local speed = 20 --CHANGE THIS NUMBER TO SET THE WALKSPEED OF THE PLAYER local model = game:GetObjects("rbxassetid://679683510")[1] for i,v in pairs(model:GetChildren()) do v.Parent = game:GetService("ReplicatedStorage") end local Player = game:service("Players").LocalPlayer repeat wait() until Player.Character ~= nil local plrs = game:GetService("Players") local plr = plrs.LocalPlayer local char = plr.Character local bp = plr.Backpack local hum = char.Humanoid local T = char.Torso local Character = char local Humanoid = hum local torso = char.Torso local Char = Player.Character local char = Char local mouse = Player:GetMouse() local Backpack = Player.Backpack local PlayerGui = Player.PlayerGui local Camera = workspace.CurrentCamera local Humanoid = Char:WaitForChild("Humanoid") local Torso = Char:WaitForChild("Torso") local Head = Char:WaitForChild("Head") local ra = Char:WaitForChild("Right Arm") local la = Char:WaitForChild("Left Arm") local rl = Char:WaitForChild("Right Leg") local ll = Char:WaitForChild("Left Leg") local rs = Torso:WaitForChild("Right Shoulder") local ls = Torso:WaitForChild("Left Shoulder") local rh = Torso:WaitForChild("Right Hip") local lh = Torso:WaitForChild("Left Hip") local neck = Torso:WaitForChild("Neck") local rootpart = Char:WaitForChild("HumanoidRootPart") local rj = rootpart:WaitForChild("RootJoint") local anim = Char:WaitForChild("Animate") local RunService = game:GetService("RunService") local UIA = game:GetService("UserInputService") local CF = CFrame.new local CA = CFrame.Angles local FEA = CFrame.fromEulerAnglesXYZ local FAA = CFrame.fromAxisAngle local V3 = Vector3.new local CN = Color3.new local Ice = Instance.new local BC = BrickColor.new local UD2 = UDim2.new local C3 = Color3.new local MR = math.rad local MP = math.pi local MD = math.deg local MH = math.huge local MS = math.sin local MC = math.cos local MT = math.tan local MAS = math.asin local MAC = math.acos local MAT = math.atan local components = CF().components local State = "Calm" local Slash = false local Sheathed = false local combocounter = 0 humanoid = char:findFirstChild("Humanoid") hum = humanoid torso = char:findFirstChild("Torso") head = char.Head ra = char:findFirstChild("Right Arm") ra.CanCollide = true la = char:findFirstChild("Left Arm") la.CanCollide = true rl = char:findFirstChild("Right Leg") rl.CanCollide = true ll = char:findFirstChild("Left Leg") ll.CanCollide = true rs = torso:findFirstChild("Right Shoulder") ls = torso:findFirstChild("Left Shoulder") rh = torso:findFirstChild("Right Hip") lh = torso:findFirstChild("Left Hip") neck = torso:findFirstChild("Neck") rootpart = char:findFirstChild("HumanoidRootPart") rj = rootpart:findFirstChild("RootJoint") anim = char:findFirstChild("Animate") camera = workspace.CurrentCamera plr.CameraMaxZoomDistance = math.huge pcall(function() anim:Destroy() end) pcall(function() char.Health.Disabled = true end) pcall(function() humanoid.Animator:Destroy() end) local rjo = rootpart.RootJoint:Clone() function newWeld(wp0, wp1, wc0x, wc0y, wc0z) local wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) return wld end for k, v in pairs(char:children("")) do if v:isA("BasePart") then v.BrickColor = BrickColor.new("Really black") end end pcall(function() char["Body Colors"].HeadColor = BrickColor.new("Really black") char["Body Colors"].TorsoColor = BrickColor.new("Really black") char["Body Colors"].LeftArmColor = BrickColor.new("Really black") char["Body Colors"].RightArmColor = BrickColor.new("Really black") char["Body Colors"].LeftLegColor = BrickColor.new("Really black") char["Body Colors"].RightLegColor = BrickColor.new("Really black") end) local mult = 1 la.Size = la.Size * mult ra.Size = ra.Size * mult ll.Size = ll.Size * mult rl.Size = rl.Size * mult torso.Size = torso.Size * mult head.Size = head.Size * mult rootpart.Size = rootpart.Size * mult local lm = newWeld(torso, la, -1.7 * mult, 0.5 * mult, 0) lm.C1 = CFrame.new(0, 0.5 * mult, 0) local rm = newWeld(torso, ra, 1.7 * mult, 0.5 * mult, 0) rm.C1 = CFrame.new(0, 0.5 * mult, 0) local neck = newWeld(torso, head, 0, mult, 0) local llegm = newWeld(torso, ll, -0.5 * mult, -1 * mult, 0) llegm.C1 = CFrame.new(0, mult, 0) local rlegm = newWeld(torso, rl, 0.5 * mult, -1 * mult, 0) rlegm.C1 = CFrame.new(0, mult, 0) local rj = rjo:Clone() rj.Part0 = rootpart rj.Part1 = torso rj.Parent = rootpart neck.C1 = CFrame.new(0, -(mult / 2), 0) neckc0 = neck.C0 rsc0 = rm.C0 lsc0 = lm.C0 llc0 = llegm.C0 rlc0 = rlegm.C0 rootc0 = rj.C0 rootc1 = rj.C1 wait() function Create(Instanc, prop) local p = Instance.new(Instanc) for i, v in pairs(prop) do p[i] = v end return p end function rwait(num) if num == 0 or num == nil then game:service("RunService").Stepped:wait(0) else for i = 0, num do game:service("RunService").Stepped:wait(0) end end return true end local pony = Instance.new("PointLight", Torso) pony.Name = "LePontyPontz" pony.Brightness = 1 pony.Color = Color3.new(0, 1, 0) coroutine.wrap(function() game:service("RunService").Stepped:connect(function() pony.Range = 5 + math.abs(math.sin(tick() / 2)) * 6 end) end)() local setupPart = function(part) part.Anchored = true part.FormFactor = "Custom" part.CanCollide = false part.BrickColor = BrickColor.new("Sea green") part.Material = "Neon" part.TopSurface = "SmoothNoOutlines" part.BottomSurface = "SmoothNoOutlines" part.FrontSurface = "SmoothNoOutlines" part.BackSurface = "SmoothNoOutlines" part.LeftSurface = "SmoothNoOutlines" part.RightSurface = "SmoothNoOutlines" end function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function CreateTriangle(parent, a, b, c) local this = {} local mPart1 = Instance.new("WedgePart") setupPart(mPart1) local mPart2 = Instance.new("WedgePart") setupPart(mPart2) function this:Set(a, b, c) local ab, bc, ca = b - a, c - b, a - c local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude local edg1 = math.abs(0.5 + ca:Dot(ab) / (abm * abm)) local edg2 = math.abs(0.5 + ab:Dot(bc) / (bcm * bcm)) local edg3 = math.abs(0.5 + bc:Dot(ca) / (cam * cam)) if edg1 < edg2 then if edg1 < edg3 then else a, b, c = c, a, b ab, bc, ca = ca, ab, bc abm = cam end elseif edg2 < edg3 then a, b, c = b, c, a ab, bc, ca = bc, ca, ab abm = bcm else a, b, c = c, a, b ab, bc, ca = ca, ab, bc abm = cam end local len1 = -ca:Dot(ab) / abm local len2 = abm - len1 local width = (ca + ab.unit * len1).magnitude local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit) mPart1.Parent = parent mPart1.Size = Vector3.new(1, 1, 1) mPart1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2) local Mesh = Instance.new("SpecialMesh", mPart1) Mesh.MeshType = "Wedge" Mesh.Scale = Vector3.new(0.005, width, len1) mPart2.Parent = parent mPart2.Size = Vector3.new(1, 1, 1) mPart2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2) local Mesh = Instance.new("SpecialMesh", mPart2) Mesh.MeshType = "Wedge" Mesh.Scale = Vector3.new(0.005, width, len2) end function this:SetProperty(prop, value) mPart1[prop] = value mPart2[prop] = value end function this:GetProperty(prop) return mPart1[prop] end this:Set(a, b, c) function this:Destroy() mPart1:Destroy() mPart2:Destroy() end return this end local ttt local lastdps = tick() local ohp = hum.Health local berserk = false hum.Changed:connect(function(val) if val == "Health_XML" then if hum.Health < ohp then lastdps = tick() end ohp = hum.Health if not berserk and hum.Health < hum.MaxHealth * 0.15 then ttt = true hum.WalkSpeed = 0 hum.MaxHealth = 1 / 0 otheranims = true do local rs = game:service("RunService").Stepped function GW() local wave = Instance.new("Part", Torso) wave.BrickColor = BrickColor.new("Really black") wave.Anchored = true wave.CanCollide = false wave.Locked = true wave.Size = Vector3.new(1, 1, 1) wave.TopSurface = "Smooth" wave.BottomSurface = "Smooth" wave.Material = "Neon" wave.Transparency = 0.35 wave.CFrame = Torso.CFrame wm = Instance.new("SpecialMesh", wave) wm.MeshType = "Sphere" wm.Scale = Vector3.new(1, 1, 1) coroutine.wrap(function() for i = 0, 15 do wave.Size = wave.Size + Vector3.new(1, 1, 1) wave.CFrame = Torso.CFrame wave.Transparency = i / 14 wait() end wait() wave:Destroy() end)() end Spawn(function() while ttt do GW() wait(math.random(1, 4)) end end) local prtz = { la, Head, Torso } local pes = {} for i, v in pairs(prtz) do coroutine.wrap(function() local dsa = Instance.new("ParticleEmitter", v) local color1 = Color3.new(0.5, 1, 0.5) local color2 = Color3.new(0, 0.3333333333333333, 0) local sequence = ColorSequence.new(color1, color2) dsa.Color = sequence dsa.LightEmission = 0.8 dsa.Texture = "http://www.roblox.com/asset/?id=242102147" dsa.LockedToPart = true dsa.EmissionDirection = "Top" dsa.Lifetime = NumberRange.new(1) dsa.VelocitySpread = 10 dsa.Size = NumberSequence.new(1) table.insert(pes, dsa) end)() end Mode = "Kneeling" berserk = true wait(2) hum.MaxHealth = 10000 for i = 500, 7500, 15 do hum.Health = i game:service("RunService").Stepped:wait() end ttt = false for q, e in pairs(pes) do game.Destroy(e) end hum.WalkSpeed = speed otheranims = false end end elseif val == "PlatformStand" then hum.PlatformStand = false elseif val == "Sit" then hum.Sit = false elseif val == "WalkSpeed" then end end) regening = false lastdps = tick() function regenHealth() if regening then return end if tick() - lastdps < 25 then return end regening = true local s = wait(1) local health = hum.Health if health > 0 and health < hum.MaxHealth then local newHealthDelta = hum.MaxHealth * 0.03 health = health + newHealthDelta hum.Health = math.min(health, hum.MaxHealth) end regening = false end local LastTrail local Trails = {} function asd(parent, string) repeat wait() until parent:FindFirstChild(string) wait() return parent:FindFirstChild(string) end local beamy = asd(game.ReplicatedStorage, "Beamy"):Clone() local Model = asd(game.ReplicatedStorage, "mdl"):Clone() Model.Parent = Char local shm, swm, shem = Model:WaitForChild("Sheath"), Model:WaitForChild("Sword"), Model:WaitForChild("Shield") local LAH, RAH, TH = shem:WaitForChild("LeftArmHandle"), swm:WaitForChild("RightArmHandle"), shm:WaitForChild("TorsoHandle") LAH.Transparency, RAH.Transparency, TH.Transparency = 1, 1, 1 local law = Create("Weld", { Parent = la, Part0 = la, Part1 = LAH, C0 = CFrame.new(0, 0, 0) }) local raw = Create("Weld", { Parent = ra, Part0 = ra, Part1 = RAH, C0 = CFrame.new(0, 0, 0) }) local rawc0 = raw.C0 local lawc0 = law.C0 LAH.Anchored, RAH.Anchored, TH.Anchored = false, false, false local torw = Create("Weld", { Parent = Torso, Part0 = Torso, Part1 = TH, C0 = CFrame.new(0, 0, 0) }) TrailPart = Create("Part", { Parent = Char, Anchored = false, CanCollide = false, Size = V3(0, 5, 0), Transparency = 1 }) TrailPartMesh = Create("Snap", { Parent = TrailPart, Part0 = RAH, Part1 = TrailPart, C0 = CFrame.new(0, -1, -4.2) * CFrame.Angles(MR(90), 0, 0) }) local get = game.ReplicatedStorage:FindFirstChild("GoldSuit"):Clone() get.Parent = Char local torso = get:WaitForChild("Torso") local head = get:WaitForChild("Head") local rightarm = get:WaitForChild("RightArm") local leftarm = get:WaitForChild("LeftArm") local rightleg = get:WaitForChild("RightLeg") local leftleg = get:WaitForChild("LeftLeg") Create("Weld", { Parent = torso.Handle, Part0 = Torso, Part1 = torso.Handle, C0 = CFrame.new(0, 0, 0) }) Create("Weld", { Parent = head.Handle, Part0 = Head, Part1 = head.Handle, C0 = CFrame.new(0, 0, 0) }) Create("Weld", { Parent = rightarm.Handle, Part0 = ra, Part1 = rightarm.Handle, C0 = CFrame.new(0, 0, 0) }) Create("Weld", { Parent = leftarm.Handle, Part0 = la, Part1 = leftarm.Handle, C0 = CFrame.new(0, 0, 0) }) Create("Weld", { Parent = leftleg.Handle, Part0 = ll, Part1 = leftleg.Handle, C0 = CFrame.new(0, 0, 0) }) Create("Weld", { Parent = rightleg.Handle, Part0 = rl, Part1 = rightleg.Handle, C0 = CFrame.new(0, 0, 0) }) function recurse(c) for i, v in pairs(c:children()) do if v:IsA("BasePart") then v.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001) end recurse(v) end end recurse(get) recurse(Model) ra.Transparency = 1 la.Transparency = 1 ll.Transparency = 1 rl.Transparency = 1 HitDB = {} function Damage(part) smthn = part.Touched:connect(function(hit) Human = hit.Parent:findFirstChild("Humanoid") if Human ~= nil and hit.Parent.Name ~= Player.Name and Slash == true and HitDB[hit.Parent.Humanoid] == nil then coroutine.wrap(function() HitDB[hit.Parent.Humanoid] = true Human.Health = Human.Health - 25 local vu = Instance.new("BodyVelocity", hit.Parent.Torso) vu.P = 500 vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000) vu.velocity = Head.CFrame.lookVector * 10 game:GetService("Debris"):AddItem(vu, 0.267) wait(0.25) HitDB[hit.Parent.Humanoid] = nil end)() end end) return smthn end hum.WalkSpeed = speed hum.MaxHealth = 10000 hum.Health = 10000 function lerp(weld, beglerp, endlerp, speed) if weld.ClassName == "Weld" or weld.ClassName == "Motor6D" then weld.C0 = beglerp:lerp(endlerp, speed) else weld.CFrame = beglerp:lerp(endlerp, speed) end return weld.ClassName == "Weld" or weld.ClassName == "Motor6D" and weld.C0 or weld.CFrame end function Ragdoll(Format, Character, Force) if Force ~= true then if Character:FindFirstChild("Ragdoll") ~= nil and Format == true then return false end if Character:FindFirstChild("Ragdoll") == nil and Format == false then return false end end local Head, Torso, Humanoid local Dead = false for _, Children in pairs(Character:GetChildren()) do if Children.ClassName == "ForceField" then Children:Remove() end if Children.Name == "" then Children:Remove() end if Children.Name == "Head" then Head = Children end if Children.Name == "Torso" then Torso = Children end if Children.ClassName == "Humanoid" then Humanoid = Children end if Children:IsA("Accoutrement") then if Children:FindFirstChild("Handle") ~= nil then if math.random(1, 3) == 1 then coroutine.wrap(function() Children.Parent = Workspace wait() Children.Parent = Character Children.Handle.CanCollide = true end)() else Children.Parent = Workspace Children.Handle.CanCollide = true end else Children:Remove() end end end if Humanoid ~= nil and Humanoid.Health <= 0 then Dead = true end if Torso ~= nil then for _, Children2 in pairs(Torso:GetChildren()) do if Children2:IsA("JointInstance") then Children2:Remove() end end end if Head ~= nil then if (function() if Dead == true and math.random(1, 2) == 1 then return true else return false end end)() == false then local Neck = Instance.new("Motor6D") Neck.Name = "Neck" Neck.Part0 = Torso Neck.Part1 = Head Neck.C0 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(180)) Neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(180)) Neck.MaxVelocity = 0.1 Neck.Parent = Torso end end if Format == true then local Ragdoll = Instance.new("IntValue") Ragdoll.Name = "Ragdoll" Ragdoll.Parent = Character if Torso ~= nil then Torso.Velocity = Torso.Velocity / 1.25 Torso.RotVelocity = Torso.RotVelocity / 1.25 + Head.CFrame.lookVector * 80 if Dead == true and Humanoid ~= nil then local Humanoid2 = Humanoid:Clone() wait() Humanoid:Remove() Humanoid2.Parent = Character Humanoid = Humanoid2 end local Limb = Character:FindFirstChild("Right Arm") if Limb ~= nil then Limb.Velocity = Torso.Velocity Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "RightShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) Joint.Parent = Torso local Weight = Instance.new("Part") Weight.Name = "" Weight.TopSurface = 0 Weight.BottomSurface = 0 Weight.Shape = "Block" Weight.FormFactor = "Custom" Weight.Size = Vector3.new(1, 1, 1) Weight.Transparency = 1 Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) Weight.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Limb Weld.Part1 = Weight Weld.C0 = CFrame.new(0, -0.5, 0) Weld.Parent = Limb end local Limb = Character:FindFirstChild("Left Arm") if Limb then Limb.Velocity = Torso.Velocity Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) Joint.Parent = Torso local Weight = Instance.new("Part") Weight.Name = "" Weight.TopSurface = 0 Weight.BottomSurface = 0 Weight.Shape = "Block" Weight.FormFactor = "Custom" Weight.Size = Vector3.new(1, 1, 1) Weight.Transparency = 1 Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) Weight.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Limb Weld.Part1 = Weight Weld.C0 = CFrame.new(0, -0.5, 0) Weld.Parent = Limb end local Limb = Character:FindFirstChild("Right Leg") if Limb then Limb.Velocity = Torso.Velocity Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "RightHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) Joint.Parent = Torso local Weight = Instance.new("Part") Weight.Name = "" Weight.TopSurface = 0 Weight.BottomSurface = 0 Weight.Shape = "Block" Weight.FormFactor = "Custom" Weight.Size = Vector3.new(1, 1, 1) Weight.Transparency = 1 Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) Weight.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Limb Weld.Part1 = Weight Weld.C0 = CFrame.new(0, -0.5, 0) Weld.Parent = Limb end local Limb = Character:FindFirstChild("Left Leg") if Limb then Limb.Velocity = Torso.Velocity Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-0.5, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) Joint.C1 = CFrame.new(0, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) Joint.Parent = Torso local Weight = Instance.new("Part") Weight.Name = "" Weight.TopSurface = 0 Weight.BottomSurface = 0 Weight.Shape = "Block" Weight.FormFactor = "Custom" Weight.Size = Vector3.new(1, 1, 1) Weight.Transparency = 1 Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) Weight.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Limb Weld.Part1 = Weight Weld.C0 = CFrame.new(0, -0.5, 0) Weld.Parent = Limb end local Weight = Instance.new("Part") Weight.Name = "" Weight.TopSurface = 0 Weight.BottomSurface = 0 Weight.Shape = "Block" Weight.FormFactor = "Custom" Weight.Size = Vector3.new(1.75, 1.5, 1.1) Weight.Transparency = 1 Weight.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0) Weight.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Torso Weld.Part1 = Weight Weld.C0 = CFrame.new(0, 0.5, 0) Weld.Parent = Torso end elseif Format == false then if Character:FindFirstChild("Ragdoll") ~= nil then Character.Ragdoll:Remove() end if Torso ~= nil then local Limb = Character:FindFirstChild("Right Arm") if Limb ~= nil then local Joint = Instance.new("Motor6D") Joint.Name = "Right Shoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0) Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0) Joint.MaxVelocity = 0.15 Joint.Parent = Torso end local Limb = Character:FindFirstChild("Left Arm") if Limb ~= nil then local Joint = Instance.new("Motor6D") Joint.Name = "Left Shoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0) Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0) Joint.MaxVelocity = 0.15 Joint.Parent = Torso end local Limb = Character:FindFirstChild("Right Leg") if Limb ~= nil then local Joint = Instance.new("Motor6D") Joint.Name = "Right Hip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0) Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0) Joint.MaxVelocity = 0.1 Joint.Parent = Torso end local Limb = Character:FindFirstChild("Left Leg") if Limb ~= nil then local Joint = Instance.new("Motor6D") Joint.Name = "Left Hip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0) Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0) Joint.MaxVelocity = 0.1 Joint.Parent = Torso end local Animate = Character:FindFirstChild("Animate") if Animate ~= nil then local Animate2 = Animate:Clone() Animate:Remove() Animate2.Parent = Character end end else return false end return true, Format end local Grabbed = false Ctrl = false local lastclick = tick() mouse.Button1Down:connect(function() if tick() - lastclick > 0.4 then combocounter = 0 end if otheranims then return end if Grabbed then return end if Sheathed then otheranims = true Mode = "Sheath" wait(0.7) raw.Part0 = ra law.Part0 = la raw.C0 = rawc0 law.C0 = lawc0 Sheathed = false otheranims = false return end Slash = true local p0 = rootpart.CFrame * CF(0, 0, -7) local p1 = rootpart.CFrame * CF(0, 0, -15) if combocounter == 0 and not otheranims then otheranims = true Mode = "Knee" local asdf = Damage(ll) rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1) wait(0.3) asdf:disconnect() otheranims = false combocounter = 1 elseif combocounter == 1 and not otheranims then otheranims = true Mode = "Slash11" wait(0.3) Mode = "Slash12" rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1) wait(0.3) Mode = "Slash21" rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1) wait(0.5) otheranims = false combocounter = 2 elseif combocounter == 2 and not otheranims then otheranims = true Mode = "Slash31" wait(0.3) Mode = "Slash32" rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1) wait(0.5) otheranims = false combocounter = 3 elseif combocounter == 3 and not otheranims then otheranims = true sDps = Damage(LAH) Mode = "Bash11" wait(0.3) rootpart.CFrame = rootpart.CFrame:lerp(p1, 0.6) wait(1) sDps:disconnect() otheranims = false combocounter = 0 end Slash = false lastclick = tick() end) function MediumParticleEmit(Object, Color) coroutine.wrap(function() while true do if not Wait(3.1) or not Object then break end do local p = Instance.new("Part", Object.Parent) p.Name = "Trail" p.TopSurface = 0 p.BottomSurface = 0 p.Anchored = true p.Material = "Neon" p.CanCollide = false p.FormFactor = "Custom" p.Size = Vector3.new(0.01, 0.01, 0.01) if type(Color) ~= "userdata" or not Color then end p.BrickColor = BrickColor.new(Color) p.CFrame = Object.CFrame * CFrame.new(math.random(-1, 1), math.random(-1, 1) - 3, math.random(-1, 1)) local m = Instance.new("BlockMesh", p) m.Scale = Vector3.new(2, 2, 2) coroutine.wrap(function() for i = 1, 15 do p.Transparency = i / 15 m.Scale = m.Scale + Vector3.new(0.1, 0.1, 0.1) p.CFrame = CFrame.new(p.Position + Vector3.new(math.random(-5, 5) / 20, 0.4, math.random(-5, 5) / 20)) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / i, math.random(-10, 10) / i, 0.5) Wait() end p:Destroy() end)() end end end)() end function IsNear(Position, Distance, SinglePlayer, db) if SinglePlayer then return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude end local List = {} for i, v in pairs(workspace:GetChildren()) do if v:IsA("Model") and v:findFirstChild("Torso") and Distance > (v.Torso.CFrame.p - Position).magnitude then table.insert(List, v) end end return List end local beaming = false local Shielding = false mouse.KeyDown:connect(function(k) if otheranims then return end if beaming then return end if Shielding then return end if k == "q" then if Grabbed then return end otheranims = true if not Sheathed then Mode = "Sheath" wait(0.7) raw.Part0 = Torso law.Part0 = Torso raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0) law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0) Sheathed = true else Mode = "Sheath" wait(0.7) raw.Part0 = char:findFirstChild("Right Arm") law.Part0 = char:findFirstChild("Left Arm") raw.C0 = rawc0 law.C0 = lawc0 Sheathed = false end otheranims = false elseif k == "g" then if Sheathed then otheranims = true Mode = "Sheath" wait(0.7) raw.Part0 = ra law.Part0 = la raw.C0 = rawc0 law.C0 = lawc0 Sheathed = false otheranims = false return end otheranims = true Mode = "Shielding" Shielding = true do local storedHp = hum.Health coroutine.wrap(function() local shieldTime = tick() while Shielding do if tick() - shieldTime > 60 then otheranims = false Shielding = false break end hum.Health = storedHp game:service("RunService").Stepped:wait() end end)() end elseif k:byte() == 50 then Ctrl = true elseif k:byte() == 48 then coroutine.wrap(function() for i = 70, 60, -1 do camera.FieldOfView = i wait() end end)() hum.WalkSpeed = speed elseif k == "r" then otheranims = true Mode = "Stomp1" wait(0.5) Mode = "Stomp2" do local Charging = true pt = Instance.new("Part", Torso) pt.Anchored = true pt.CanCollide = false pt.Locked = true pt.Material = "Neon" pt.FormFactor = "Custom" pt.Size = Vector3.new(1, 1, 1) pt.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) pt.Transparency = 0.6 pt.BrickColor = BrickColor.new("Bright green") msh = Instance.new("SpecialMesh", pt) msh.MeshId = "http://www.roblox.com/asset/?id=20329976" msh.Scale = Vector3.new(10, 2, 10) pt2 = pt:clone() pt2.Parent = Torso pt2.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) pt2.BrickColor = BrickColor.new("Really black") msh2 = msh:clone() msh2.Parent = pt2 msh2.Scale = Vector3.new(10, 2, 10) custommath = { 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, -25, -26, -27, -28, -29, -30, -31, -32, -33, -34, -35, -36, -37, -38, -39, -40, -41, -42, -43, -44, -45, -46, -47, -48, -49, -50, -51, -52, -53, -54, -55, -56, -57, -58, -59, -60, -61, -62, -63, -64, -65, -66, -67, -68, -69, -70, -71, -72, -73, -74, -75, -76, -77, -78, -79, -80, -81, -82, -83, -84, -85, -86, -87, -88, -89, -90, -91, -92, -93, -94, -95, -96, -97, -98, -99, -100 } bl = Instance.new("Part", char) bl.Locked = true bl.Name = "Shell" bl.BrickColor = BrickColor.new("Really black") bl.Anchored = true bl.Material = "Neon" bl.CanCollide = false bl.Transparency = 0 bl.Reflectance = 0 bl.BottomSurface = 0 bl.TopSurface = 0 bl.Shape = 0 blm = Instance.new("SpecialMesh", bl) blm.MeshType = "Sphere" blm.Scale = Vector3.new(1, 1, 1) coroutine.resume(coroutine.create(function() for i = 1, math.huge, 4 do if Charging == true then game:service("RunService").Stepped:wait() bl.CFrame = rootpart.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-i / 10), math.rad(-i / 10), math.rad(i / 10)) blm.Scale = blm.Scale + Vector3.new(0.5, 0.5, 0.5) bl.Transparency = bl.Transparency + 0.05 pt.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, math.rad(i * 2), 0) pt2.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, math.rad(-i * 2), 0) msh.Scale = msh.Scale + Vector3.new(0.7, 0, 0.7) msh2.Scale = msh2.Scale + Vector3.new(0.7, 0, 0.7) pt.Transparency = pt.Transparency + 0.015 pt2.Transparency = pt2.Transparency + 0.015 elseif Charging == false then break end end end)) local Damaged = {} coroutine.wrap(function() for i, v in pairs(IsNear(Torso.Position, 25, nil, true)) do if v ~= Char then if Damaged[v:FindFirstChild("Humanoid")] and tick() - Damaged[v:FindFirstChild("Humanoid")] < 0.25 then return end v:FindFirstChild("Humanoid").Health = v:findFirstChild("Humanoid").Health - 25 v:findFirstChild("Humanoid").PlatformStand = true local vu = Instance.new("BodyVelocity", v:findFirstChild("Torso")) vu.P = 500 vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000) vu.velocity = Head.CFrame.lookVector * 80 game:GetService("Debris"):AddItem(vu, 0.267) Damaged[v:FindFirstChild("Humanoid")] = tick() end end end)() Spawn(function() while game:service("RunService").Stepped:wait() do if p and p.Transparency >= 1 then pcall(function() p:Destroy() end) break end if not p then break end p.CFrame = p.CFrame * CFrame.Angles(math.rad(2), math.rad(2), math.rad(2)) + Vector3.new(0, 0.2, 0) p.Transparency = p.Transparency + 0.01 end end) wait(1) pt:Destroy() pt2:Destroy() bl:Destroy() Charging = false otheranims = false end elseif k == "e" then do local weld5 = function(part0, part1, c0, c1) weeld = Instance.new("Weld", part0) weeld.Part0 = part0 weeld.Part1 = part1 weeld.C0 = c0 weeld.C1 = c1 return weeld end if not Sheathed then otheranims = true Mode = "Sheath" wait(0.7) raw.Part0 = Torso law.Part0 = Torso raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0) law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0) Sheathed = true otheranims = false return end if not Grabbed then otheranims = true Mode = "Grabbing" con1 = ra.Touched:connect(function(hit) if hit:IsDescendantOf(Char) then return end ht = hit.Parent hum1 = ht:FindFirstChild("Humanoid") if hum1 ~= nil then hum1.Changed:connect(function(a) if not hum1 then return end if a == "PlatformStand" then hum1.PlatformStand = true elseif a == "Jump" then hum1.Jump = false elseif a == "WalkSpeed" then hum1.WalkSpeed = 0 elseif a == "JumpPower" then hum1.JumpPower = 0 end end) hum1.PlatformStand = true hum1.Jump = false hum1.WalkSpeed = 0 hum1.JumpPower = 0 gp = ht local asde = weld5(ra, ht:FindFirstChild("Torso"), CFrame.new(0, -1.3, 0), CFrame.new(0, 0, 0)) asde.Parent = ra asde.Name = "asde" asde.C0 = asde.C0 * CFrame.Angles(math.rad(-90), math.rad(0), 0) Grabbed = true end end) wait(0.5) con1:disconnect() otheranims = false else otheranims = true pcall(function() repeat ht:findFirstChild("Humanoid").Health = ht:findFirstChild("Humanoid").Health - ht:findFirstChild("Humanoid").MaxHealth * 0.01 game:service("RunService").Stepped:wait() hum:TakeDamage(-5) until ht:findFirstChild("Humanoid").Health <= ht:findFirstChild("Humanoid").MaxHealth * 0.015 end) Mode = "Slash11" wait(0.4) Mode = "Throw1" pcall(function() ra:findFirstChild("asde"):Destroy() end) local vu = Instance.new("BodyVelocity", ht.Torso) vu.P = 500 vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000) vu.velocity = Head.CFrame.lookVector * 100 game:GetService("Debris"):AddItem(vu, 0.267) wait(0.5) Ragdoll(true, ht) ht:findFirstChild("Humanoid").PlatformStand = true coroutine.wrap(function() wait(5) ht:breakJoints("") end)() Grabbed = false otheranims = false end end elseif k == "f" then otheranims = true if Grabbed then return end if not Sheathed then Mode = "Sheath" wait(0.7) raw.Part0 = Torso law.Part0 = Torso raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0) law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0) Sheathed = true otheranims = false return end Mode = "Beam" hum.WalkSpeed = 0 do local m0del = Instance.new("Model", char) local wave = Instance.new("Part", m0del) wave.CFrame = char.Head.CFrame * CFrame.new(0, 0, -10) wave.TopSurface = "Smooth" wave.BottomSurface = "Smooth" wave.BrickColor = BrickColor.new("Bright green") wave.Anchored = true wave.FormFactor = "Custom" wave.Shape = "Ball" wave.CanCollide = false wave.Transparency = 1 wave.Material = "Neon" wave.Size = Vector3.new(0.4, 0.4, 0.4) local needaloop = true beaming = true local coro = coroutine.resume(coroutine.create(function() while needaloop do game:service("RunService").Stepped:wait() local c = char local radius = 25 local pos = wave.CFrame * CFrame.new(0, 0, 20) local clrz = { "Really black", "Bright green" } for i = 1, 1 do do local clr = clrz[math.random(1, #clrz)] pos = wave.CFrame * CFrame.new(0, 0, 2) local p = Instance.new("Part", c) local mafa = math.random(-360, 360) p.CanCollide = false p.Size = Vector3.new(1.3, 1.3, 1.3) local m = Instance.new("SpecialMesh", p) m.MeshType = "Sphere" spawn(function() for i = 0, 50 do local int, int2 = 0.05, 0.05 m.Scale = m.Scale - Vector3.new(int, int, int) p.Transparency = p.Transparency + int2 game:service("RunService").Stepped:wait() end pcall(function() p:Destroy() end) end) p.BrickColor = BrickColor.new(clr) p.Material = "Neon" p.CFrame = pos * CFrame.new(math.random(-radius, radius), math.random(-radius, radius), math.random(-radius, radius)) * CFrame.Angles(mafa, mafa, mafa) local bp = Instance.new("BodyPosition", p) bp.MaxForce = Vector3.new(1 / 0, 1 / 0, 1 / 0) bp.D = 100 bp.P = 300 bp.Position = pos.p game.Debris:AddItem(p, 10) end end end end)) local nbeamy = beamy:Clone() nbeamy.Parent = char coroutine.wrap(function() local Ringz = {} for i, v in pairs(nbeamy:children("")) do if v.Name:lower():find("ring") then table.insert(Ringz, v) end end local Rot = 0 while nbeamy do Rot = Rot + 0.035 if Rot >= 360 then Rot = 0 end for q, e in pairs(Ringz) do pcall(function() if e.Name ~= "Ring7" then e.qCFrameWeldThingy.C0 = e.qCFrameWeldThingy.C0 * CFrame.Angles(0, 0, math.rad(e.Name ~= "Ring4" and Rot or -Rot)) end end) end game:service("RunService").Stepped:wait() end end)() local bp = Instance.new("BodyPosition", nbeamy.FireFrom) bp.MaxForce = Vector3.new(1 / 0, 1 / 0, 1 / 0) bp.D = 100 bp.P = 1000 bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p for awe = 1, 250 do wave.CFrame = char.Head.CFrame * CFrame.new(10, 20, -5) nbeamy.FireFrom.CFrame = nbeamy.FireFrom.CFrame:lerp(CFrame.new(wave.CFrame.p, mouse.Hit.p) * CFrame.Angles(math.rad(180), 0, 0), 1) bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p wave.Size = Vector3.new(wave.Size.X + 0.1, wave.Size.Y + 0.1, wave.Size.Z + 0.1) game:service("RunService").Stepped:wait() end needaloop = false local beam = Instance.new("Part", m0del) beam.TopSurface = "Smooth" beam.BottomSurface = "Smooth" beam.Material = "Neon" beam.Transparency = 0.6 beam.Anchored = true beam.BrickColor = BrickColor.new("Bright green") beam.CanCollide = false local mesh = Instance.new("CylinderMesh", beam) local realbeam = beam:Clone() realbeam.Parent = m0del realbeam.Color = Color3.new(0, 0.7843137254901961, 0) realbeam.Transparency = 0.1 realbeam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0) beam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0) beam.Size = Vector3.new(23, 5, 23) realbeam.Size = Vector3.new(24, 5, 24) local p = wave:Clone() p.Parent = m0del p.Anchored = true p.Transparency = 1 p.Size = Vector3.new(10, 10, 10) local Damaged = {} for HAAA = 1, 500 do do local starthere = char.Head.CFrame * CFrame.new(10, 20, -5) local idek = Ray.new(starthere.p, (mouse.Hit.p - starthere.p).unit * 1000) local thx = {char, m0del} table.insert(thx, p) local Bonk, ovhere = workspace:FindPartOnRayWithIgnoreList(idek, thx) local meg p.Transparency = 1 if Bonk and Bonk.Parent:findFirstChild("Humanoid") then do local dionamuh = Bonk.Parent:findFirstChild("Humanoid") if Damaged[dionamuh] and tick() - Damaged[dionamuh] > 0.05 then Damaged[dionamuh] = tick() pcall(function() dionamuh.Health = dionamuh.Health - 2 end) elseif not Damaged[dionamuh] then Damaged[dionamuh] = tick() end end end meg = (starthere.p - ovhere).magnitude coroutine.wrap(function() local asd = Instance.new("Part", char) asd.CFrame = CFrame.new(ovhere) * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360))) asd.Size = Vector3.new(5, 5, 5) asd.Reflectance = 0.4 asd.Transparency = 0.05 asd.TopSurface, asd.BottomSurface = 0, 0 asd.CanCollide = false asd.Color = Color3.new(0, 0.5882352941176471, 0) asd.Anchored = true asd.Locked = true wait() for i = 0.05, 1, 0.05 do asd.Transparency = i asd.Size = asd.Size + Vector3.new(0.2, 0.2, 0.2) game:service("RunService").Stepped:wait() end asd:Destroy() end)() game:service("RunService").Stepped:wait() realbeam.Size = Vector3.new(3.5, meg, 3.5) beam.Size = Vector3.new(2.5, meg, 2.5) realbeam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, -meg / 2) * CFrame.Angles(math.rad(90), 0, 0) beam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, -meg / 2) * CFrame.Angles(math.rad(90), 0, 0) pcall(function() nbeamy.FireFrom.CFrame = nbeamy.FireFrom.CFrame:lerp(CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, 2) * CFrame.Angles(math.rad(180), 0, 0), 1) end) bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p wave.CFrame = starthere end end nbeamy.FireFrom.Anchored = true p:Destroy() for i = 0, 1, 0.05 do realbeam.Transparency = i wave.Transparency = i beam.Transparency = i game:service("RunService").Stepped:wait() end nbeamy:Destroy() beaming = false m0del:Destroy() hum.WalkSpeed = speed otheranims = false end elseif k == "c" then if Sheathed then otheranims = true Mode = "Sheath" wait(0.7) raw.Part0 = ra law.Part0 = la raw.C0 = rawc0 law.C0 = lawc0 Sheathed = false otheranims = false return end otheranims = true hum.WalkSpeed = 0 Mode = "Stabbing1" wait(0.7) Mode = "Stabbing2" do local Parts = {} local Damaged = {} for i = 1, 360, 20 do do local s = Instance.new("Part", char) table.insert(Parts, s) s.Name = "Spikey" s.CFrame = Torso.CFrame * CFrame.new(0, -10, 0) s.Size = Vector3.new(1, 1, 1) s.CanCollide = false s.Anchored = true s.BrickColor = BrickColor.new("Bright green") s.Locked = true s.Name = "s" s.Material = "Neon" s.Size = Vector3.new(1, 1, 1) s.BottomSurface = Enum.SurfaceType.Smooth s.TopSurface = Enum.SurfaceType.Smooth local PurpleMesh = Instance.new("SpecialMesh", s) PurpleMesh.MeshType = Enum.MeshType.FileMesh PurpleMesh.Name = "Mesh" PurpleMesh.Scale = Vector3.new(0.5, 0.5, 0.5) PurpleMesh.MeshId = "http://www.roblox.com/Asset/?id=9756362" PurpleMesh.VertexColor = Vector3.new(1, 0, 1) local qwe = -10 coroutine.wrap(function() while s do if qwe >= -1 then qwe = 0 else qwe = qwe + 0.4 end s.CFrame = s.CFrame:lerp(CFrame.new(Torso.CFrame.p) * CFrame.new(0, qwe, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, math.rad(i), 0) * CFrame.new(0, 0, -20), 0.3) game:service("RunService").Stepped:wait() end end)() coroutine.wrap(function() repeat wait() until qwe >= -1 for i = 0.5, 2, 0.025 do PurpleMesh.Scale = Vector3.new(i, i * 2, i) game:service("RunService").Stepped:wait() end local it = Instance.new local vt = Vector3.new local cf = CFrame.new local euler = CFrame.fromEulerAnglesXYZ local angles = CFrame.Angles local NoOutline = function(Part) Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10 end local function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size) local fp = Instance.new("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = BrickColor.new(tostring(brickcolor)) fp.Name = name fp.Size = size fp.Position = Torso.Position fp.Material = material fp:BreakJoints() return fp end local function mesh(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype mesh.MeshId = meshid end mesh.Offset = offset mesh.Scale = scale return mesh end local function weld(parent, part0, part1, c0, c1) local weld = it("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 weld.C1 = c1 return weld end local function BreakEffect(brickcolor, cframe, x1, y1, z1) local prt = part("Custom", char, "Neon", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb) CF = Part.CFrame Numbb = 0 randnumb = math.random() - math.random() for i = 0, 1, 0.05 do wait() CF = CF * cf(0, 1, 0) Part.CFrame = CF * euler(Numbb, 0, 0) Part.Transparency = i Numbb = Numbb + randnumb end Part.Parent = nil end), prt) end for i = 1, 3 do BreakEffect(BrickColor.new("Bright green"), s.CFrame, 0.5, math.random(5, 10), 0.5) end coroutine.wrap(function() for i, v in pairs(IsNear(Torso.Position, 35, nil, true)) do if v ~= Char then if Damaged[v:FindFirstChild("Humanoid")] and tick() - Damaged[v:FindFirstChild("Humanoid")] < 0.5 then return end v:FindFirstChild("Humanoid").Health = v:findFirstChild("Humanoid").Health - 25 v:findFirstChild("Humanoid").PlatformStand = true local vu = Instance.new("BodyVelocity", v:findFirstChild("Torso")) vu.P = 500 vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000) vu.velocity = Head.CFrame.lookVector * 60 game:GetService("Debris"):AddItem(vu, 0.267) Damaged[v:FindFirstChild("Humanoid")] = tick() end end end)() s:Destroy() end)() game:service("RunService").Stepped:wait() end end wait(3) hum.WalkSpeed = speed otheranims = false end end end) mouse.KeyUp:connect(function(k) if k:byte() == 48 then coroutine.wrap(function() for i = 60, 70 do camera.FieldOfView = i wait() end end)() hum.WalkSpeed = speed elseif k:byte() == 50 then Ctrl = false elseif k == "g" then Shielding = false otheranims = false end end) game.Lighting.TimeOfDay = "06:10:00" pcall(game.Destroy, game:service("Lighting"):findFirstChild("SunRayz")) local sr = Instance.new("SunRaysEffect", game.Lighting) sr.Intensity = 0.1 sr.Name = "SunRayz" hum.JumpPower = 10 Jumping = false lastCtrl = tick() Character.Humanoid.Jumping:connect(function() if Jumping then return end local eCtrl = Ctrl if eCtrl then if tick() - lastCtrl < 0.2 then eCtrl = false end lastCtrl = tick() end Mode = "Jumping" Jumping = true local vu = Instance.new("BodyVelocity", Torso) vu.P = 500 vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000) vu.velocity = Vector3.new(Head.CFrame.lookVector.X * (eCtrl and 60 or 10), eCtrl and 10 or 20, Head.CFrame.lookVector.Z * (eCtrl and 60 or 10)) game:GetService("Debris"):AddItem(vu, 0.267) wait(0.7) Jumping = false end) spawn(function() while true do local Size = Vector3.new(TrailPart.Size.X, TrailPart.Size.Y, TrailPart.Size.Z) if Slash == true then local P1 = (TrailPart.CFrame * CFrame.new(Size / 2)).p local P2 = (TrailPart.CFrame * CFrame.new(Size / -2)).p if LastTrail then local p1 = CreateTriangle(Char, LastTrail[2], LastTrail[1], P2) local p2 = CreateTriangle(Char, LastTrail[1], P1, P2) Trails[#Trails + 1] = p1 Trails[#Trails + 1] = p2 end LastTrail = {P1, P2} else LastTrail = nil end for i, v in pairs(Trails) do v:SetProperty("Transparency", v:GetProperty("Transparency") + 0.1) if 1 <= v:GetProperty("Transparency") then v:Destroy() Trails[i] = nil end end rwait(0.5) end end) SlashDamage = Damage(TrailPart) local count = 0 local t = tick() local Smooth = 1 local sine = 0 local change = 1 coroutine.wrap(function() game:service("RunService").Heartbeat:connect(function() local torso = char:FindFirstChild("Torso") local mg = Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude if not otheranims then if mg < 3 and not Jumping then Mode = "Idling" elseif mg > 3 and mg < 10 and not Jumping then Mode = "Walking" elseif mg > 10 and not Jumping then Mode = "Running" elseif Jumping and Vector3.new(0, torso.Velocity.y, 0).magnitude > 2 and mg > 1 then Mode = "Jumping" end end count = count % 100 + 0.2 * hum.WalkSpeed / 6.5 angle = math.pi * math.sin(math.pi * 2 / 100 * count) t = t + 0.2 * Smooth sine = sine + change if Mode == "Jumping" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.6, -0.6) * CFrame.Angles(0, -math.rad(10), 0), 0.4) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.4, -0.3), 0.4) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4) lerp(lm, lm.C0, lsc0 * CFrame.Angles(-math.rad(20), 0, -math.rad(30)), 0.4) lerp(rm, rm.C0, rsc0 * CFrame.Angles(-math.rad(20), 0, math.rad(30)), 0.4) lerp(rj, rj.C0, rootc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4) elseif Mode == "Idling" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 20) / 7, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 20) / 7, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3) if not Sheathed then lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.cos(t / 20) / 7, 0) * CFrame.Angles(-1 * math.cos(t / 20) / 7, -math.rad(15), 0), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.sin(t / 20) / 7, -math.rad(5), -math.rad(20)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 20) / 7, math.rad(5), math.rad(20)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 20) / 7) * CFrame.Angles(0, 0, math.rad(15)), 0.3) lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1) else lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.sin(t / 20) / 15, 0) * CFrame.Angles(-2 * math.cos(t / 15) / 20, -math.rad(5), 0), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.sin(t / 20) / 20, -math.rad(5), -math.rad(10)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.sin(t / 20) / 15, math.rad(5), math.rad(Grabbed and 20 or 0) + math.rad(10)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 20) / 15) * CFrame.Angles(0, 0, math.rad(5)), 0.3) end elseif Mode == "Walking" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.4) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.4) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), -math.sin(sine / 20) / 6) * CFrame.Angles(-math.rad(20 * math.cos(sine / 17)), math.rad(0), -math.rad(12)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), math.sin(sine / 20) / 6) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.rad(20 * math.cos(sine / 17)), math.rad(0), math.rad(Grabbed and 20 or 0) + math.rad(12)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.2) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1) end elseif Mode == "Running" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 10) / 2, -0.05 + -math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 10) / 2, 0, 0), 0.4) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 10) / 2, -0.05 + math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 10) / 2, 0, 0), 0.4) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(6 + 6 * math.cos(sine / 10) / 2), math.rad(0), math.rad(0)), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine / 10) / 5), -math.rad(-40 + 10 * math.cos(sine / 10) / 5), -math.rad(50 - 10 * math.cos(sine / 10) / 5)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine / 10) / 5), math.rad(-40 + 10 * math.cos(sine / 10) / 5), math.rad(50 - 10 * math.cos(sine / 10) / 5)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1 + 0.2 * math.cos(sine / 10) / 2, 0) * CFrame.Angles(math.rad(14 + 10 * math.cos(sine / 10) / 2), -math.cos(t / 6) / 30 + math.sin(rootpart.RotVelocity.y / 2) / 6, math.rad(0)), 0.2) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1) end elseif Mode == "Sheath" then if mg > 3 and mg < 18 then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.4) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.4) else lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3) end lerp(neck, neck.C0, neckc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(-1 * math.cos(t / 25) / 10, -math.rad(15), 0), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(10), math.rad(120), -math.rad(60)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.6, -0.2) * CFrame.Angles(math.rad(175), math.rad(0), math.rad(20)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 15) / 15) * CFrame.Angles(0, 0, math.rad(15)), 0.3) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-0.5, -1.6, -0.85) * CFrame.Angles(math.rad(92), math.rad(26), math.rad(90)), 1) end elseif Mode == "Slash11" then if mg > 3 then lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6) lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6) else lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6) end lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1) end elseif Mode == "Slash12" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(60), math.rad(10)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(30), -math.rad(70), math.rad(30)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(50), math.rad(40)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(90)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1) end elseif Mode == "Slash31" then if mg > 3 then lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6) lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6) else lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.5, -0.3) * CFrame.Angles(math.rad(10), 0, 0), 0.4) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(5), -math.rad(5)), 0.4) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(15), math.rad(15), math.rad(0)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(10), 0, -math.rad(15)), 0.6) end lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(10), -math.rad(20)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1) end elseif Mode == "Slash32" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50), math.rad(50), math.rad(50)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, 0) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(90)), 1) end elseif Mode == "Slash21" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(10), -math.rad(20), math.rad(10)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(20), -math.rad(20)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(10), math.rad(60)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(10), math.rad(0), math.rad(40)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1) end elseif Mode == "Bash11" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end elseif Mode == "Kneeling" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(0)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 1, -0.6) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(30), math.rad(0), -math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(20)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)), 0.2) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -1) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(0)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1) end elseif Mode == "Stomp1" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.85, -0.4) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(140), math.rad(0), math.rad(30)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(140), math.rad(0), -math.rad(30)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end elseif Mode == "Stomp2" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.1, -0.4) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(30), -math.rad(30)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), -math.rad(30), math.rad(30)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end elseif Mode == "Knee" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(25), math.rad(0), math.rad(0)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.75, -1.2) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(30), -math.rad(30)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), -math.rad(30), math.rad(30)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, -0.3, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end elseif Mode == "Grabbing" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), 0), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)), 0.2) elseif Mode == "Throw1" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(80), math.rad(50), math.rad(50)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), 0.6) elseif Mode == "Beam" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), 0), 0.2) lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)), 0.2) lerp(rm, rm.C0, rsc0 * CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(170), math.rad(5), math.rad(20)), 0.2) elseif Mode == "Shielding" then if mg > 3 then lerp(lm, lm.C0, lsc0 * CFrame.new(0.7, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(85)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2) lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6) lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6) else lerp(lm, lm.C0, lsc0 * CFrame.new(0.1, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2) lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6) end if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1) end elseif Mode == "Stabbing1" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.85, -0.4) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0.5, 0.5, 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(40)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(math.rad(130), math.rad(0), -math.rad(40)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1) end elseif Mode == "Stabbing2" then lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.4, -0.6) * CFrame.Angles(-math.rad(10), math.rad(0), math.rad(0)), 0.6) lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-math.rad(60), math.rad(0), math.rad(0)), 0.6) lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(0), -math.rad(0)), 0.6) lerp(lm, lm.C0, lsc0 * CFrame.new(0.5, 0.5, -0.8) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(40)), 0.6) lerp(rm, rm.C0, rsc0 * CFrame.new(-0.5, 0.5, -0.8) * CFrame.Angles(math.rad(90), math.rad(0), -math.rad(40)), 0.6) lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, -0.7) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(0)), 0.6) if not Sheathed then lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1) end end end) end)() coroutine.wrap(function() for i = 1, 3 do MediumParticleEmit(Head, "Bright green") wait(0.05) MediumParticleEmit(Head, "Really black") wait(0.03) end end)()