
KeylessUniversal

wait(0.5)
Player = game:GetService("Players").LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
Neck = Torso.Neck
it = Instance.new
vt = Vector3.new
cf = CFrame.new
euler = CFrame.fromEulerAnglesXYZ
angles = CFrame.Angles
necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
RootCF = euler(-1.57, 0, 3.14)
attack = false
attackdebounce = false
isblarghing = false
MMouse = nil
combo = 0
combospeed = 0
Fly = false
stop = false
local Run = false
local hitfloor, posfloor = nil, nil
local idle = 0
local Effects = {}
local Weapon = {}
local Welds = {}
local decreaseatk = 0
local decreasedef = 0
local decreasemvmt = 0
local Mode = "Defensive"
local GuardStance = false
local Target = nil
local manualguardend = false
local equipped = false
local Charge = 0
local Charging = false
local CanFly = true
local prop = Instance.new("RocketPropulsion")
local move1 = "(Z)\nSun fragments"
local move2 = "(X)\nSolar field"
local move3 = "(C)\nSolar teleport"
local move4 = "(V)\n2nd sun"
local cooldowns = {}
local cooldown1 = 0
table.insert(cooldowns, cooldown1)
local cooldown2 = 0
table.insert(cooldowns, cooldown2)
local cooldown3 = 0
table.insert(cooldowns, cooldown3)
local cooldown4 = 0
table.insert(cooldowns, cooldown4)
local cooldown5 = 0
table.insert(cooldowns, cooldown5)
local cooldownsadd = {}
local cooldownadd1 = 0.3
table.insert(cooldownsadd, cooldownadd1)
local cooldownadd2 = 0.2
table.insert(cooldownsadd, cooldownadd2)
local cooldownadd3 = 0.08
table.insert(cooldownsadd, cooldownadd3)
local cooldownadd4 = 0.04
table.insert(cooldownsadd, cooldownadd4)
local cooldownadd5 = 0.03
table.insert(cooldownsadd, cooldownadd5)
local cooldownmax = 100
player = nil
RSH = nil
RW = Instance.new("Motor")
LW = Instance.new("Motor")
RW.Name = "Right Shoulder"
LW.Name = "Left Shoulder"
LH = Torso["Left Hip"]
RH = Torso["Right Hip"]
TorsoColor = Torso.BrickColor
TorsoRed = TorsoColor.Color.r
TorsoGreen = TorsoColor.Color.g
NewCol = Color3.new(TorsoRed, TorsoGreen, 1)
NewCol = "Bright yellow"
local Flight = 0
print(BrickColor.new(NewCol))
local mdec2 = Instance.new("NumberValue", Decrease)
mdec2.Name = "DecreaseMvmt"
mdec2.Value = 0.1
local Animate = Humanoid.Animator
local canjump = true
removeControl = function()
canjump = false
end
resumeControl = function()
canjump = true
end
so = function(id, par, vol, pit)
local sou = Instance.new("Sound", par or workspace)
sou.Volume = vol
sou.Pitch = pit or 1
sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
coroutine.resume(coroutine.create(function(Sound)
swait()
Sound:play()
end), sou)
game:GetService("Debris"):AddItem(sou, 6)
end
Player.Character.Humanoid.Changed:connect(function()
if canjump == false then
Player.Character.Humanoid.Jump = false
end
end)
swait = function(num)
if num == 0 or num == nil then
Player.PlayerGui.Pacemaker.Heartbeat.Event:wait()
else
for i = 0, num do
Player.PlayerGui.Pacemaker.Heartbeat.Event:wait()
end
end
end
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")
frame = 1 / 40
tf = 0
allowframeloss = true
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.Heartbeat:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
function swait(num)
if num == 0 or num == nil then
ArtificialHB.Event:wait()
else
for i = 0, num do
ArtificialHB.Event:wait()
end
end
end
local Stats = Instance.new("BoolValue")
Stats.Name = "Stats"
Stats.Parent = Character
local Atk = Instance.new("NumberValue")
Atk.Name = "Damage"
Atk.Parent = Stats
Atk.Value = 1
local Def = Instance.new("NumberValue")
Def.Name = "Defense"
Def.Parent = Stats
Def.Value = 1
local Mvmt = Instance.new("NumberValue")
Mvmt.Name = "Movement"
Mvmt.Parent = Stats
Mvmt.Value = 1
local Stun = Instance.new("NumberValue")
Stun.Name = "Stun"
Stun.Parent = Stats
Stun.Value = 0
local StunT = Instance.new("NumberValue")
StunT.Name = "StunThreshold"
StunT.Parent = Stats
StunT.Value = 100
local Rooted = Instance.new("BoolValue")
Rooted.Name = "Rooted"
Rooted.Parent = Stats
Rooted.Value = false
local Stunned = Instance.new("BoolValue")
Stunned.Name = "Stunned"
Stunned.Parent = Stats
Stunned.Value = false
local Stagger = Instance.new("BoolValue")
Stagger.Name = "Stagger"
Stagger.Parent = Stats
Stagger.Value = false
local StaggerHit = Instance.new("BoolValue")
StaggerHit.Name = "StaggerHit"
StaggerHit.Parent = Stats
StaggerHit.Value = false
local RecentEnemy = Instance.new("ObjectValue")
RecentEnemy.Name = "RecentEnemy"
RecentEnemy.Parent = Stats
RecentEnemy.Value = nil
local Decrease = Instance.new("BoolValue")
Decrease.Name = "Decrease"
Decrease.Parent = Stats
Decrease.Value = false
local passive = Instance.new("NumberValue", Decrease)
passive.Name = "DecreaseMvmt"
passive.Value = 0.1
local passive2 = Instance.new("NumberValue", Decrease)
passive2.Name = "DecreaseDef"
passive2.Value = 0
local mana = Instance.new("NumberValue")
mana.Name = "Mana"
mana.Parent = Stats
mana.Value = 0
NoOutline = function(Part)
Part.TopSurface = 10
end
part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size, material, anchor)
local fp = it("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = brickcolor
fp.Name = name
fp.Material = "SmoothPlastic"
fp.Size = size
fp.Position = Torso.Position
NoOutline(fp)
if material then
fp.Material = material
end
if anchor then
fp.Anchored = anchor
end
fp:BreakJoints()
return fp
end
mesh = function(Mesh, part, meshtype, meshid, offset, scale)
local mesh = it(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid ~= "nil" then
mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
end
end
mesh.Offset = offset
mesh.Scale = scale
return mesh
end
weld = function(parent, part0, part1, c0)
local weld = it("Motor")
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
return weld
end
gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
local gui = it(GuiType)
gui.Parent = parent
gui.Text = text
gui.BackgroundTransparency = backtrans
gui.BackgroundColor3 = backcol
gui.SizeConstraint = "RelativeXY"
gui.TextXAlignment = "Center"
gui.TextYAlignment = "Center"
gui.Position = pos
gui.Size = size
gui.Font = "SourceSans"
gui.FontSize = "Size14"
gui.TextWrapped = false
gui.TextStrokeTransparency = 0
gui.TextColor = BrickColor.new("White")
return gui
end
DecreaseStat = function(Model, Stat, Amount, Duration)
if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
d = Instance.new("NumberValue", Model.Stats.Decrease)
dur = Instance.new("NumberValue", d)
dur.Name = "Duration"
dur.Value = Duration
game:GetService("Debris"):AddItem(d, 20)
if Stat == "Damage" then
d.Name = "DecreaseAtk"
else
if Stat == "Defense" then
d.Name = "DecreaseDef"
else
if Stat == "Movement" then
d.Name = "DecreaseMvmt"
end
end
end
if Model:findFirstChild("Torso") ~= nil then
display = ""
if Stat == "Damage" then
if Amount > 0 then
display = "-Damage"
else
display = "+Damage"
end
else
if Stat == "Defense" then
if Amount > 0 then
display = "-Defense"
else
display = "+Defense"
end
else
if Stat == "Movement" then
if Amount > 0 then
display = "-Movement"
else
display = "+Movement"
end
end
end
end
showDamage(Model, display, "Debuff")
end
d.Value = Amount
end
end
GetDist = function(Part1, Part2, magni)
local targ = Part1.Position - Part2.Position
local mag = targ.magnitude
if mag <= magni then
return true
else
return false
end
end
function clerp(a,b,t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w*xs, w*ys, w*zs
local xx = x*xs
local xy = x*ys
local xz = x*zs
local yy = y*ys
local yz = y*zs
local zz = z*zs
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
for _,c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = nil
for _,d in pairs(c:children()) do
if d.className == "Model" and ranged ~= true then
head = d:findFirstChild("Hitbox")
if d.Parent == Character then
break
end
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(head.Position)
game:GetService("Debris"):AddItem(ref, 1)
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199148971", ref, 1, 1)
else
if hitnum == 2 then
so("199149025", ref, 1, 1)
else
if hitnum == 3 then
so("199149072", ref, 1, 1)
else
if hitnum == 4 then
so("199149109", ref, 1, 1)
else
if hitnum == 5 then
so("199149119", ref, 1, 1)
end
end
end
end
end
StaggerHit.Value = true
end
end
end
do
if d.className == "Part" then
head = d
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
if stun == nil then
stun = math.random(5, 10)
end
local Rang = nil
if Ranged == false then
Rang = true
end
local stag = nil
if shbash == true then
stag = true
end
Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
end
end
end
do
end
end
end
end
end
end
MagniBuff = function(Part, magni, Dec, DecAm, Dur, others)
if Player.Neutral == true then
DecreaseStat(Character, Dec, DecAm / 2, Dur)
end
for _,c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("Torso")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if others == nil and mag <= magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
DecreaseStat(head.Parent, Dec, DecAm, Dur)
end
end
end
if Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and mag <= magni and head.Parent ~= Character and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
DecreaseStat(head.Parent, Dec, DecAm, Dur)
end
end
end
rayCast = function(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
LastPoint = Point
effect = function(Color, Ref, LP, P1, returnn)
if LP == nil or P1 == nil then
return
end
local Effectsmsh = Instance.new("CylinderMesh")
Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
Effectsmsh.Name = "Mesh"
local Effectsg = Instance.new("Part")
NoOutline(Effectsg)
Effectsg.formFactor = 3
Effectsg.CanCollide = false
Effectsg.Name = "Eff"
Effectsg.Locked = true
Effectsg.Anchored = true
Effectsg.Size = Vector3.new(0.5, 1, 0.5)
Effectsg.Parent = workspace
Effectsmsh.Parent = Effectsg
Effectsg.BrickColor = BrickColor.new(Color)
Effectsg.Reflectance = Ref
local point1 = P1
local mg = point1.p.magnitude
Effectsg.Size = Vector3.new(0.5, mg, 0.5)
Effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
game:GetService("Debris"):AddItem(Effectsg, 2)
if returnn then
return Effectsg
end
if not returnn then
table.insert(Effects, {Effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh})
end
end
MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
return prt
end
MagicSpike = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "1033714", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
else
if Type == 2 then
table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
end
end
end
MagicCloud = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "1095708", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.Material = material
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * cf(x2, y2, z2)
local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicOrb = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Material = material
prt.CFrame = cframe
bp = Instance.new("BodyPosition", prt)
bp.Position = pos2
bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
coroutine.resume(coroutine.create(function()
while prt.Parent == workspace do
wait()
MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05)
end
MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05)
end))
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh})
return prt
end
MagicOrb2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Material = material
prt.CFrame = cframe
bp = Instance.new("BodyPosition", prt)
bp.Position = pos2
bp.MaxForce = Vector3.new(1000,1000,1000)
coroutine.resume(coroutine.create(function()
while prt.Parent == workspace do
wait()
MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05)
end
MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05)
end))
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh})
return prt
end
MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil})
end
MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
if hit.Parent == nil then
return
end
if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(hit.Position)
game:GetService("Debris"):AddItem(ref, 1)
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199148971", ref, 1, 1)
else
if hitnum == 2 then
so("199149025", ref, 1, 1)
else
if hitnum == 3 then
so("199149072", ref, 1, 1)
else
if hitnum == 4 then
so("199149109", ref, 1, 1)
else
if hitnum == 5 then
so("199149119", ref, 1, 1)
end
end
end
end
end
StaggerHit.Value = true
end
h = hit.Parent:FindFirstChild("Humanoid")
if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
return
end
if Player.Neutral == false then
if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then
return
end
if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then
return
end
end
c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = game:service("Players").LocalPlayer
c.Parent = h
RecentEnemy.Value = hit.Parent
game:GetService("Debris"):AddItem(c, 0.5)
minim = minim * Atk.Value
maxim = maxim * Atk.Value
Damage = 0
if minim == maxim then
Damage = maxim
else
Damage = math.random(minim, maxim)
end
blocked = false
enblock = nil
Stats = hit.Parent:findFirstChild("Stats")
if Stats ~= nil then
invis = Stats:findFirstChild("Invisibility")
isinvis = Stats:findFirstChild("IsInvisible")
if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then
invis.Value = 0
end
enblock = Stats:findFirstChild("Block")
if enblock ~= nil and enblock.Value == true then
blocked = true
end
if Stats:findFirstChild("Defense") ~= nil then
Damage = Damage / Stats.Defense.Value
if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199149321", hit, 1, 1)
else
if hitnum == 2 then
so("199149338", hit, 1, 1)
else
if hitnum == 3 then
so("199149367", hit, 1, 1)
else
if hitnum == 4 then
so("199149409", hit, 1, 1)
else
if hitnum == 5 then
so("199149452", hit, 1, 1)
end
end
end
end
end
else
if ranged == false or ranged == nil and blocked ~= true then
hitnum = math.random(1, 6)
if hitnum == 1 then
so("199149137", hit, 1, 1)
else
if hitnum == 2 then
so("199149186", hit, 1, 1)
else
if hitnum == 3 then
so("199149221", hit, 1, 1)
else
if hitnum == 4 then
so("199149235", hit, 1, 1)
else
if hitnum == 5 then
so("199149269", hit, 1, 1)
else
if hitnum == 6 then
so("199149297", hit, 1, 1)
end
end
end
end
end
end
end
end
if Damage <= 3 and staghit == true and ranged ~= true then
StaggerHit.Value = true
end
end
if Stats:findFirstChild("Stun") ~= nil then
if blocked == true then
incstun = incstun / 2
end
if Stats.Stun.Value < Stats.StunThreshold.Value then
Stats.Stun.Value = Stats.Stun.Value + incstun
end
end
if Stats:findFirstChild("Stagger") ~= nil and stagger == true then
Stats.Stagger.Value = true
end
end
if blocked == true then
showDamage(hit.Parent, "Block", "Damage")
if ranged ~= true then
enblock.Value = false
Stagger.Value = true
hitnum = math.random(1, 2)
if hitnum == 1 then
so("199148933", hit, 1, 1)
else
if hitnum == 2 then
so("199148947", hit, 1, 1)
end
end
end
else
Damage = math.floor(Damage)
coroutine.resume(coroutine.create(function(Hum, Dam)
hit.Parent.Humanoid:TakeDamage(Damage)
end), h, Damage)
if Type ~= "Magic" then
showDamage(hit.Parent, Damage, "Damage")
end
if Type == "Magic" then
showDamage(hit.Parent, Damage, "Magic")
end
if DecreaseState ~= nil then
if DecreaseState == "Temporal" then
DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
else
if DecreaseState == "Temporal2" then
DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
else
DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
end
end
end
if Type == "NormalDecreaseMvmt1" then
DecreaseStat(hit.Parent, "Movement", 0.1, 200)
end
if Type == "NormalDecreaseMvmt2" then
DecreaseStat(hit.Parent, "Movement", 0.5, 100)
end
if Type == "NormalDecreaseDef1" then
DecreaseStat(hit.Parent, "Defense", 0.1, 200)
end
if Type == "NormalDecreaseAtk1" then
DecreaseStat(hit.Parent, "Damage", 0.1, 200)
end
if Type == "Knockdown" then
hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand = false
end), hum)
local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8000, 8000, 8000)
bodvol.Parent = hit
rl = Instance.new("BodyAngularVelocity")
rl.P = 3000
rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
rl.Parent = hit
game:GetService("Debris"):AddItem(bodvol, 0.5)
game:GetService("Debris"):AddItem(rl, 0.5)
else
do
if Type == "Knockdown2" then
hum = hit.Parent.Humanoid
local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8000, 8000, 8000)
bodvol.Parent = hit
game:GetService("Debris"):AddItem(bodvol, 0.5)
else
do
if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
vp = Instance.new("BodyVelocity")
vp.P = 500
vp.maxForce = Vector3.new(math.huge, 0, math.huge)
if KnockbackType == 1 then
vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
else
if KnockbackType == 2 then
vp.velocity = Property.CFrame.lookVector * knockback
end
end
game:GetService("Debris"):AddItem(vp, 0.5)
if knockback > 0 then
vp.Parent = hit.Parent.Torso
end
end
debounce = Instance.new("BoolValue")
debounce.Name = "DebounceHit"
debounce.Parent = hit.Parent
debounce.Value = true
game:GetService("Debris"):AddItem(debounce, Delay)
c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = Player
c.Parent = h
game:GetService("Debris"):AddItem(c, 0.5)
CRIT = false
end
end
end
end
end
end
end
showDamage = function(Char, Dealt, Type)
m = Instance.new("Model")
m.Name = "Effect"
c = Instance.new("Part")
c.Transparency = 1
c.Name = "Head"
c.TopSurface = 0
c.BottomSurface = 0
c.formFactor = "Plate"
c.Size = Vector3.new(1, 0.4, 1)
b = Instance.new("BillboardGui", c)
b.Size = UDim2.new(5, 0, 5, 0)
b.AlwaysOnTop = true
damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
if Type == "Damage" then
damgui.Font = "SourceSans"
if Dealt == "Block" then
damgui.TextColor3 = BrickColor.new("Bright blue").Color
else
if Dealt < 3 then
damgui.TextColor3 = BrickColor.new("White").Color
else
if Dealt >= 3 and Dealt < 20 then
damgui.TextColor3 = BrickColor.new("Bright yellow").Color
else
damgui.TextColor3 = BrickColor.new("Really red").Color
damgui.Font = "SourceSansBold"
end
end
end
else
if Type == "Debuff" then
damgui.TextColor3 = BrickColor.new("White").Color
else
if Type == "Interrupt" then
damgui.TextColor3 = BrickColor.new("New Yeller").Color
end
end
end
damgui.TextScaled = true
ms = Instance.new("CylinderMesh")
ms.Scale = Vector3.new(0.8, 0.8, 0.8)
ms.Parent = c
c.Reflectance = 0
Instance.new("BodyGyro").Parent = c
c.Parent = m
if Char:findFirstChild("Head") ~= nil then
c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
else
if Char.Parent:findFirstChild("Head") ~= nil then
c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
end
end
f = Instance.new("BodyPosition")
f.P = 2000
f.D = 100
f.maxForce = Vector3.new(545000, 545000, 545000)
if Type == "Damage" then
f.position = c.Position + Vector3.new(0, 3, 0)
else
if Type == "Debuff" or Type == "Interrupt" then
f.position = c.Position + Vector3.new(0, 5, 0)
end
end
f.Parent = c
game:GetService("Debris"):AddItem(m, 5)
table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100})
c.CanCollide = false
m.Parent = workspace
c.CanCollide = false
end
StunAnim = function()
attack = true
removeControl()
Stunned.Value = true
showDamage(Character, "Stunned", "Interrupt")
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
end
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
end
for i = 0, 1, 0.3 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
end
local gairost = Instance.new("BodyGyro")
gairost.Parent = RootPart
gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
gairost.P = 20000
gairost.cframe = cf(0, 0, 0)
for i = 0, 1, 0.1 do
swait()
if hitfloor ~= nil then
Torso.Velocity = vt(0, 0, 0)
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
end
for i = 1, 70 do
swait()
gairost.cframe = RootPart.CFrame
if hitfloor ~= nil then
Torso.Velocity = vt(0, 0, 0)
end
end
for i = 0, 1, 0.2 do
swait()
Stun.Value = 0
gairost.cframe = RootPart.CFrame
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
end
resumeControl()
gairost.Parent = nil
dec.Parent = nil
Stun.Value = 0
combo = 0
Stunned.Value = false
attack = false
for i = 1, 10 do
swait()
Stun.Value = 0
end
end
modelzorz = Instance.new("Model", Character)
modelzorz.Name = "Sun nova staff"
if game.PlaceId == 599869747 then
modelzorz.Parent = workspace
end
local prt1 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part01", vt())
local prt2 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part02", vt())
local prt3 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part03", vt())
local prt4 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
local prt5 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part05", vt())
local prt6 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part06", vt())
local prt7 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part07", vt())
local prt8 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part08", vt())
local prt9 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part09", vt())
local prt10 = part(3, modelzorz, 0, 0, BrickColor.new("Electric blue"), "Part10", vt())
local prt11 = part(3, modelzorz, 0, 1, BrickColor.new("Electric blue"), "Part11", vt())
local prt12 = part(3, modelzorz, 0, 0, BrickColor.new("Electric blue"), "Part12", vt())
-- part 4,6 and 11 are optional, i dont liked them but you can make it non-transparent if u want boi.
msh1 = mesh("SpecialMesh", prt1, "Brick", "nil", vt(0, 0, 0), vt(1, 23, 1))
msh2 = mesh("SpecialMesh", prt2, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
msh3 = mesh("SpecialMesh", prt3, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
msh4 = mesh("SpecialMesh", prt4, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
msh5 = mesh("SpecialMesh", prt5, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
msh6 = mesh("SpecialMesh", prt6, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
msh7 = mesh("SpecialMesh", prt7, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
msh8 = mesh("SpecialMesh", prt8, "Sphere", "nil", vt(0, 0, 0), vt(5, 5, 5))
msh9 = mesh("SpecialMesh", prt9, "FileMesh", "3270017", vt(0, 0, 0), vt(0.5, 0.5, 2))
msh10 = mesh("SpecialMesh", prt10,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2))
msh11 = mesh("SpecialMesh", prt11,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2))
msh12 = mesh("SpecialMesh", prt12,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2))
prt8.Material = "Neon"
local wld1 = weld(prt1, Torso, prt1, CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6))
local wld2 = weld(prt2, prt2, prt1, cf(-2.19337559, -0.82585907, 0, 0.170415789, 0.985372245, 0, -0.985372245, 0.170415789, 0, 0, 0, 1))
local wld3 = weld(prt3, prt3, prt1, cf(2.17811728, -0.853679657, 0, 0.170423016, -0.985371113, 0, 0.985371113, 0.170423016, 0, 0, 0, 1))
local wld4 = weld(prt4, prt4, prt1, cf(0.311923981, 0.155733109, 0, 0.911122978, 0.412134647, 0, -0.412134647, 0.911122978, 0, 0, 0, 1))
local wld5 = weld(prt5, prt5, prt1, cf(-0.400558472, -0.665475845, 0, 0.998176634, -0.0603609793, 0, 0.0603609793, 0.998176634, 0, 0, 0, 1))
local wld6 = weld(prt6, prt6, prt1, cf(0.410541534, -0.666027546, 0, 0.998176098, 0.0603691153, 0, -0.0603691153, 0.998176098, 0, 0, 0, 1))
local wld7 = weld(prt7, prt7, prt1, cf(-0.302593231, 0.159433365, 0, 0.911126196, -0.412127078, 0, 0.412127078, 0.911126196, 0, 0, 0, 1))
local wld8 = weld(prt8, prt8, prt1, cf(3.81469727e-005, -3.04005432, 1.14440918e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1))
local wld9 = weld(prt9, prt9, prt1, cf(3.81469727e-005, 2.55995774, 1.14440918e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1))
local wld10 = weld(prt10, prt10, prt1, cf(0, 2.55997133, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0))
local wld11 = weld(prt11, prt11, prt1, cf(0, -1.3700285, 0.480007172, 0, 0, -1, 0, 1, 0, 1, 0, 0))
local wld12 = weld(prt12, prt12, prt1, cf(0, -1.37004519, -0.479995728, 0, 0, -1, 0, 1, 0, 1, 0, 0))
StaggerAnim = function()
attack = true
removeControl()
showDamage(Character, "Staggered", "Interrupt")
for i = 0, 1, 0.35 do
swait()
Torso.Velocity = RootPart.CFrame.lookVector * -40
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.4, -0.2, 0.4), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3)
end
for i = 0, 1, 0.2 do
swait()
Torso.Velocity = RootPart.CFrame.lookVector * -40
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.4, 0, 0.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.6) * euler(0, 0.4, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.9) * euler(0, 0.7, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.5, -0.2, 0.5), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3)
end
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, 0.4), 0.3)
RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(0.6, 0, -0.4), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.3, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.2, 0) * euler(-0.4, 0, 1.2), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.8) * euler(0, -1.57, 0) * euler(0, 0.2, -0.1), 0.3)
end
for i = 1, 40 do
swait()
if StunT.Value <= Stun.Value then
break
end
end
do
resumeControl()
combo = 0
attack = false
end
end
StaggerHitt = function()
attack = true
for i = 0, 1, 0.1 do
swait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.2, -0.2), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3)
end
attack = false
end
local Color1 = Torso.BrickColor
local fengui = it("GuiMain")
fengui.Parent = Player.PlayerGui
fengui.Name = "WeaponGUI"
local fenframe = it("Frame")
fenframe.Parent = fengui
fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe.BackgroundTransparency = 1
fenframe.BorderColor3 = Color3.new(17, 17, 17)
fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
local fenframe2 = it("Frame")
fenframe2.Parent = fengui
fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe2.BackgroundTransparency = 1
fenframe2.BorderColor3 = Color3.new(17, 17, 17)
fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
local fenframe3 = it("Frame")
fenframe3.Parent = fengui
fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe3.BackgroundTransparency = 1
fenframe3.BorderColor3 = Color3.new(17, 17, 17)
fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
local fenframe4 = it("Frame")
fenframe4.Parent = fengui
fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe4.BackgroundTransparency = 1
fenframe4.BorderColor3 = Color3.new(17, 17, 17)
fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
local pressedf = false
local fenframe5 = it("Frame")
fenframe5.Parent = fengui
fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
fenframe5.BackgroundTransparency = 1
fenframe5.BorderColor3 = Color3.new(0, 0, 0)
fenframe5.Size = UDim2.new(1, 0, 1, 0)
fenframe5.Position = UDim2.new(0, 0, 0, 0)
fenframe5.ZIndex = 2
local tellbar = gui("TextLabel", fenframe5, "Press 'F' to Equip your Weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
tellbar.Font = "Arial"
tellbar.TextScaled = true
tellbar.TextTransparency = 1
tellbar.TextStrokeTransparency = 1
tellbar.ZIndex = 2
local fnumb = 0
local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbarblock1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarblock2 = gui("TextLabel", fenframe, "", 0, BrickColor.new("Bright yellow").Color, UDim2.new(-0.6, 0, 0, 0), UDim2.new(0, 0, -2, 0))
local fenbarblock3 = gui("TextLabel", fenframe, "Flight(" .. Flight .. ")", 1, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove1.ZIndex = 2
local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove2.ZIndex = 2
local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove3.ZIndex = 2
local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove4.ZIndex = 2
local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local mananum = 0
local donum = 0
local stunnum = 0
local staggeranim = false
local stunanim = false
local passivenum = 0
local walk = 0
local walkforw = true
Tool = Instance.new("HopperBin")
Tool.Parent = Backpack
Tool.Name = "Sun nova staff"
local Parent = Tool
Bin = Tool
if Bin.Name == "Solaris" then
Bin.Name = "Buster Culnaide"
end
combo = 0
ob1d = function(mouse)
if GuardStance == true and MMouse.Target ~= nil then
if MMouse.Target.Parent.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent.Parent:findFirstChild("Torso") ~= nil then
Target = MMouse.Target.Parent.Parent
GuardStance = false
end
if MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent:findFirstChild("Torso") ~= nil then
Target = MMouse.Target.Parent
GuardStance = false
end
end
if attack == true or equipped == false then
return
end
if Fly then
return
end
hold = true
if combo == 0 then
combo = 1
attackone()
else
if combo == 1 then
combo = 2
attacktwo()
else
if combo == 2 then
combo = 3
attackthree()
else
if combo == 3 then
combo = 0
attackfour()
end
end
end
end
coroutine.resume(coroutine.create(function()
for i = 1, 50 do
if attack == false then
swait()
end
end
if attack == false then
combo = 0
end
end))
end
ob1u = function(mouse)
hold = false
end
do1 = function()
if cooldowns[1] ~= 100 then
return
end
if mana.Value < 10 then
return
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
mana.Value = mana.Value - 10
cooldowns[1] = 0
attack = true
dec = Instance.new("IntValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
game:GetService("Debris"):AddItem(dec, 2)
coroutine.resume(coroutine.create(function()
for i = 1,30 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(1.6,0,i + 0.5), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 1, -0) * euler(0, 0, 3), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.2), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05,0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
attack = false
end))
orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p)
orbr = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt())
so("315746833", prt1, 1, 1)
game:GetService("Debris"):AddItem(orb, 1.5)
wait(0.5)
orbr2 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt())
orb2 = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p)
so("315746833", prt1, 1, 1)
game:GetService("Debris"):AddItem(orb2, 1)
wait(0.5)
orbr3 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt())
orb3 = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p)
so("315746833", prt1, 1, 1)
game:GetService("Debris"):AddItem(orb3, 0.5)
wait(0.5)
MagniDamage(orb, 10, 6, 8, math.random(5, 10), "NormalDecreaseMvmt1", RootPart,0, 2, (math.random(5, 8)), nil, false)
MagniDamage(orb2, 10, 6, 8, math.random(5, 10), "NormalDecreaseDef1", RootPart,0, 2, (math.random(5, 8)), nil, false)
MagniDamage(orb3, 10, 6, 8, math.random(5, 10), "NormalDecreaseAtk1", RootPart,0, 2, (math.random(5, 8)), nil, false)
so("315744661", orbr, 0.5, 1)
so("315748999", orbr, 0.5, 1)
so("315744661", orbr2, 0.5, 1)
so("315748999", orbr2, 0.5, 1)
so("315744661", orbr3, 0.5, 1)
so("315748999", orbr3, 0.5, 1)
end
do2 = function()
if cooldowns[2] ~= 100 then
return
end
if mana.Value < 20 then
return
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
mana.Value = mana.Value - 20
cooldowns[2] = 0
attack = true
so("199145327", prt1, 1, 1)
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-i), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(2.6, 0, 0.3), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.1), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
for i = 1,5 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,1) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.1), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
MagniBuff(prt10, 30, "Defense", -0.2, 500)
MagniDamage(RootPart, 30, 7, 9, math.random(-50, -30), "NormalDecreaseMvmt1", RootPart, 0, 1, (math.random(10, 15)), nil, nil, false)
MagicCircle(BrickColor.new("Bright yellow"),"Neon", cf(prt10.Position) * cf(0, 0, 0), 1, 2, 1, 10, 0, 10, 0.03)
MagicCircle(BrickColor.new("Bright yellow"),"Neon", cf(prt10.Position) * cf(0, 0, 0), 1, 2, 1, 10, 10, 10, 0.03)
so("199145264", prt10, 1, 1)
attack = false
end
do3 = function()
if cooldowns[3] ~= 100 then
return
end
if mana.Value < 30 then
return
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
cooldowns[3] = 0
mana.Value = mana.Value - 30
attack = true
modelzorz.Parent = Character
for i = 1,20 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
refweld = weld(ref, LeftArm, ref, cf(-0.5,-75,0) * angles(0,0,0))
orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 10, 10, 10, 0, ref.Position)
so("315746833", prt1, 1, 1)
ref.Anchored = true
ref:ClearAllChildren()
wait(1.8)
so("315744661", ref, 10, 1)
so("315748999", ref, 10, 1)
Character:MoveTo(ref.Position)
orb:remove()
modelzorz.Parent = workspace
attack = false
end
do4 = function()
if cooldowns[4] ~= 100 then
return
end
if mana.Value < 50 then
return
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
cooldowns[4] = 0
mana.Value = mana.Value - 50
attack = true
dec = Instance.new("IntValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
game:GetService("Debris"):AddItem(dec, 15)
coroutine.resume(coroutine.create(function()
for i = 1,20 do
wait()
wld1.C0 = clerp(wld1.C0, cf(-5,-10,0) * angles(0,0,i / 2), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, -0.3), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
end))
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency + 0.05
end
end))
end
wait(1)
orb = MagicOrb2(BrickColor.new("Bright yellow"), "Neon", RootPart.CFrame * cf(0,500,0), 20, 20, 20, 50, 50, 50, 0, RootPart.Position + vt(0,20,0))
for i = 1,100 do
wait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(3.2, 0, -0.3), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
for i = 1,80 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.05)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.05)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.05)
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 1.6), 0.05)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -0.2), 0.05)
RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.05)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.05)
end
orb.BodyPosition.Position = MMouse.Hit.p
ref = orb:Clone()
ref.Position = orb.Position
ref.Parent = workspace
ref.Transparency = 1
ref.Anchored = true
ref:ClearAllChildren()
so("315746833", ref, 10, 1)
wait(3)
orb:Remove()
so("341336499", ref, 10, 0.8)
MagniDamage(orb, 80, 20, 45, math.random(5, 10), "NormalDecreaseMvmt2", RootPart,0, 2, 100, nil, true)
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency - 0.05
end
end))
end
attack = false
end
attackone = function()
attack = true
for i = 1,15 do
wait()
so("199145146", prt1, 1, 1.6)
MagniDamage(prt8, 3, 4, 6, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true)
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,i + 0.5), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.4, 0, 1.6), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.2)
RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
attack = false
end
attacktwo = function()
attack = true
for i = 1,8 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,2.8), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, -1), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("199145146", prt1, 1, 1.2)
for i = 1,8 do
wait()
MagniDamage(prt8, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true)
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1), 0.6)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, 1.6), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.7, -0) * euler(0.1, -0, -1), 0.5)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0, 0), 0.5)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
attack = false
end
attackthree = function()
attack = true
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
wait(0.1)
ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
refweld = weld(ref, LeftArm, ref, cf(-0.5,-20,0) * angles(0,0,0))
orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, ref.Position)
so("315746833", prt1, 1, 1)
for i = 1,8 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.1)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.1)
RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.1)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(1.6, -0, -1.6), 0.1)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.1)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.1)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
for i = 1,5 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.8, -0) * euler(1.6, -0.8, -1.6), 0.5)
RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("315744661", ref, 10, 1)
so("315748999", ref, 10, 1)
MagniDamage(orb, 10, 4, 6, math.random(5, 10), "Normal", RootPart,0, 2, (math.random(2, 5)), nil, true)
orb:Remove()
attack = false
end
attackfour = function()
attack = true
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(0,1.6,3.2), 0.5)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 1.6), 0.5)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5)
RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("315744661", prt8, 1, 1)
so("315748999", prt8, 1, 1)
MagniDamage(prt8, 20, 4, 6, math.random(5, 10), "Normal", RootPart, 0, 2, (math.random(2, 5)), nil, true)
MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame, 5, 5, 5, 8, 8, 8, 0.05)
attack = false
end
equipanim = function()
attack = true
for i = 1,10 do
wait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, -0.3), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
wld1.Part0 = RightArm
for i = 1,10 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.3)
end
end
hideanim = function()
attack = true
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency + 0.05
end
end))
end
for i = 1,20 do
wait()
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
end
wld1.Part0 = Torso
wld1.C0 = CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6)
for i,v in pairs(modelzorz:children()) do
coroutine.resume(coroutine.create(function()
for a = 1,20 do
wait()
v.Transparency = v.Transparency - 0.05
end
end))
end
for i = 1,20 do
wait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
end
end
fly = function()
if Fly == false and CanFly then
Fly = true
bp = Instance.new("BodyPosition", Torso)
bp.Position = Torso.Position + Vector3.new(0, 50,0)
bp.MaxForce = Vector3.new(0,math.huge,0)
elseif Fly == true then
Fly = false
CanFly = false
coroutine.resume(coroutine.create(function()
wait(10)
CanFly = true
end))
for i,v in pairs(Torso:children()) do
if v:IsA("BodyPosition") then
v:Remove()
end
end
end
end
buttonhold = false
fenbarmove1.MouseButton1Click:connect(do1)
fenbarmove2.MouseButton1Click:connect(do2)
fenbarmove3.MouseButton1Click:connect(do3)
fenbarmove4.MouseButton1Click:connect(do4)
eul = 0
equipped = false
key = function(key)
if key == "e" and not attack and equipped then
fly()
end
if attack == true then
return
end
if key == "f" then
pressedf = true
fnumb = 0
attack = true
if equipped == false then
equipped = true
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "Right Shoulder"
RW.Part0 = ch.Torso
RW.C0 = cf(1.5, 0.5, 0)
RW.C1 = cf(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
LW.Name = "Left Shoulder"
LW.Part0 = ch.Torso
LW.C0 = cf(-1.5, 0.5, 0)
LW.C1 = cf(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
Animate.Parent = nil
equipanim()
else
equipped = false
hideanim()
LH.C1 = LHC1
RH.C1 = RHC1
Animate.Parent = Humanoid
swait(0)
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
attack = false
end
if equipped == false then
return
end
if Fly then
return
end
if key == "z" and equipped then
do1()
end
if key == "x" and equipped then
do2()
end
if key == "c" and equipped then
do3()
end
if key == "v" and equipped then
do4()
end
if key == "h" and (Player.Name == "murylloyago" or Player.Name == "Player" or Player.Name == "Player1") then
mana.Value = 100
cooldowns[1] = 100
cooldowns[2] = 100
cooldowns[3] = 100
cooldowns[4] = 100
cooldowns[5] = 100
end
if attack == false then
RecentEnemy.Value = nil
end
end
key2 = function(key)
if key == "x" and equipped then
Charge = 0
Charging = false
end
end
s = function(mouse)
mouse.Button1Down:connect(function()
ob1d(mouse)
end)
mouse.Button1Up:connect(function()
ob1u(mouse)
end)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
player = Player
ch = Character
MMouse = mouse
end
ds = function(mouse)
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
print("Fighter loaded.")
local mananum = 0
local donum = 0
local stunnum = 0
local staggeranim = false
local stunanim = false
local passivenum = 0
local walk = 0
local walkforw = true
local sine = 0
local change = 1
local val = 0
coroutine.resume(coroutine.create(function()
while wait(0.25) do
if Flight > 49 then
Flight = 50
end
if Flight < 50 and not Fly then
Flight = Flight + 1
end
if Fly then
Flight = Flight - 1
end
if Flight < 1 then
Flight = 0
end
if Fly and Flight < 1 then
fly()
Flight = 0
end
end
end))
handleadd = 0
while 1 do
swait()
if workspace:FindFirstChild("Strife! museum") then
CanFly = false
end
if Humanoid.Health <= 0 then
attack = true
resumeControl()
end
do
if fnumb < 21 then
fnumb = fnumb + 1
if pressedf == false then
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
tellbar.TextTransparency = tellbar.TextTransparency - 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
else
if fnumb == 20 then
fenframe5.Parent = nil
print("daigui")
end
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
tellbar.TextTransparency = tellbar.TextTransparency + 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
end
end
passivenum = passivenum + 1
if 80 <= passivenum then
passivenum = 0
end
if Stagger.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
swait()
end
StaggerAnim()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end))
end
if StaggerHit.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
swait()
end
StaggerHitt()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end))
end
if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
Humanoid.WalkSpeed = 0
else
Humanoid.WalkSpeed = 16 * Mvmt.Value
end
if StunT.Value <= Stun.Value and stunanim == false then
coroutine.resume(coroutine.create(function()
stunanim = true
while attack == true do
swait()
end
StunAnim()
Stun.Value = 0
stunanim = false
end))
end
local stunnum2 = 20
if Mode == "Defensive" then
stunnum2 = 20
else
stunnum2 = 60
end
if stunnum2 <= stunnum then
if 0 < Stun.Value then
Stun.Value = Stun.Value - 1
end
stunnum = 0
end
stunnum = stunnum + 1
if 0.5 <= donum then
handidle = true
else
if donum <= 0 then
handidle = false
end
end
if handidle == false then
donum = donum + 0.006
else
donum = donum - 0.006
end
handleadd = handleadd + 0.8
local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
if equipped == true then
if attack == false then
idle = idle + 1
else
idle = 0
end
if (500 <= idle and attack ~= false) or Anim == "Walk" then
if walkforw == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
if attack == false then
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50)
else
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
end
else
RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
if attack == false then
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50)
else
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
end
end
else
RH.C1 = clerp(RH.C1, RHC1, 0.2)
LH.C1 = clerp(LH.C1, LHC1, 0.2)
RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
end
if Fly then
Anim = "Flying"
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0.2, 0), 0.2)
wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(1.6,0,-handleadd),0.8)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0.2,0) , 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3 + donum / 4), 0.15)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3 - 0.1), 0.15)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0) , 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0.2, 0, 0), 0.2)
end
if 1 < RootPart.Velocity.y and hitfloor == nil and not Fly then
Anim = "Jump"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
end
else
if RootPart.Velocity.y < -1 and hitfloor == nil and not Fly then
Anim = "Fall"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
else
if torvel < 1 and hitfloor ~= nil and not Fly then
Anim = "Idle"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3 + donum / 4), 0.15)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3), 0.15)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
end
else
if 2 < torvel and torvel < 30 and hitfloor ~= nil and not Fly then
Anim = "Walk"
walk = walk + 1
if 15 - 5 * Mvmt.Value <= walk then
walk = 0
if walkforw == true then
walkforw = false
else
if walkforw == false then
walkforw = true
end
end
end
if attack == false then
change = 2
Neck.C0 = clerp(Neck.C0, necko * euler(0.05, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0.1,0,0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.1, 0, 0.1), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, -0) * euler(0.1, -0, -0.1), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
end
else
if 30 <= torvel and hitfloor ~= nil and not Fly then
Anim = "Run"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0.25, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 0.1), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -0.1), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
end
end
end
end
end
end
end
if not attack and equipped and not Fly then
wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.8)
end
if 0 < #Effects then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if Thing[2] == "CylinderClang" then
if Thing[3] <= 1 then
Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[7] = Thing[1].CFrame
effect("New Yeller", 0, Thing[8], Thing[7])
Thing[8] = Thing[7]
Thing[3] = Thing[3] + Thing[4]
else
Part.Parent = nil
table.remove(Effects, e)
end
end
if Thing[2] == "showDamage" then
if Thing[6] < Thing[5] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[7] then
Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[8] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[9] then
Thing[6] = Thing[6] + 1
Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
else
Thing[1].Parent = nil
table.remove(Effects, e)
end
end
end
end
end
if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" then
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Cylinder" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Blood" then
Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Elec" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Disappear" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
end
end
end
end
end
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end
do
if CanFly == false then
fenbarblock2.BackgroundColor3 = BrickColor.Red().Color
else
fenbarblock2.BackgroundColor3 = BrickColor.Yellow().Color
end
fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
fenbarblock2:TweenSize((UDim2.new(0.4, 0, -4 * Flight / 50, 0)), nil, 1, 0.4, true)
fenbarblock3.Text = "Flight(" .. math.floor(Flight) .. ")"
fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
for _,c in pairs(Decrease:children()) do
if (c:findFirstChild("Duration")) ~= nil then
c.Duration.Value = c.Duration.Value - 1
if c.Duration.Value <= 0 then
c.Parent = nil
end
end
if c.Name == "DecreaseAtk" then
decreaseatk = decreaseatk + c.Value
else
if c.Name == "DecreaseDef" then
decreasedef = decreasedef + c.Value
else
if c.Name == "DecreaseMvmt" then
decreasemvmt = decreasemvmt + c.Value
end
end
end
end
Atk.Value = 1 - (decreaseatk)
if Atk.Value <= 0 then
Atk.Value = 0
end
Def.Value = 1 - (decreasedef)
if Def.Value <= 0 then
Def.Value = 0.01
end
Mvmt.Value = 1 - (decreasemvmt)
if Mvmt.Value <= 0 then
Mvmt.Value = 0
end
decreaseatk = 0
decreasedef = 0
decreasemvmt = 0
AtkVal = Atk.Value * 100
AtkVal = math.floor(AtkVal)
AtkVal = AtkVal / 100
fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
DefVal = Def.Value * 100
DefVal = math.floor(DefVal)
DefVal = DefVal / 100
fenbardef.Text = "Defense\n(" .. DefVal .. ")"
MvmtVal = Mvmt.Value * 100
MvmtVal = math.floor(MvmtVal)
MvmtVal = MvmtVal / 100
if Rooted.Value == true then
MvmtVal = 0
end
fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
if StunT.Value <= Stun.Value then
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
else
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
end
fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
if 100 <= mana.Value then
mana.Value = 100
else
if mananum <= 9 then
mananum = mananum + 1
else
if 8 <= mananum then
mananum = 0
mana.Value = mana.Value + 1
end
end
end
for i = 1, #cooldowns do
if cooldownmax <= cooldowns[i] then
cooldowns[i] = cooldownmax
else
cooldowns[i] = cooldowns[i] + cooldownsadd[i]
end
end
end
end
endNo comments yet for this script.

![[KEYLESS] Moondiety Script | 17+ supported Games](https://scriptblox.com/images/sb/0-1753093706828.png)

