, , ))
msh11 = (, prt11,, , (, , ), (, , ))
msh12 = (, prt12,, , (, , ), (, , ))
prt8.Material =
wld1 = (prt1, Torso, prt1, .(,,) * .(,,))
wld2 = (prt2, prt2, prt1, (-, -, , , , , -, , , , , ))
wld3 = (prt3, prt3, prt1, (, -, , , -, , , , , , , ))
wld4 = (prt4, prt4, prt1, (, , , , , , -, , , , , ))
wld5 = (prt5, prt5, prt1, (-, -, , , -, , , , , , , ))
wld6 = (prt6, prt6, prt1, (, -, , , , , -, , , , , ))
wld7 = (prt7, prt7, prt1, (-, , , , -, , , , , , , ))
wld8 = (prt8, prt8, prt1, (, -, , , , , , , , , , ))
wld9 = (prt9, prt9, prt1, (, , , , , , , , , , , ))
wld10 = (prt10, prt10, prt1, (, , , , , -, , , , , , ))
wld11 = (prt11, prt11, prt1, (, -, , , , -, , , , , , ))
wld12 = (prt12, prt12, prt1, (, -, -, , , -, , , , , , ))
StaggerAnim = ()
attack =
()
(Character, , )
i = , ,
()
Torso.Velocity = RootPart.CFrame.lookVector * -
Neck.C0 = (Neck.C0, necko * (, , -) * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (-, , ), )
RW.C0 = (RW.C0, (, , ) * (, , ) * (, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (-, , -) * (, , ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, -, ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (-, , ), )
i = , ,
()
Torso.Velocity = RootPart.CFrame.lookVector * -
Neck.C0 = (Neck.C0, necko * (, , -) * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (-, , ), )
RW.C0 = (RW.C0, (, , ) * (, , ) * (, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (-, , -) * (, , ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, -, ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (-, , ), )
i = , ,
()
Neck.C0 = (Neck.C0, necko * (, , -) * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (, , -) * (-, , ), )
RW.C0 = (RW.C0, (, , -) * (, , -), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (-, , -) * (, , ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, , -) * (, -, ) * (, , -), )
i = ,
()
StunT.Value <= Stun.Value
()
combo =
attack =
StaggerHitt = ()
attack =
i = , ,
()
Neck.C0 = (Neck.C0, necko * (, , -) * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (-, , ), )
RW.C0 = (RW.C0, (, , ) * (-, , ) * (, , ), )
RW.C1 = (LW.C1, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (-, , -) * (, , ), )
LW.C1 = (LW.C1, (, , ) * (, , ), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (, -, -), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (-, , ), )
attack =
Color1 = Torso.BrickColor
fengui = ()
fengui.Parent = Player.PlayerGui
fengui.Name =
fenframe = ()
fenframe.Parent = fengui
fenframe.BackgroundColor3 = .(, , )
fenframe.BackgroundTransparency =
fenframe.BorderColor3 = .(, , )
fenframe.Size = .(, , , )
fenframe.Position = .(, , , )
fenframe2 = ()
fenframe2.Parent = fengui
fenframe2.BackgroundColor3 = .(, , )
fenframe2.BackgroundTransparency =
fenframe2.BorderColor3 = .(, , )
fenframe2.Size = .(, , , )
fenframe2.Position = .(, , , )
fenframe3 = ()
fenframe3.Parent = fengui
fenframe3.BackgroundColor3 = .(, , )
fenframe3.BackgroundTransparency =
fenframe3.BorderColor3 = .(, , )
fenframe3.Size = .(, , , )
fenframe3.Position = .(, , , )
fenframe4 = ()
fenframe4.Parent = fengui
fenframe4.BackgroundColor3 = .(, , )
fenframe4.BackgroundTransparency =
fenframe4.BorderColor3 = .(, , )
fenframe4.Size = .(, , , )
fenframe4.Position = .(, , , )
pressedf =
fenframe5 = ()
fenframe5.Parent = fengui
fenframe5.BackgroundColor3 = .(, , )
fenframe5.BackgroundTransparency =
fenframe5.BorderColor3 = .(, , )
fenframe5.Size = .(, , , )
fenframe5.Position = .(, , , )
fenframe5.ZIndex =
tellbar = (, fenframe5, , , .(, , ), .(, , , ), .(, , , ))
tellbar.Font =
tellbar.TextScaled =
tellbar.TextTransparency =
tellbar.TextStrokeTransparency =
tellbar.ZIndex =
fnumb =
fenbarmana1 = (, fenframe, , , .(, , ), .(, , , ), .(, , -, ))
fenbarmana2 = (, fenframe, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmana4 = (, fenframe, .. mana.Value .. , , .(, , ), .(, , , ), .(, , , ))
fenbarblock1 = (, fenframe, , , .(, , ), .(-, , , ), .(, , -, ))
fenbarblock2 = (, fenframe, , , BrickColor.().Color, .(-, , , ), .(, , -, ))
fenbarblock3 = (, fenframe, .. Flight .. , , .(, , ), .(-, , , ), .(, , , ))
fenbardamage = (, fenframe2, , , .(, , ), .(-, , , ), .(, , , ))
fenbardef = (, fenframe2, , , .(, , ), .(-, , , ), .(, , , ))
fenbarmove = (, fenframe2, , , .(, , ), .(, , , ), .(, , , ))
fenbarhp1 = (, fenframe2, , , .(, , ), .(-, , , ), .(, , , ))
fenbarhp2 = (, fenbarhp1, , , .(, , ), .(, , , ), .(, , , ))
fenbarhp3 = (, fenbarhp1, , , .(, , ), .(, , , ), .(, , , ))
fenbarstun1 = (, fenframe4, , , .(, , ), .(, , , ), .(, , -, ))
fenbarstun2 = (, fenframe4, , , .(, , ), .(, , , ), .(, , , ))
fenbarstun3 = (, fenframe4, .. Stun.Value .. , , .(, , ), .(, , , ), .(, , , ))
fenbarmove1 = (, fenframe3, move1, , .(, , ), .(, , , ), .(, , , ))
fenbarmove1.ZIndex =
fenbarmove1b = (, fenbarmove1, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmove2 = (, fenframe3, move2, , .(, , ), .(, , , ), .(, , , ))
fenbarmove2.ZIndex =
fenbarmove2b = (, fenbarmove2, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmove3 = (, fenframe3, move3, , .(, , ), .(, , , ), .(, , , ))
fenbarmove3.ZIndex =
fenbarmove3b = (, fenbarmove3, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
fenbarmove4 = (, fenframe3, move4, , .(, , ), .(, , , ), .(, , , ))
fenbarmove4.ZIndex =
fenbarmove4b = (, fenbarmove4, , , BrickColor.(NewCol).Color, .(, , , ), .(, , , ))
mananum =
donum =
stunnum =
staggeranim =
stunanim =
passivenum =
walk =
walkforw =
Tool = .()
Tool.Parent = Backpack
Tool.Name =
Parent = Tool
Bin = Tool
Bin.Name ==
Bin.Name =
combo =
ob1d = (mouse)
GuardStance == MMouse.Target ~=
MMouse.Target.Parent.Parent:() ~= MMouse.Target.Parent.Parent:() ~=
Target = MMouse.Target.Parent.Parent
GuardStance =
MMouse.Target.Parent:() ~= MMouse.Target.Parent:() ~=
Target = MMouse.Target.Parent
GuardStance =
attack == equipped ==
Fly
hold =
combo ==
combo =
()
combo ==
combo =
()
combo ==
combo =
()
combo ==
combo =
()
.(.(()
i = ,
attack ==
()
attack ==
combo =
))
ob1u = (mouse)
hold =
do1 = ()
cooldowns[] ~=
mana.Value <
attack ==
Stagger.Value == StunT.Value <= Stun.Value StaggerHit.Value ==
mana.Value = mana.Value -
cooldowns[] =
attack =
dec = .(, Decrease)
dec.Name =
dec.Value =
:():(dec, )
.(.(()
i = ,
()
wld1.C0 = (wld1.C0, (,-,) * (,,i + ), )
Neck.C0 = (Neck.C0, necko * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (,,), )
RW.C0 = (RW.C0, (, , -) * (, , ), )
LW.C0 = (LW.C0, (-, , -) * (, -, -), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-,, ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (-, , ), )
Stagger.Value ~= StunT.Value > Stun.Value
StaggerHit.Value ==
attack =
))
orb = (BrickColor.(), , prt8.CFrame * (,,), , , , , , , , MMouse.Hit.p)
orbr = (, modelzorz, , , BrickColor.(), , ())
(, prt1, , )
:():(orb, )
()
orbr2 = (, modelzorz, , , BrickColor.(), , ())
orb2 = (BrickColor.(), , prt8.CFrame * (,,), , , , , , , , MMouse.Hit.p)
(, prt1, , )
:():(orb2, )
()
orbr3 = (, modelzorz, , , BrickColor.(), , ())
orb3 = (BrickColor.(), , prt8.CFrame * (,,), , , , , , , , MMouse.Hit.p)
(, prt1, , )
:():(orb3, )
()
(orb, , , , .(, ), , RootPart,, , (.(, )), , )
(orb2, , , , .(, ), , RootPart,, , (.(, )), , )
(orb3, , , , .(, ), , RootPart,, , (.(, )), , )
(, orbr, , )
(, orbr, , )
(, orbr2, , )
(, orbr2, , )
(, orbr3, , )
(, orbr3, , )
do2 = ()
cooldowns[] ~=
mana.Value <
attack ==
Stagger.Value == StunT.Value <= Stun.Value StaggerHit.Value ==
mana.Value = mana.Value -
cooldowns[] =
attack =
(, prt1, , )
i = ,
()
wld1.C0 = (wld1.C0, (,-,) * (,,-i), )
Neck.C0 = (Neck.C0, necko * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF *(, , ) * (,,), )
RW.C0 = (RW.C0, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , -), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (-, , ), )
i = ,
()
wld1.C0 = (wld1.C0, (,-,) * (,,-), )
Neck.C0 = (Neck.C0, necko * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF *(, , ) * (,,), )
RW.C0 = (RW.C0, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , -), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (-, , ), )
(prt10, , , -, )
(RootPart, , , , .(-, -), , RootPart, , , (.(, )), , , )
(BrickColor.(),, (prt10.Position) * (, , ), , , , , , , )
(BrickColor.(),, (prt10.Position) * (, , ), , , , , , , )
(, prt10, , )
attack =
do3 = ()
cooldowns[] ~=
mana.Value <
attack ==
Stagger.Value == StunT.Value <= Stun.Value StaggerHit.Value ==
cooldowns[] =
mana.Value = mana.Value -
attack =
modelzorz.Parent = Character
i = ,
()
wld1.C0 = (wld1.C0, (,-,) * (,,-), )
Neck.C0 = (Neck.C0, necko * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF * (,,-), )
RW.C0 = (RW.C0, (, , -) * (, , ), )
LW.C0 = (LW.C0, (-, , -) * (, -, -), )
RH.C0 = (RH.C0, (, -, -) * (, , ) * (, , ), )
LH.C0 = (LH.C0, (-, -, ) * (, -, ) * (, , ), )
Stagger.Value ~= StunT.Value > Stun.Value
StaggerHit.Value ==
ref = (, modelzorz, , , BrickColor.(), , ())
refweld = (ref, LeftArm, ref, (-,-,) * (,,))
orb = (BrickColor.(), , LeftArm.CFrame * (,,), , , , , , , , ref.Position)
(, prt1, , )
ref.Anchored =
ref:()
()
(, ref, , )
(, ref, , )
Character:(ref.Position)
orb:()
modelzorz.Parent =
attack =
do4 = ()
cooldowns[] ~=
mana.Value <
attack ==
Stagger.Value == StunT.Value <= Stun.Value StaggerHit.Value ==
cooldowns[] =
mana.Value = mana.Value -
attack =
dec = .(, Decrease)
dec.Name =
dec.Value =
:():(dec, )
.(.(()
i = ,
()
wld1.C0 = (wld1.C0, (-,-,) * (,,i / ), )
Neck.C0 = (Neck.C0, necko * (, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF *(, , ) * (,,), )
RW.C0 = (RW.C0, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , -), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (-, , ), )
))
i,v (modelzorz:())
.(.(()
a = ,
()
v.Transparency = v.Transparency +
))
()
orb = (BrickColor.(), , RootPart.CFrame * (,,), , , , , , , , RootPart.Position + (,,))
i = ,
()
Neck.C0 = (Neck.C0, necko * (-, , ), )
RootJoint.C0 = (RootJoint.C0, RootCF *(, , ) * (,,), )
RW.C0 = (RW.C0, (, , ) * (, , ), )
LW.C0 = (LW.C0, (-, , ) * (, , -), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (-, , ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (-, , ), )
i = ,
()
wld1.C0 = (wld1.C0, (,-,) * (,,-), )
Neck.C0 = (Neck.C0, necko * (, , -), )
RootJoint.C0 = (RootJoint.C0, RootCF * (,,), )
RW.C0 = (RW.C0, (, , -) * (, , ), )
LW.C0 = (LW.C0, (-, , -) * (, -, -), )
RH.C0 = (RH.C0, (, -, ) * (, , ) * (, -, ), )
LH.C0 = (LH.C0, (-, -, -) * (, -, ) * (, -, ), )
orb.BodyPosition.Position = MMouse.Hit.p
ref = orb:()
ref.Position = orb.Position
ref.Parent =
ref.Transparency =
ref.Anchored =
ref:()
(, ref, , )
()
orb:()
(, ref, , )
MagniDamage(orb, 80, 20, 45, math.random(5, 10), "NormalDecreaseMvmt2", RootPart,0, 2, 100, nil, true)
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency - 0.05
end
end))
end
attack = false
end
attackone = function()
attack = true
for i = 1,15 do
wait()
so("199145146", prt1, 1, 1.6)
MagniDamage(prt8, 3, 4, 6, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true)
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,i + 0.5), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.4, 0, 1.6), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.2)
RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
attack = false
end
attacktwo = function()
attack = true
for i = 1,8 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,2.8), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, -1), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("199145146", prt1, 1, 1.2)
for i = 1,8 do
wait()
MagniDamage(prt8, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true)
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1), 0.6)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, 1.6), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.7, -0) * euler(0.1, -0, -1), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0, 0), 0.5)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
attack = false
end
attackthree = function()
attack = true
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
wait(0.1)
ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
refweld = weld(ref, LeftArm, ref, cf(-0.5,-20,0) * angles(0,0,0))
orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, ref.Position)
so("315746833", prt1, 1, 1)
for i = 1,8 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.1)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.1)
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.1)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(1.6, -0, -1.6), 0.1)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.1)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.1)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
for i = 1,5 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.8, -0) * euler(1.6, -0.8, -1.6), 0.5)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("315744661", ref, 10, 1)
so("315748999", ref, 10, 1)
MagniDamage(orb, 10, 4, 6, math.random(5, 10), "Normal", RootPart,0, 2, (math.random(2, 5)), nil, true)
orb:Remove()
attack = false
end
attackfour = function()
attack = true
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(0,1.6,3.2), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 1.6), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5)
RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("315744661", prt8, 1, 1)
so("315748999", prt8, 1, 1)
MagniDamage(prt8, 20, 4, 6, math.random(5, 10), "Normal", RootPart, 0, 2, (math.random(2, 5)), nil, true)
MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame, 5, 5, 5, 8, 8, 8, 0.05)
attack = false
end
equipanim = function()
attack = true
for i = 1,10 do
wait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, -0.3), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
wld1.Part0 = RightArm
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.3)
end
end
hideanim = function()
attack = true
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency + 0.05
end
end))
end
for i = 1,20 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
end
wld1.Part0 = Torso
wld1.C0 = CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6)
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency - 0.05
end
end))
end
for i = 1,20 do
wait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
end
end
fly = function()
if Fly == false and CanFly then
Fly = true
bp = Instance.new("BodyPosition", Torso)
bp.Position = Torso.Position + Vector3.new(0, 50,0)
bp.MaxForce = Vector3.new(0,math.huge,0)
elseif Fly == true then
Fly = false
CanFly = false
coroutine.resume(coroutine.create(function()
wait(10)
CanFly = true
end))
for i,v in pairs(Torso:children()) do
if v:IsA("BodyPosition") then
v:Remove()
end
end
end
end
buttonhold = false
fenbarmove1.MouseButton1Click:connect(do1)
fenbarmove2.MouseButton1Click:connect(do2)
fenbarmove3.MouseButton1Click:connect(do3)
fenbarmove4.MouseButton1Click:connect(do4)
eul = 0
equipped = false
key = function(key)
if key == "e" and not attack and equipped then
fly()
end
if attack == true then
return
end
if key == "f" then
pressedf = true
fnumb = 0
attack = true
if equipped == false then
equipped = true
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "Right Shoulder"
RW.Part0 = ch.Torso
RW.C0 = cf(1.5, 0.5, 0)
RW.C1 = cf(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
LW.Name = "Left Shoulder"
LW.Part0 = ch.Torso
LW.C0 = cf(-1.5, 0.5, 0)
LW.C1 = cf(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
Animate.Parent = nil
equipanim()
else
equipped = false
hideanim()
LH.C1 = LHC1
RH.C1 = RHC1
Animate.Parent = Humanoid
swait(0)
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
attack = false
end
if equipped == false then
return
end
if Fly then
return
end
if key == "z" and equipped then
do1()
end
if key == "x" and equipped then
do2()
end
if key == "c" and equipped then
do3()
end
if key == "v" and equipped then
do4()
end
if key == "h" and (Player.Name == "murylloyago" or Player.Name == "Player" or Player.Name == "Player1") then
mana.Value = 100
cooldowns[1] = 100
cooldowns[2] = 100
cooldowns[3] = 100
cooldowns[4] = 100
cooldowns[5] = 100
end
if attack == false then
RecentEnemy.Value = nil
end
end
key2 = function(key)
if key == "x" and equipped then
Charge = 0
Charging = false
end
end
s = function(mouse)
mouse.Button1Down:connect(function()
ob1d(mouse)
end)
mouse.Button1Up:connect(function()
ob1u(mouse)
end)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
player = Player
ch = Character
MMouse = mouse
end
ds = function(mouse)
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
print("Fighter loaded.")
local mananum = 0
local donum = 0
local stunnum = 0
local staggeranim = false
local stunanim = false
local passivenum = 0
local walk = 0
local walkforw = true
local sine = 0
local change = 1
local val = 0
coroutine.resume(coroutine.create(function()
while wait(0.25) do
if Flight > 49 then
Flight = 50
end
if Flight < 50 and not Fly then
Flight = Flight + 1
end
if Fly then
Flight = Flight - 1
end
if Flight < 1 then
Flight = 0
end
if Fly and Flight < 1 then
fly()
Flight = 0
end
end
end))
handleadd = 0
while 1 do
swait()
if workspace:FindFirstChild("Strife! museum") then
CanFly = false
end
if Humanoid.Health <= 0 then
attack = true
resumeControl()
end
do
if fnumb < 21 then
fnumb = fnumb + 1
if pressedf == false then
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
tellbar.TextTransparency = tellbar.TextTransparency - 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
else
if fnumb == 20 then
fenframe5.Parent = nil
print("daigui")
end
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
tellbar.TextTransparency = tellbar.TextTransparency + 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
end
end
passivenum = passivenum + 1
if 80 <= passivenum then
passivenum = 0
end
if Stagger.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
swait()
end
StaggerAnim()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end))
end
if StaggerHit.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
swait()
end
StaggerHitt()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end))
end
if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
Humanoid.WalkSpeed = 0
else
Humanoid.WalkSpeed = 16 * Mvmt.Value
end
if StunT.Value <= Stun.Value and stunanim == false then
coroutine.resume(coroutine.create(function()
stunanim = true
while attack == true do
swait()
end
StunAnim()
Stun.Value = 0
stunanim = false
end))
end
local stunnum2 = 20
if Mode == "Defensive" then
stunnum2 = 20
else
stunnum2 = 60
end
if stunnum2 <= stunnum then
if 0 < Stun.Value then
Stun.Value = Stun.Value - 1
end
stunnum = 0
end
stunnum = stunnum + 1
if 0.5 <= donum then
handidle = true
else
if donum <= 0 then
handidle = false
end
end
if handidle == false then
donum = donum + 0.006
else
donum = donum - 0.006
end
handleadd = handleadd + 0.8
local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
if equipped == true then
if attack == false then
idle = idle + 1
else
idle = 0
end
if (500 <= idle and attack ~= false) or Anim == "Walk" then
if walkforw == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
if attack == false then
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50)
else
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
end
else
RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
if attack == false then
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50)
else
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
end
end
else
RH.C1 = clerp(RH.C1, RHC1, 0.2)
LH.C1 = clerp(LH.C1, LHC1, 0.2)
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
end
if Fly then
Anim = "Flying"
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0.2, 0), 0.2)
wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(1.6,0,-handleadd),0.8)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0.2,0) , 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3 + donum / 4), 0.15)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3 - 0.1), 0.15)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0) , 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0.2, 0, 0), 0.2)
end
if 1 < RootPart.Velocity.y and hitfloor == nil and not Fly then
Anim = "Jump"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
end
else
if RootPart.Velocity.y < -1 and hitfloor == nil and not Fly then
Anim = "Fall"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
else
if torvel < 1 and hitfloor ~= nil and not Fly then
Anim = "Idle"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3 + donum / 4), 0.15)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3), 0.15)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
else
if 2 < torvel and torvel < 30 and hitfloor ~= nil and not Fly then
Anim = "Walk"
walk = walk + 1
if 15 - 5 * Mvmt.Value <= walk then
walk = 0
if walkforw == true then
walkforw = false
else
if walkforw == false then
walkforw = true
end
end
end
if attack == false then
change = 2
Neck.C0 = clerp(Neck.C0, necko * euler(0.05, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0.1,0,0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.1, 0, 0.1), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, -0) * euler(0.1, -0, -0.1), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
end
else
if 30 <= torvel and hitfloor ~= nil and not Fly then
Anim = "Run"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0.25, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 0.1), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -0.1), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
end
end
end
end
end
end
end
if not attack and equipped and not Fly then
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.8)
end
if 0 < #Effects then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if Thing[2] == "CylinderClang" then
if Thing[3] <= 1 then
Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[7] = Thing[1].CFrame
effect("New Yeller", 0, Thing[8], Thing[7])
Thing[8] = Thing[7]
Thing[3] = Thing[3] + Thing[4]
else
Part.Parent = nil
table.remove(Effects, e)
end
end
if Thing[2] == "showDamage" then
if Thing[6] < Thing[5] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[7] then
Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[8] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[9] then
Thing[6] = Thing[6] + 1
Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
else
Thing[1].Parent = nil
table.remove(Effects, e)
end
end
end
end
end
if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" then
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Cylinder" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Blood" then
Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Elec" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Disappear" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
end
end
end
end
end
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end
do
if CanFly == false then
fenbarblock2.BackgroundColor3 = BrickColor.Red().Color
else
fenbarblock2.BackgroundColor3 = BrickColor.Yellow().Color
end
fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
fenbarblock2:TweenSize((UDim2.new(0.4, 0, -4 * Flight / 50, 0)), nil, 1, 0.4, true)
fenbarblock3.Text = "Flight(" .. math.floor(Flight) .. ")"
fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
for _,c in pairs(Decrease:children()) do
if (c:findFirstChild("Duration")) ~= nil then
c.Duration.Value = c.Duration.Value - 1
if c.Duration.Value <= 0 then
c.Parent = nil
end
end
if c.Name == "DecreaseAtk" then
decreaseatk = decreaseatk + c.Value
else
if c.Name == "DecreaseDef" then
decreasedef = decreasedef + c.Value
else
if c.Name == "DecreaseMvmt" then
decreasemvmt = decreasemvmt + c.Value
end
end
end
end
Atk.Value = 1 - (decreaseatk)
if Atk.Value <= 0 then
Atk.Value = 0
end
Def.Value = 1 - (decreasedef)
if Def.Value <= 0 then
Def.Value = 0.01
end
Mvmt.Value = 1 - (decreasemvmt)
if Mvmt.Value <= 0 then
Mvmt.Value = 0
end
decreaseatk = 0
decreasedef = 0
decreasemvmt = 0
AtkVal = Atk.Value * 100
AtkVal = math.floor(AtkVal)
AtkVal = AtkVal / 100
fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
DefVal = Def.Value * 100
DefVal = math.floor(DefVal)
DefVal = DefVal / 100
fenbardef.Text = "Defense\n(" .. DefVal .. ")"
MvmtVal = Mvmt.Value * 100
MvmtVal = math.floor(MvmtVal)
MvmtVal = MvmtVal / 100
if Rooted.Value == true then
MvmtVal = 0
end
fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
if StunT.Value <= Stun.Value then
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
else
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
end
fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
if 100 <= mana.Value then
mana.Value = 100
else
if mananum <= 9 then
mananum = mananum + 1
else
if 8 <= mananum then
mananum = 0
mana.Value = mana.Value + 1
end
end
end
for i = 1, #cooldowns do
if cooldownmax <= cooldowns[i] then
cooldowns[i] = cooldownmax
else
cooldowns[i] = cooldowns[i] + cooldownsadd[i]
end
end
end
end
endDarius

Universal