Combat inf stamina

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LanguageLua
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local plr = owner local char = plr.Character local hum = char:FindFirstChildOfClass("Humanoid") local torso = char:FindFirstChild("Torso") local rootpart = char:FindFirstChild("HumanoidRootPart") local larm,rarm,lleg,rleg,head = char:FindFirstChild("Left Arm"),char:FindFirstChild("Right Arm"),char:FindFirstChild("Left Leg"),char:FindFirstChild("Right Leg"),char:FindFirstChild("Head") if larm and rarm and lleg and rleg and head--[[hum.RigType ~= Enum.HumanoidRigType.R6]] then else warn('Character must be R6.'); return; end; ls,rs,lh,rh,neck,rj = torso:FindFirstChild("Left Shoulder"),torso:FindFirstChild("Right Shoulder"),torso:FindFirstChild("Left Hip"),torso:FindFirstChild("Right Hip"),torso:FindFirstChild("Neck"),rootpart:FindFirstChild("RootJoint") 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 function lerp(a,b,t) a:lerp(b,t) end function tween(a,b,t) game:GetService("TweenService"):Create(a,TweenInfo.new(t),{CFrame = b}):Play() 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 --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = (1/60) tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function Swait(NUMBER) if NUMBER == 0 or NUMBER == nil then ArtificialHB.Event:wait() else for i = 1, NUMBER do ArtificialHB.Event:wait() end end end --//=================================\\ --\\=================================// local Model1 = Instance.new("Model") local Part2 = Instance.new("Part") local SpecialMesh3 = Instance.new("SpecialMesh") local Part4 = Instance.new("Part") local SpecialMesh5 = Instance.new("SpecialMesh") local Part6 = Instance.new("Part") local SpecialMesh7 = Instance.new("SpecialMesh") local Part8 = Instance.new("Part") local SpecialMesh9 = Instance.new("SpecialMesh") local Part10 = Instance.new("Part") local SpecialMesh11 = Instance.new("SpecialMesh") local Part12 = Instance.new("Part") local SpecialMesh13 = Instance.new("SpecialMesh") local Part14 = Instance.new("Part") local SpecialMesh15 = Instance.new("SpecialMesh") local Part16 = Instance.new("Part") local SpecialMesh17 = Instance.new("SpecialMesh") local Blade = Instance.new("Part") local SpecialMesh19 = Instance.new("SpecialMesh") local EndPiece = Instance.new("Part") local SpecialMesh21 = Instance.new("SpecialMesh") local HandGuard = Instance.new("Part") local SpecialMesh23 = Instance.new("SpecialMesh") local HandGuard2 = Instance.new("Part") local SpecialMesh25 = Instance.new("SpecialMesh") local Handle = Instance.new("Part") local SpecialMesh27 = Instance.new("SpecialMesh") local Hilt = Instance.new("Part") local SpecialMesh29 = Instance.new("SpecialMesh") local Hilt2 = Instance.new("Part") local SpecialMesh31 = Instance.new("SpecialMesh") local Sheath = Instance.new("Part") local SpecialMesh33 = Instance.new("SpecialMesh") local Texture34 = Instance.new("Texture") local Texture35 = Instance.new("Texture") local Texture36 = Instance.new("Texture") local Texture37 = Instance.new("Texture") local Texture38 = Instance.new("Texture") local Texture39 = Instance.new("Texture") Model1.Name = "Cloth" Model1.Parent = nil Part2.Name = "cloth1" Part2.Parent = Model1 Part2.CFrame = CFrame.new(8.89884567, 2.74100494, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part2.Orientation = Vector3.new(0, 0, -90) Part2.Position = Vector3.new(8.89884567, 2.74100494, 2.74181032) Part2.Rotation = Vector3.new(0, 0, -90) Part2.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part2.Size = Vector3.new(0.420896888, 0.0854082704, 0.242092505) Part2.Anchored = true Part2.BottomSurface = Enum.SurfaceType.Smooth Part2.BrickColor = BrickColor.new("Really black") Part2.CanCollide = false Part2.Locked = true Part2.Material = Enum.Material.Fabric Part2.Reflectance = 0.60000002384186 Part2.TopSurface = Enum.SurfaceType.Smooth Part2.brickColor = BrickColor.new("Really black") SpecialMesh3.Parent = Part2 SpecialMesh3.MeshId = "rbxassetid://4568296395" SpecialMesh3.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh3.TextureId = "rbxassetid://4568343753" SpecialMesh3.MeshType = Enum.MeshType.FileMesh Part4.Name = "cloth2" Part4.Parent = Model1 Part4.CFrame = CFrame.new(8.98425388, 2.74100494, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part4.Orientation = Vector3.new(0, 0, -90) Part4.Position = Vector3.new(8.98425388, 2.74100494, 2.74181032) Part4.Rotation = Vector3.new(0, 0, -90) Part4.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part4.Size = Vector3.new(0.420896888, 0.0854082704, 0.242092505) Part4.Anchored = true Part4.BottomSurface = Enum.SurfaceType.Smooth Part4.BrickColor = BrickColor.new("Really black") Part4.CanCollide = false Part4.Locked = true Part4.Material = Enum.Material.Fabric Part4.TopSurface = Enum.SurfaceType.Smooth Part4.brickColor = BrickColor.new("Really black") SpecialMesh5.Parent = Part4 SpecialMesh5.MeshId = "rbxassetid://4568296477" SpecialMesh5.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh5.TextureId = "rbxassetid://4568343753" SpecialMesh5.MeshType = Enum.MeshType.FileMesh Part6.Name = "cloth4" Part6.Parent = Model1 Part6.CFrame = CFrame.new(8.98425388, 3.16128683, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part6.Orientation = Vector3.new(0, 0, -90) Part6.Position = Vector3.new(8.98425388, 3.16128683, 2.74181032) Part6.Rotation = Vector3.new(0, 0, -90) Part6.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part6.Size = Vector3.new(0.41843909, 0.0854082704, 0.242092505) Part6.Anchored = true Part6.BottomSurface = Enum.SurfaceType.Smooth Part6.BrickColor = BrickColor.new("Really black") Part6.CanCollide = false Part6.Locked = true Part6.Material = Enum.Material.Fabric Part6.TopSurface = Enum.SurfaceType.Smooth Part6.brickColor = BrickColor.new("Really black") SpecialMesh7.Parent = Part6 SpecialMesh7.MeshId = "rbxassetid://4568296667" SpecialMesh7.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh7.TextureId = "rbxassetid://4568343753" SpecialMesh7.MeshType = Enum.MeshType.FileMesh Part8.Name = "cloth3" Part8.Parent = Model1 Part8.CFrame = CFrame.new(8.89884567, 3.16128683, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part8.Orientation = Vector3.new(0, 0, -90) Part8.Position = Vector3.new(8.89884567, 3.16128683, 2.74181032) Part8.Rotation = Vector3.new(0, 0, -90) Part8.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part8.Size = Vector3.new(0.41843909, 0.0854082704, 0.242092505) Part8.Anchored = true Part8.BottomSurface = Enum.SurfaceType.Smooth Part8.BrickColor = BrickColor.new("Really black") Part8.CanCollide = false Part8.Locked = true Part8.Material = Enum.Material.Fabric Part8.TopSurface = Enum.SurfaceType.Smooth Part8.brickColor = BrickColor.new("Really black") SpecialMesh9.Parent = Part8 SpecialMesh9.MeshId = "rbxassetid://4568296564" SpecialMesh9.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh9.TextureId = "rbxassetid://4568343753" SpecialMesh9.MeshType = Enum.MeshType.FileMesh Part10.Name = "cloth7" Part10.Parent = Model1 Part10.CFrame = CFrame.new(8.89884567, 3.99877858, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part10.Orientation = Vector3.new(0, 0, -90) Part10.Position = Vector3.new(8.89884567, 3.99877858, 2.74181032) Part10.Rotation = Vector3.new(0, 0, -90) Part10.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part10.Size = Vector3.new(0.419053525, 0.0854082704, 0.242092505) Part10.Anchored = true Part10.BottomSurface = Enum.SurfaceType.Smooth Part10.BrickColor = BrickColor.new("Really black") Part10.CanCollide = false Part10.Locked = true Part10.Material = Enum.Material.Fabric Part10.TopSurface = Enum.SurfaceType.Smooth Part10.brickColor = BrickColor.new("Really black") SpecialMesh11.Parent = Part10 SpecialMesh11.MeshId = "rbxassetid://4568297179" SpecialMesh11.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh11.TextureId = "rbxassetid://4568343753" SpecialMesh11.MeshType = Enum.MeshType.FileMesh Part12.Name = "cloth5" Part12.Parent = Model1 Part12.CFrame = CFrame.new(8.89884567, 3.57972622, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part12.Orientation = Vector3.new(0, 0, -90) Part12.Position = Vector3.new(8.89884567, 3.57972622, 2.74181032) Part12.Rotation = Vector3.new(0, 0, -90) Part12.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part12.Size = Vector3.new(0.41843909, 0.0854082704, 0.242092505) Part12.Anchored = true Part12.BottomSurface = Enum.SurfaceType.Smooth Part12.BrickColor = BrickColor.new("Really black") Part12.CanCollide = false Part12.Locked = true Part12.Material = Enum.Material.Fabric Part12.TopSurface = Enum.SurfaceType.Smooth Part12.brickColor = BrickColor.new("Really black") SpecialMesh13.Parent = Part12 SpecialMesh13.MeshId = "rbxassetid://4568296759" SpecialMesh13.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh13.TextureId = "rbxassetid://4568343753" SpecialMesh13.MeshType = Enum.MeshType.FileMesh Part14.Name = "cloth8" Part14.Parent = Model1 Part14.CFrame = CFrame.new(8.98425388, 3.99877858, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part14.Orientation = Vector3.new(0, 0, -90) Part14.Position = Vector3.new(8.98425388, 3.99877858, 2.74181032) Part14.Rotation = Vector3.new(0, 0, -90) Part14.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part14.Size = Vector3.new(0.419053525, 0.0854082704, 0.242092505) Part14.Anchored = true Part14.BottomSurface = Enum.SurfaceType.Smooth Part14.BrickColor = BrickColor.new("Really black") Part14.CanCollide = false Part14.Locked = true Part14.Material = Enum.Material.Fabric Part14.TopSurface = Enum.SurfaceType.Smooth Part14.brickColor = BrickColor.new("Really black") SpecialMesh15.Parent = Part14 SpecialMesh15.MeshId = "rbxassetid://4568297272" SpecialMesh15.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh15.TextureId = "rbxassetid://4568343753" SpecialMesh15.MeshType = Enum.MeshType.FileMesh Part16.Name = "cloth6" Part16.Parent = Model1 Part16.CFrame = CFrame.new(8.98425388, 3.57972622, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Part16.Orientation = Vector3.new(0, 0, -90) Part16.Position = Vector3.new(8.98425388, 3.57972622, 2.74181032) Part16.Rotation = Vector3.new(0, 0, -90) Part16.Color = Color3.new(0.0666667, 0.0666667, 0.0666667) Part16.Size = Vector3.new(0.41843909, 0.0854082704, 0.242092505) Part16.Anchored = true Part16.BottomSurface = Enum.SurfaceType.Smooth Part16.BrickColor = BrickColor.new("Really black") Part16.CanCollide = false Part16.Locked = true Part16.Material = Enum.Material.Fabric Part16.TopSurface = Enum.SurfaceType.Smooth Part16.brickColor = BrickColor.new("Really black") SpecialMesh17.Parent = Part16 SpecialMesh17.MeshId = "rbxassetid://4568296864" SpecialMesh17.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh17.TextureId = "rbxassetid://4568343753" SpecialMesh17.MeshType = Enum.MeshType.FileMesh Blade.Name = "Blade" Blade.Parent = Model1 Blade.CFrame = CFrame.new(8.94124222, 6.77731228, 3.00909495, 0, 1, 0, -1, 0, 0, 0, 0, 1) Blade.Orientation = Vector3.new(0, 0, -90) Blade.Position = Vector3.new(8.94124222, 6.77731228, 3.00909495) Blade.Rotation = Vector3.new(0, 0, -90) Blade.Color = Color3.new(0.905882, 0.905882, 0.92549) Blade.Size = Vector3.new(4.37486982, 0.092781648, 0.729349792) Blade.Anchored = true Blade.BottomSurface = Enum.SurfaceType.Smooth Blade.BrickColor = BrickColor.new("Pearl") Blade.CanCollide = false Blade.Locked = true Blade.Material = Enum.Material.Glass Blade.Reflectance = 0.60000002384186 Blade.TopSurface = Enum.SurfaceType.Smooth Blade.brickColor = BrickColor.new("Pearl") SpecialMesh19.Parent = Blade SpecialMesh19.MeshId = "rbxassetid://4568221814" SpecialMesh19.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh19.MeshType = Enum.MeshType.FileMesh EndPiece.Name = "EndPiece" EndPiece.Parent = Model1 EndPiece.CFrame = CFrame.new(8.94124222, 2.50505638, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) EndPiece.Orientation = Vector3.new(0, 0, -90) EndPiece.Position = Vector3.new(8.94124222, 2.50505638, 2.74181032) EndPiece.Rotation = Vector3.new(0, 0, -90) EndPiece.Color = Color3.new(0.937255, 0.721569, 0.219608) EndPiece.Size = Vector3.new(0.0516136326, 0.172659889, 0.252538145) EndPiece.Anchored = true EndPiece.BottomSurface = Enum.SurfaceType.Smooth EndPiece.BrickColor = BrickColor.new("Gold") EndPiece.CanCollide = false EndPiece.Locked = true EndPiece.Material = Enum.Material.Metal EndPiece.TopSurface = Enum.SurfaceType.Smooth EndPiece.brickColor = BrickColor.new("Gold") SpecialMesh21.Parent = EndPiece SpecialMesh21.MeshId = "rbxassetid://4568221898" SpecialMesh21.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh21.MeshType = Enum.MeshType.FileMesh HandGuard.Name = "HandGuard" HandGuard.Parent = Model1 HandGuard.CFrame = CFrame.new(8.94124222, 4.42581987, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) HandGuard.Orientation = Vector3.new(0, 0, -90) HandGuard.Position = Vector3.new(8.94124222, 4.42581987, 2.74181032) HandGuard.Rotation = Vector3.new(0, 0, -90) HandGuard.Color = Color3.new(0.937255, 0.721569, 0.219608) HandGuard.Size = Vector3.new(0.0553003214, 0.357608765, 0.462679356) HandGuard.Anchored = true HandGuard.BottomSurface = Enum.SurfaceType.Smooth HandGuard.BrickColor = BrickColor.new("Gold") HandGuard.CanCollide = false HandGuard.Locked = true HandGuard.Material = Enum.Material.Metal HandGuard.TopSurface = Enum.SurfaceType.Smooth HandGuard.brickColor = BrickColor.new("Gold") SpecialMesh23.Parent = HandGuard SpecialMesh23.MeshId = "rbxassetid://4568307999" SpecialMesh23.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh23.MeshType = Enum.MeshType.FileMesh HandGuard2.Name = "HandGuard2" HandGuard2.Parent = Model1 HandGuard2.CFrame = CFrame.new(8.94124222, 4.42581987, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) HandGuard2.Orientation = Vector3.new(0, 0, -90) HandGuard2.Position = Vector3.new(8.94124222, 4.42581987, 2.74181032) HandGuard2.Rotation = Vector3.new(0, 0, -90) HandGuard2.Color = Color3.new(0.937255, 0.721569, 0.219608) HandGuard2.Size = Vector3.new(0.0553003214, 0.462679356, 0.293091714) HandGuard2.Anchored = true HandGuard2.BottomSurface = Enum.SurfaceType.Smooth HandGuard2.BrickColor = BrickColor.new("Gold") HandGuard2.CanCollide = false HandGuard2.Locked = true HandGuard2.Material = Enum.Material.Metal HandGuard2.TopSurface = Enum.SurfaceType.Smooth HandGuard2.brickColor = BrickColor.new("Gold") SpecialMesh25.Parent = HandGuard2 SpecialMesh25.MeshId = "rbxassetid://4568307893" SpecialMesh25.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh25.MeshType = Enum.MeshType.FileMesh Handle.Name = "Handle" Handle.Parent = Model1 Handle.CFrame = CFrame.new(8.94124222, 3.3701992, 2.74058151, 0, 1, 0, -1, 0, 0, 0, 0, 1) Handle.Orientation = Vector3.new(0, 0, -90) Handle.Position = Vector3.new(8.94124222, 3.3701992, 2.74058151) Handle.Rotation = Vector3.new(0, 0, -90) Handle.Color = Color3.new(0.458824, 0, 0) Handle.Size = Vector3.new(1.67928648, 0.159756482, 0.232875794) Handle.Anchored = true Handle.BottomSurface = Enum.SurfaceType.Smooth Handle.BrickColor = BrickColor.new("Maroon") Handle.CanCollide = false Handle.Locked = true Handle.Material = Enum.Material.Sand Handle.TopSurface = Enum.SurfaceType.Smooth Handle.brickColor = BrickColor.new("Maroon") SpecialMesh27.Parent = Handle SpecialMesh27.MeshId = "rbxassetid://4568222002" SpecialMesh27.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh27.TextureId = "rbxassetid://4568344218" SpecialMesh27.MeshType = Enum.MeshType.FileMesh Hilt.Name = "Hilt" Hilt.Parent = Model1 Hilt.CFrame = CFrame.new(8.94124222, 4.30354452, 2.74181032, 0, 1, 0, -1, 0, 0, 0, 0, 1) Hilt.Orientation = Vector3.new(0, 0, -90) Hilt.Position = Vector3.new(8.94124222, 4.30354452, 2.74181032) Hilt.Rotation = Vector3.new(0, 0, -90) Hilt.Color = Color3.new(0.937255, 0.721569, 0.219608) Hilt.Size = Vector3.new(0.19170779, 0.177575484, 0.256224811) Hilt.Anchored = true Hilt.BottomSurface = Enum.SurfaceType.Smooth Hilt.BrickColor = BrickColor.new("Gold") Hilt.CanCollide = false Hilt.Locked = true Hilt.Material = Enum.Material.Metal Hilt.TopSurface = Enum.SurfaceType.Smooth Hilt.brickColor = BrickColor.new("Gold") SpecialMesh29.Parent = Hilt SpecialMesh29.MeshId = "rbxassetid://4568222332" SpecialMesh29.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh29.MeshType = Enum.MeshType.FileMesh Hilt2.Name = "Hilt2" Hilt2.Parent = Model1 Hilt2.CFrame = CFrame.new(8.94124222, 4.52044487, 2.74058151, 0, 1, 0, -1, 0, 0, 0, 0, 1) Hilt2.Orientation = Vector3.new(0, 0, -90) Hilt2.Position = Vector3.new(8.94124222, 4.52044487, 2.74058151) Hilt2.Rotation = Vector3.new(0, 0, -90) Hilt2.Color = Color3.new(0.937255, 0.721569, 0.219608) Hilt2.Size = Vector3.new(0.142551929, 0.106913954, 0.215671256) Hilt2.Anchored = true Hilt2.BottomSurface = Enum.SurfaceType.Smooth Hilt2.BrickColor = BrickColor.new("Gold") Hilt2.CanCollide = false Hilt2.Locked = true Hilt2.Material = Enum.Material.Metal Hilt2.TopSurface = Enum.SurfaceType.Smooth Hilt2.brickColor = BrickColor.new("Gold") SpecialMesh31.Parent = Hilt2 SpecialMesh31.MeshId = "rbxassetid://4568222411" SpecialMesh31.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh31.MeshType = Enum.MeshType.FileMesh Sheath.Name = "Sheath" Sheath.Parent = Model1 Sheath.CFrame = CFrame.new(8.94124222, 6.81540871, 3.03121519, 0, 1, 0, -1, 0, 0, 0, 0, 1) Sheath.Orientation = Vector3.new(0, 0, -90) Sheath.Position = Vector3.new(8.94124222, 6.81540871, 3.03121519) Sheath.Rotation = Vector3.new(0, 0, -90) Sheath.Size = Vector3.new(4.71465969, 0.108757302, 0.851624966) Sheath.Anchored = true Sheath.BottomSurface = Enum.SurfaceType.Smooth Sheath.CanCollide = false Sheath.Locked = true Sheath.Material = Enum.Material.SmoothPlastic Sheath.TopSurface = Enum.SurfaceType.Smooth SpecialMesh33.Parent = Sheath SpecialMesh33.MeshId = "rbxassetid://4568222503" SpecialMesh33.Scale = Vector3.new(0.614448011, 0.614448011, 0.614448011) SpecialMesh33.MeshType = Enum.MeshType.FileMesh Texture34.Parent = Sheath Texture34.Texture = "rbxassetid://4568344297" Texture34.Face = Enum.NormalId.Top Texture34.Color3 = Color3.new(0.176471, 0.176471, 0.176471) Texture35.Parent = Sheath Texture35.Texture = "rbxassetid://4568344297" Texture35.Face = Enum.NormalId.Back Texture35.Color3 = Color3.new(0.176471, 0.176471, 0.176471) Texture36.Parent = Sheath Texture36.Texture = "rbxassetid://4568344297" Texture36.Face = Enum.NormalId.Bottom Texture36.Color3 = Color3.new(0.176471, 0.176471, 0.176471) Texture37.Parent = Sheath Texture37.Texture = "rbxassetid://4568344297" Texture37.Face = Enum.NormalId.Left Texture37.Color3 = Color3.new(0.176471, 0.176471, 0.176471) Texture38.Parent = Sheath Texture38.Texture = "rbxassetid://4568344297" Texture38.Color3 = Color3.new(0.176471, 0.176471, 0.176471) Texture39.Parent = Sheath Texture39.Texture = "rbxassetid://4568344297" Texture39.Face = Enum.NormalId.Right Texture39.Color3 = Color3.new(0.176471, 0.176471, 0.176471) local a1,a2,k_trail = Instance.new("Attachment"),Instance.new("Attachment"),Instance.new("Trail") a1.Parent = Blade a1.Position = Vector3.new((Blade.Size.X/2), 0, -(Blade.Size.Z/2)) a2.Parent = Blade a2.Position = Vector3.new(-(Blade.Size.X/2), 0, (Blade.Size.Z/2)) k_trail.Parent = Blade k_trail.Attachment0 = a1 k_trail.Attachment1 = a2 k_trail.MinLength = 0 k_trail.LightInfluence = 1 --k_trail.Texture = 'rbxassetid://4480871448' --k_trail.MaxLength = 2 k_trail.Transparency = NumberSequence.new(0,1) k_trail.Lifetime = 0.5 k_trail.Enabled = false -- local low_gfx = true local katana_m = Model1 local sheathe_weld = nil local _sheathe_weld = nil local sheathe_weld2 = nil local _sheathe_weld2 = nil local Handle,Sheath for _,v in pairs(katana_m:GetDescendants()) do if v:IsA("Part") then v.Anchored = false v.CanCollide = false v.Massless = true v.Locked = true if v.Name == 'Handle' then Handle = v elseif v.Name == 'Sheath' then Sheath = v end end end for _,v in pairs(katana_m:GetDescendants()) do if low_gfx then if v.Name == 'Hilt' then local sm = v:FindFirstChildOfClass("SpecialMesh") if sm then sm.MeshId = '' sm.MeshType = Enum.MeshType.Cylinder sm.Scale = Vector3.new(1,1,1) sm.TextureId = '' end v.Size = Vector3.new(0.192, 0.256, 0.256) elseif v.Name == 'Handle' then local sm = v:FindFirstChildOfClass("SpecialMesh") if sm then sm.MeshId = '' sm.MeshType = Enum.MeshType.Cylinder sm.Scale = Vector3.new(1,1,1) end v.Size = Vector3.new(1.679, 0.233, 0.233) elseif v.Name == 'HandGuard' then local sm = v:FindFirstChildOfClass("SpecialMesh") if sm then sm.MeshId = '' sm.MeshType = Enum.MeshType.Cylinder sm.Scale = Vector3.new(1,1,1) sm.TextureId = '' end v.Size = Vector3.new(0.055, 0.463, 0.463) elseif v.Name == 'EndPiece' then local sm = v:FindFirstChildOfClass("SpecialMesh") if sm then sm.MeshId = '' sm.MeshType = Enum.MeshType.Cylinder sm.Scale = Vector3.new(1,1,1) sm.TextureId = '' end v.Size = Vector3.new(0.052, 0.253, 0.253) elseif (v.Name == 'HandGuard2') --[[or (v.Name == 'Hilt2')]] or string.match(v.Name:lower(),'cloth') then v:Destroy() end end if v ~= Handle and v:IsA("Part") then if v ~= Sheath then local weld = Instance.new("Weld") weld.Part0 = Handle weld.Part1 = v weld.Parent = v weld.C0 = Handle.CFrame:Inverse() weld.C1 = v.CFrame:Inverse() end end end sheathe_weld = Instance.new("Weld") sheathe_weld.Part0 = Handle sheathe_weld.Part1 = Sheath sheathe_weld.Parent = Sheath sheathe_weld.C0 = Handle.CFrame:Inverse() sheathe_weld.C1 = Sheath.CFrame:Inverse() _sheathe_weld = Instance.new("Weld") _sheathe_weld.Part0 = torso _sheathe_weld.Part1 = Sheath _sheathe_weld.Parent = Sheath _sheathe_weld.C0 = CFrame.new(-1.05, -1.2, 1.7)*CFrame.Angles(math.rad(110),math.rad(180),math.rad(-90)) sheathe_weld2 = Instance.new("Weld") sheathe_weld2.Part0 = rarm sheathe_weld2.Part1 = Handle sheathe_weld2.Parent = nil sheathe_weld2.C0 = CFrame.new(0,-rarm.Size.Y/2,0)*CFrame.Angles(math.rad(-90),0,0) sheathe_weld2.C1 = CFrame.new(0, 0, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 1) _sheathe_weld2 = Instance.new("Weld") _sheathe_weld2.Part0 = larm _sheathe_weld2.Part1 = Sheath _sheathe_weld2.Parent = nil _sheathe_weld2.C1 = CFrame.new(1.4,0,0.8)*CFrame.Angles(math.rad(0),math.rad(-85),math.rad(-90)) Handle.Anchored = false katana_m.Parent = char -- local blood_att function create_blood_att() if not blood_att or not blood_att.Parent then else return end blood_att = Instance.new("Attachment") blood_att.Parent = Blade local ParticleEmitter0 = Instance.new("ParticleEmitter") local ParticleEmitter1 = Instance.new("ParticleEmitter") ParticleEmitter0.Parent = blood_att ParticleEmitter0.Speed = NumberRange.new(1, 1) ParticleEmitter0.Rotation = NumberRange.new(0, 360) ParticleEmitter0.Color = ColorSequence.new(Color3.new(1, 0, 0),Color3.new(1, 0, 0)) ParticleEmitter0.Enabled = false ParticleEmitter0.Texture = "rbxassetid://244369543" ParticleEmitter0.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0,1), NumberSequenceKeypoint.new(0.0436,0.981), NumberSequenceKeypoint.new(0.423,0.969), NumberSequenceKeypoint.new(1,1), }) ParticleEmitter0.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0,5.69), NumberSequenceKeypoint.new(0.728,6.44), NumberSequenceKeypoint.new(1,0), }) ParticleEmitter0.Acceleration = Vector3.new(0, -0.5, 0) ParticleEmitter0.Drag = -1 ParticleEmitter0.Lifetime = NumberRange.new(1, 1) ParticleEmitter0.Rate = 20 ParticleEmitter0.RotSpeed = NumberRange.new(5, 5) ParticleEmitter0.SpreadAngle = Vector2.new(360, 360) ParticleEmitter0.VelocitySpread = 360 ParticleEmitter1.Parent = blood_att ParticleEmitter1.Speed = NumberRange.new(3, 3) ParticleEmitter1.Rotation = NumberRange.new(0, 360) ParticleEmitter1.Color = ColorSequence.new(Color3.new(1, 0, 0),Color3.new(1, 0, 0)) ParticleEmitter1.Enabled = false ParticleEmitter1.Texture = "rbxassetid://421529480" ParticleEmitter1.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0,1), NumberSequenceKeypoint.new(0.0355,0.212), NumberSequenceKeypoint.new(0.156,0.837), NumberSequenceKeypoint.new(0.478,0.881), NumberSequenceKeypoint.new(0.709,1), NumberSequenceKeypoint.new(1,1), }) ParticleEmitter1.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0,0.5), NumberSequenceKeypoint.new(0.14,1.5), NumberSequenceKeypoint.new(0.607,3.5), NumberSequenceKeypoint.new(1,0), }) ParticleEmitter1.Acceleration = Vector3.new(0, -12, 0) ParticleEmitter1.Drag = -1 ParticleEmitter1.Lifetime = NumberRange.new(2.5, 2.5) ParticleEmitter1.Rate = 80 ParticleEmitter1.SpreadAngle = Vector2.new(360, 360) ParticleEmitter1.VelocitySpread = 360 ParticleEmitter0.Enabled = false ParticleEmitter1.Enabled = false end -- local wallhits = {3203893315,3203893704,3203893934} local bladeswings = {338586299,338586318,338586331} local bladehits = {3203895449,3203894821,3203895660,344936319} local bladedismembers = {3744367524,3744368077,3744368365,3744368660} local bladeclashes = {4953121379,4953118406,4953118940,4953120382,4953120611,3932476666,3744370206,3744369932,3744369672} -- local bladehit_s = Instance.new("Sound") bladehit_s.SoundId = 'rbxassetid://' .. bladehits[math.random(1,#bladehits)] bladehit_s.Volume = 0.7 bladehit_s.Parent = Blade local bladedismember_s = Instance.new("Sound") bladedismember_s.SoundId = 'rbxassetid://' .. bladedismembers[math.random(1,#bladedismembers)] bladedismember_s.Volume = 0.8 bladedismember_s.Parent = Blade local bladeclash_s = Instance.new("Sound") bladeclash_s.SoundId = 'rbxassetid://' .. bladeclashes[math.random(1,#bladeclashes)] bladeclash_s.Volume = 0.6 bladeclash_s.Parent = Blade local hitwall = Instance.new("Sound") hitwall.SoundId = 'rbxassetid://' .. wallhits[math.random(1,#wallhits)] hitwall.Volume = 0.6 hitwall.Parent = Blade local blade_swing = Instance.new("Sound") blade_swing.SoundId = 'rbxassetid://' .. bladeswings[math.random(1,#bladeswings)] blade_swing.Volume = 0.5 blade_swing.Parent = Blade local unsheathe = Instance.new("Sound") unsheathe.SoundId = 'rbxassetid://274937234' unsheathe.Volume = 0.5 unsheathe.PlaybackSpeed = 1 unsheathe.Parent = Blade local sheathe = Instance.new("Sound") sheathe.SoundId = 'rbxassetid://3211793833' sheathe.Volume = 0.5 sheathe.PlaybackSpeed = 1 sheathe.Parent = Blade local bleeding = Instance.new("Sound") bleeding.SoundId = 'rbxassetid://360007673' bleeding.Volume = 0.5 bleeding.Parent = Blade local motors = {} local welds = {} if ls then table.insert(motors,1,{ls,ls.Parent}) ls.Parent = nil ls = Instance.new("Weld") ls.Name = 'Left Shoulder' ls.Part0 = torso ls.Part1 = larm ls.Parent = torso table.insert(welds,1,{ls,ls.Parent}) end if rs then table.insert(motors,1,{rs,rs.Parent}) rs.Parent = nil rs = Instance.new("Weld") rs.Name = 'Right Shoulder' rs.Part0 = torso rs.Part1 = rarm rs.Parent = torso table.insert(welds,1,{rs,rs.Parent}) end if lh then table.insert(motors,1,{lh,lh.Parent}) lh.Parent = nil lh = Instance.new("Weld") lh.Name = 'Left Hip' lh.Part0 = torso lh.Part1 = lleg lh.Parent = torso table.insert(welds,1,{lh,lh.Parent}) end if rh then table.insert(motors,1,{rh,rh.Parent}) rh.Parent = nil rh = Instance.new("Weld") rh.Name = 'Right Hip' rh.Part0 = torso rh.Part1 = rleg rh.Parent = torso table.insert(welds,1,{rh,rh.Parent}) end if neck then table.insert(motors,1,{neck,neck.Parent}) neck.Parent = nil neck = Instance.new("Weld") neck.Name = 'Neck' neck.Part0 = torso neck.Part1 = head neck.Parent = torso table.insert(welds,1,{neck,neck.Parent}) end if rj then table.insert(motors,1,{rj,rj.Parent}) rj.Parent = nil rj = Instance.new("Weld") rj.Name = 'RootJoint' rj.Part0 = rootpart rj.Part1 = torso rj.Parent = torso table.insert(welds,1,{rj,rj.Parent}) end local remote = Instance.new("RemoteEvent") remote.Parent = plr['PlayerGui'] local blocking,blocking2 = false,false local sprinting,sprinting2 = false,false local crouching = false local attacking = false local finishing = false local dancing = false local jumping = false local falling = false local toggling_dance = false local changing_stun_type = false local fists = false local katana = false local equipped = false local bloody = false local pa,hka,ka,sa,lka,ksa = 1,2,1,1,1,1 local screen,healthbar,healthstat,staminabar,staminastat,blockbar,blockstat local blockhealth,blockhealthmax = math.huge,math.huge local stamina,staminamax = math.huge,math.huge local block_counter,stamina_counter = 0,0 local last_health = hum.Health local anim_speed = 0.7 local sine = 0 local dmg = 20 local hit_id = 0 local stun_type = math.random(1,2) local stun_duration = 0.5 local block_stun_cooldown = 0 local blood_cooldown = 0 local anim_wait = 0.02*100 local anim = 'idle' local last_mpos = Vector3.new() local last_trans = {} local bloodlol_t = {} local knocked_t = {} local ragdolled = {} local ghost_id = 0 local animator = hum:FindFirstChildOfClass("Animator") local animate = char:FindFirstChild("Animate") local dance_anim = Instance.new("Animation") dance_anim.AnimationId = 'rbxassetid://35654637' dance_anim.Parent = hum local enabled = {} enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true local punches = {3932504231,3932505023,3932506183,3932506625,4306980885} local finishes = {3847883680,3847884467,3847885772,3929462677} local bonecracks = {3848986758,3848987400} local swing_s = Instance.new("Sound") swing_s.SoundId = 'rbxassetid://138097048' swing_s.Volume = 1 swing_s.Parent = torso local punch = Instance.new("Sound") punch.SoundId = 'rbxassetid://138097048' punch.Volume = 0.7 punch.Parent = torso local finish = Instance.new("Sound") finish.SoundId = 'rbxassetid://3847883680' finish.Volume = 0.4 finish.Parent = torso local mash = Instance.new("Sound") mash.SoundId = 'rbxassetid://2517519047' mash.Looped = true mash.Volume = 1 mash.Parent = torso local bone_crack = Instance.new("Sound") bone_crack.SoundId = 'rbxassetid://138097048' bone_crack.Volume = 0.4 bone_crack.Parent = torso local dodge_s = Instance.new("Sound") dodge_s.SoundId = 'rbxassetid://4458055429' dodge_s.Volume = 0.35 dodge_s.Parent = torso local falldamage = Instance.new("Sound") falldamage.SoundId = 'rbxassetid://535681058' falldamage.Volume = 1 falldamage.Parent = torso local dash_s = Instance.new("Sound") dash_s.SoundId = 'rbxassetid://4909206080' dash_s.Volume = 1 dash_s.Parent = torso local za_warudo = Instance.new("Sound") za_warudo.SoundId = 'rbxassetid://601606956' za_warudo.Volume = 5 za_warudo.Parent = torso local muda_s = Instance.new("Sound") muda_s.SoundId = 'rbxassetid://616593932' muda_s.Volume = 2 muda_s.Parent = torso local _blockingval = Instance.new("ObjectValue") _blockingval.Name = 'blocking' _blockingval.Parent = nil local larm_trail = Instance.new("Trail") local att1,att2 = Instance.new("Attachment",larm),Instance.new("Attachment",larm) att1.Position = Vector3.new(0,-(larm.Size.Y/2),0) att2.Position = Vector3.new(0,(larm.Size.Y/2),0) larm_trail.Attachment0 = att1 larm_trail.Attachment1 = att2 larm_trail.LightInfluence = 1 larm_trail.Transparency = NumberSequence.new(0,1) larm_trail.MinLength = 0 larm_trail.Lifetime = 0.5 larm_trail.Enabled = false larm_trail.Parent = larm local rarm_trail = Instance.new("Trail") local att1,att2 = Instance.new("Attachment",rarm),Instance.new("Attachment",rarm) att1.Position = Vector3.new(0,-(rarm.Size.Y/2),0) att2.Position = Vector3.new(0,(rarm.Size.Y/2),0) rarm_trail.Attachment0 = att1 rarm_trail.Attachment1 = att2 rarm_trail.LightInfluence = 1 rarm_trail.Transparency = NumberSequence.new(0,1) rarm_trail.MinLength = 0 rarm_trail.Lifetime = 0.5 rarm_trail.Enabled = false rarm_trail.Parent = rarm local lleg_trail = Instance.new("Trail") local att1,att2 = Instance.new("Attachment",lleg),Instance.new("Attachment",lleg) att1.Position = Vector3.new(0,-(lleg.Size.Y/2),0) att2.Position = Vector3.new(0,(lleg.Size.Y/2),0) lleg_trail.Attachment0 = att1 lleg_trail.Attachment1 = att2 lleg_trail.LightInfluence = 1 lleg_trail.Transparency = NumberSequence.new(0,1) lleg_trail.MinLength = 0 lleg_trail.Lifetime = 0.5 lleg_trail.Enabled = false lleg_trail.Parent = lleg local rleg_trail = Instance.new("Trail") local att1,att2 = Instance.new("Attachment",rleg),Instance.new("Attachment",rleg) att1.Position = Vector3.new(0,-(rleg.Size.Y/2),0) att2.Position = Vector3.new(0,(rleg.Size.Y/2),0) rleg_trail.Attachment0 = att1 rleg_trail.Attachment1 = att2 rleg_trail.LightInfluence = 1 rleg_trail.Transparency = NumberSequence.new(0,1) rleg_trail.MinLength = 0 rleg_trail.Lifetime = 0.5 rleg_trail.Enabled = false rleg_trail.Parent = rleg local idle_anim = Instance.new("Animation") idle_anim.AnimationId = 'rbxassetid://125750544' idle_anim.Parent = hum function reset_anims(mode) if mode == false then for i,v in pairs(motors) do v[1].Parent = v[2]; end; for i,v in pairs(welds) do v[1].Parent = nil; end; elseif mode == true then for i,v in pairs(welds) do v[1].Parent = v[2]; end; for i,v in pairs(motors) do v[1].Parent = nil; end; end if mode == true then if animator then animator.Parent = hum end local T = hum:GetPlayingAnimationTracks() for i = 1,#T do T[i]:Stop() end local i = hum:LoadAnimation(idle_anim) i.Priority = Enum.AnimationPriority.Action i:AdjustSpeed(0) i:Play() i.TimePosition = ((50/100)*i.Length) elseif mode == false then if animate then animate.Parent = char end if animator then animator.Parent = hum end end --Swait(10) if mode == true then if animator then animator.Parent = nil end ls.C0 = CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)) ls.C1 = CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)) rs.C0 = CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)) rs.C1 = CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)) neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)) neck.C1 = CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)) rh.C0 = CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)) rh.C1 = CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)) lh.C0 = CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)) lh.C1 = CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)) rj.C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)) rj.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)) end end reset_anims(true) equipped = true --[[ local tool = Instance.new("Tool") tool.Name = 'Combat V2' tool.CanBeDropped = false tool.RequiresHandle = false tool.Parent = plr['Backpack'] tool.Equipped:Connect(function() equipped = true reset_anims(true) end) tool.Unequipped:Connect(function() equipped = false dance(false) reset_anims(false) end) ]] function create_stars(p) local star_att = Instance.new("Attachment") star_att.Parent = p local dizzy_stars = Instance.new("ParticleEmitter") dizzy_stars.Name = "Star" dizzy_stars.Parent = star_att dizzy_stars.Speed = NumberRange.new(1, 1) dizzy_stars.Rotation = NumberRange.new(360, 360) dizzy_stars.Texture = "http://www.roblox.com/asset/?id=114332039" dizzy_stars.Transparency = NumberSequence.new(0,1) dizzy_stars.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0,0.125), NumberSequenceKeypoint.new(0.184,0.2), NumberSequenceKeypoint.new(1,0), }) dizzy_stars.Lifetime = NumberRange.new(2, 2) dizzy_stars.LockedToPart = true dizzy_stars.Rate = 5 dizzy_stars.RotSpeed = NumberRange.new(360, 360) dizzy_stars.SpreadAngle = Vector2.new(90, 90) dizzy_stars.VelocitySpread = 90 dizzy_stars.Enabled = true return star_att,dizzy_stars end function change_stun_type() spawn(function() stun_type = stun_type + 1 if stun_type > 2 then stun_type = 1 end if not changing_stun_type then changing_stun_type = true for i,v in pairs(char:GetChildren()) do if (v:IsA("BasePart") or v:IsA("UnionOperation")) and (v.Name ~= 'HumanoidRootPart') then local s = v:FindFirstChild('stun_s') if not s then s = Instance.new("SelectionBox") s.Visible = false s.Parent = v s.Color3 = Color3.new(1, 0.333333, 0) s.Adornee = v s.LineThickness = 0 s.SurfaceColor = BrickColor.new("New Yeller") s.SurfaceColor3 = Color3.new(1, 1, 0) s.SurfaceTransparency = 0.8 end spawn(function() s.Visible = true repeat wait() until not hum:FindFirstChild("Stunned") changing_stun_type = false s.Visible = false end) end end end end) end function bleed2(frick,targhum,can_hurt,t,splat) spawn(function() if not frick:FindFirstChild("bleeding from kry's combat") then else return end local tempbleedval = Instance.new("ObjectValue") tempbleedval.Name = "bleeding from kry's combat" tempbleedval.Parent = frick local bleeding = true local rig = targhum.RigType local limbs = {'Head','Left Arm','Right Arm','Left Leg','Right Leg','RightUpperLeg','LeftUpperLeg','RightUpperArm','LeftUpperArm','RightLowerLeg','LeftLowerLeg','RightLowerArm','LeftLowerArm','RightFoot','LeftFoot','RightHand','LeftHand'} spawn(function() wait(t) bleeding = false tempbleedval:Destroy() end) while bleeding and frick and frick.Parent do if --[[(targhum and targhum.Parent and targhum.Health > 0) or]] (not frick or not frick.Parent or not targhum or not targhum.Parent) then break end local max_limbs = 0 local current_limbs = 0 local gone_limbs = 0 local targchar = targhum.Parent if rig == Enum.HumanoidRigType.R6 then max_limbs = 5 elseif rig == Enum.HumanoidRigType.R15 then max_limbs = 13 end for i,v in pairs(targchar:GetChildren()) do local found = false for i,n in pairs(limbs) do if n == v.Name then found = true; end; end; if found and not v:FindFirstChild("Dismembered") then current_limbs = current_limbs + 1 end end gone_limbs = (max_limbs-current_limbs) if targhum and can_hurt then if gone_limbs >= 1 then targhum:TakeDamage(0.5*gone_limbs) else targhum:TakeDamage(0.5) end end spawn(function() local thing = Instance.new('Part') thing.Parent = workspace thing.Size = Vector3.new(0.1,0.1,0.1) thing.CFrame = frick.CFrame*CFrame.new(0,frick.Size.Y/2,0) if splat then thing.Transparency = 0 elseif not splat then thing.Transparency = 1 end thing.Color = Color3.fromRGB(75, 0, 0) thing.Material = Enum.Material.Glass thing.Name = "blood_drop" thing.CanCollide =false thing:BreakJoints() local mesh = Instance.new('SpecialMesh') mesh.MeshType = Enum.MeshType.Sphere mesh.Parent = thing --game:GetService("Debris"):AddItem(thing,5) local att1,att2 = Instance.new("Attachment"),Instance.new("Attachment") att1.Parent = thing att1.Position = Vector3.new(0,-(thing.Size.Y/2),0) att2.Parent = thing att2.Position = Vector3.new(0,(thing.Size.Y/2),0) if splat then local trail_drop = Instance.new("Trail") trail_drop.Parent = thing trail_drop.Attachment0 = att1 trail_drop.Attachment1 = att2 trail_drop.Color = ColorSequence.new(Color3.new(0.294118, 0, 0),Color3.new(0.294118, 0, 0)) trail_drop.FaceCamera = true trail_drop.LightInfluence = 1 trail_drop.Transparency = NumberSequence.new(0.1,1) trail_drop.Lifetime = 1 trail_drop.MinLength = 0 end local rawrxd = Instance.new('BodyForce') rawrxd.Parent = thing if splat then rawrxd.Force = frick.CFrame.upVector+Vector3.new(math.random(-5, 5)/10,3,math.random(-5, 5)/10) elseif not splat then rawrxd.Force = frick.CFrame.upVector*(math.random()*2)+Vector3.new(math.random(-5, 5)/10,1.5,0) end game:GetService("Debris"):AddItem(rawrxd,0.01) thing.Touched:connect(function(tou) if tou and tou.Parent and not tou:IsDescendantOf(targchar) and not tou.Parent:FindFirstChildOfClass("Humanoid") and not tou.Parent.Parent:FindFirstChildOfClass("Humanoid") and not tou.Parent:IsA("Accessory") and tou.Name ~= 'Handle' and tou.Parent.Name ~= 'Handle' and not tou.Parent:IsA("Tool") and not string.match(tou.Name:lower(),'blood_drop') and not string.match(tou.Name:lower(),'bullet') and not string.match(tou.Name:lower(),'bone') and not string.match(tou.Name:lower(),'gun mag') and not string.match(tou.Name:lower(),'limb') then local pos = Vector3.new(thing.Position.X,(tou.Position.Y+(tou.Size.Y/2))+(0.02/2),thing.Position.Z) local Point1 = pos-Vector3.new(0.01,0.01,0.01) local Point2 = pos+Vector3.new(0.01,0.01,0.01) local Region = Region3.new(Point1,Point2) for _,Part in pairs(game.Workspace:FindPartsInRegion3(Region,nil,math.huge)) do if Part.Name == "blood" then tou = Part end end thing:Destroy() if tou.Name == "blood" then local reee = tou.CFrame if tou.Transparency > -0.2 then tou.Transparency = tou.Transparency - 0.1 end if tou.Size.X < 5 then tou.Size = tou.Size+Vector3.new(0.4,0,0.4) tou.CFrame = reee elseif tou.Size.X < 7.5 then tou.Size = tou.Size+Vector3.new(0.3,0,0.3) tou.CFrame = reee elseif tou.Size.X < 10 then tou.Size = tou.Size+Vector3.new(0.2,0,0.2) tou.CFrame = reee end elseif tou.CanCollide == true then local bloodlol = Instance.new('Part') if gone_limbs >= 1 then bloodlol.Size = Vector3.new(1*gone_limbs,0.2,1*gone_limbs) else bloodlol.Size = Vector3.new(1,0.2,1) end bloodlol.Name = "blood" bloodlol.Anchored = true bloodlol.CanCollide = false bloodlol.Material = Enum.Material.Glass bloodlol.Color = Color3.fromRGB(75, 0, 0) local mesh = Instance.new('SpecialMesh') mesh.MeshType = Enum.MeshType.Sphere mesh.Parent = bloodlol bloodlol.Parent = workspace bloodlol.CFrame = CFrame.new(pos) table.insert(bloodlol_t,1,bloodlol) end end end) end) wait(0.1) end tempbleedval:Destroy() end) end function make_bone(obj,targtorso) if obj.Name == 'Left Arm' or obj.Name == 'LeftUpperArm' then local bone = Instance.new("Part") bone.name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = targtorso.CFrame bone.Size = targtorso.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(targtorso,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = targtorso weld.C1 = CFrame.new(-0.61,0.77,0.03)*CFrame.Angles(math.rad(90),0,math.rad(90)) weld.Parent = bone targtorso.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://1076136382' mesh.TextureId = 'rbxassetid://1076137938' mesh.Scale = Vector3.new(0.03,0.03,0.03) mesh.Parent = bone -- local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = obj.CFrame bone.Size = obj.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(obj,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = obj weld.C1 = CFrame.new(0.13,0.26,0) weld.Parent = bone obj.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://36780032' mesh.TextureId = 'rbxassetid://36780292' mesh.Parent = bone elseif obj.Name == 'Right Arm' or obj.Name == 'RightUpperArm' then local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = targtorso.CFrame bone.Size = targtorso.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(targtorso,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = targtorso weld.C1 = CFrame.new(0.61,0.77,0.03)*CFrame.Angles(math.rad(90),0,math.rad(-90)) weld.Parent = bone targtorso.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://1076136382' mesh.TextureId = 'rbxassetid://1076137938' mesh.Scale = Vector3.new(0.03,0.03,0.03) mesh.Parent = bone -- local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = obj.CFrame bone.Size = obj.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(obj,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = obj weld.C1 = CFrame.new(-0.13,0.26,0) weld.Parent = bone obj.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://36780156' mesh.TextureId = 'rbxassetid://36780292' mesh.Parent = bone elseif obj.Name == 'Left Leg' or obj.Name == 'LeftUpperLeg' then local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = targtorso.CFrame bone.Size = targtorso.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(targtorso,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = targtorso weld.C1 = CFrame.new(-0.6,-0.64,0.11)*CFrame.Angles(0,0,math.rad(180)) weld.Parent = bone targtorso.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://1076136382' mesh.TextureId = 'rbxassetid://1076137938' mesh.Scale = Vector3.new(0.03,0.03,0.03) mesh.Parent = bone -- local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = obj.CFrame bone.Size = obj.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(obj,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = obj weld.C1 = CFrame.new(0,0.09,0.13) weld.Parent = bone obj.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://36780156' mesh.TextureId = 'rbxassetid://36780292' mesh.Parent = bone elseif obj.Name == 'Right Leg' or obj.Name == 'RightUpperLeg' then local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = targtorso.CFrame bone.Size = targtorso.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(targtorso,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = targtorso weld.C1 = CFrame.new(0.6,-0.64,0.11)*CFrame.Angles(0,0,math.rad(180)) weld.Parent = bone targtorso.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://1076136382' mesh.TextureId = 'rbxassetid://1076137938' mesh.Scale = Vector3.new(0.03,0.03,0.03) mesh.Parent = bone -- local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = obj.CFrame bone.Size = obj.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(obj,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = obj weld.C1 = CFrame.new(0,0.09,0.13) weld.Parent = bone obj.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://36780195' mesh.TextureId = 'rbxassetid://36780292' mesh.Parent = bone elseif obj.Name == 'Head' then local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = targtorso.CFrame bone.Size = targtorso.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(targtorso,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = targtorso weld.C1 = CFrame.new(0,0.66,0) weld.Parent = bone targtorso.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://1076136382' mesh.TextureId = 'rbxassetid://1076137938' mesh.Scale = Vector3.new(0.03,0.03,0.03) mesh.Parent = bone -- local bone = Instance.new("Part") bone.Name = 'bone' bone.CanCollide = false bone.Anchored = false bone.CFrame = obj.CFrame bone.Size = obj.Size bone.Massless = true bone.Locked = true local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) game:GetService("PhysicsService"):SetPartCollisionGroup(bone,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(obj,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = bone weld.Part1 = obj weld.C1 = CFrame.new(0,-0.23,0)*CFrame.Angles(0,math.rad(-90),0) weld.Parent = bone obj.Anchored = false bone.Parent = script local mesh = Instance.new("SpecialMesh") mesh.MeshId = 'rbxassetid://1076136382' mesh.TextureId = 'rbxassetid://1076137938' mesh.Scale = Vector3.new(0.03,0.03,0.03) mesh.Parent = bone end end function check_weld(v) if v:IsA("Motor6D") or v:IsA("BallSocketConstraint") or v:IsA("Motor") or v:IsA("Constraint") or v:IsA("Weld") or v:IsA("ManualWeld") or v:IsA("WeldConstraint") or v:IsA("ManualGlue") or v:IsA("CylindricalConstraint") or v:IsA("NoCollisionConstraint") or v:IsA("HingeConstraint") then v:Destroy() end end function limb_collide(obj,mode) if (obj:IsA("UnionOperation") or obj:IsA("BasePart")) and not obj:FindFirstChild('limb') then else return end local exists = pcall(game:GetService("PhysicsService").GetCollisionGroupId, game:GetService("PhysicsService"), 'Limb Collide') if not exists then game:GetService("PhysicsService"):CreateCollisionGroup('Limb Collide') end game:GetService("PhysicsService"):CollisionGroupSetCollidable('Limb Collide','Limb Collide',false) -- local t = {} -- local cb = Instance.new("Part") cb.Name = 'limb' cb.Transparency = 1 cb.CanCollide = true cb.Anchored = false cb.CFrame = obj.CFrame cb.Size = obj.Size cb.Massless = true cb.Locked = true game:GetService("PhysicsService"):SetPartCollisionGroup(cb,'Limb Collide') game:GetService("PhysicsService"):SetPartCollisionGroup(obj,'Limb Collide') local weld = Instance.new("Weld") weld.Part0 = cb weld.Part1 = obj weld.Parent = cb obj.Massless = true obj.Anchored = false if mode or obj:FindFirstChild("Dismembered") then cb.Parent = obj -- .Parent else cb.Parent = script table.insert(t,1,cb) end -- if not string.match(obj.Name:lower(),'torso') and not string.match(obj.Name:lower(),'rootpart') and not string.match(obj.Name:lower(),'head') then local lv = Vector3.new() -- Vector3.new(cb.Size.X,0,cb.Size.Z) local cb2 = Instance.new("Part") cb2.Name = 'limb' cb2.Transparency = 1 cb2.CanCollide = true cb2.Anchored = false cb2.CFrame = obj.CFrame cb2.Size = lv cb2.Massless = true cb2.Locked = true local weld2 = Instance.new("Weld") weld2.Part0 = cb weld2.Part1 = cb2 weld2.C1 = CFrame.new(0,(cb.Size.Y/2),0) weld2.Parent = cb2 if mode or obj:FindFirstChild("Dismembered") then cb2.Parent = obj -- .Parent else cb2.Parent = script table.insert(t,1,cb2) end end -- return t end function break_limb(obj,rig,targtorso,targhum,dir) if not obj:FindFirstChild('Dismembered') and obj.Name:lower() ~= 'torso' and obj.Name:lower() ~= 'humanoidrootpart' and obj.Name:lower() ~= 'uppertorso' and obj.Name:lower() ~= 'lowertorso' then else return end local confirm = Instance.new("ObjectValue") confirm.Name = 'Dismembered' confirm.Parent = obj if rig == Enum.HumanoidRigType.R6 then for i,v in pairs(targtorso:GetDescendants()) do if check_weld(v) then if obj.Name == 'Head' and v.Name:lower() == 'neck' then v:Destroy() elseif obj.Name == 'Left Arm' and v.Name:lower() == 'left shoulder' then v:Destroy() elseif obj.Name == 'Right Arm' and v.Name:lower() == 'right shoulder' then v:Destroy() elseif obj.Name == 'Left Leg' and v.Name:lower() == 'left hip' then if v:IsA("Motor6D") and obj.Parent:FindFirstChild("Right Leg") and not obj.Parent:FindFirstChild("Right Leg"):FindFirstChild("Dismembered") then targhum.WalkSpeed = targhum.WalkSpeed/2 elseif v:IsA("Motor6D") then targhum.WalkSpeed = 0 end v:Destroy() elseif obj.Name == 'Right Leg' and v.Name:lower() == 'right hip' then if v:IsA("Motor6D") and obj.Parent:FindFirstChild("Left Leg") and not obj.Parent:FindFirstChild("Left Leg"):FindFirstChild("Dismembered") then targhum.WalkSpeed = targhum.WalkSpeed/2 elseif v:IsA("Motor6D") then targhum.WalkSpeed = 0 end v:Destroy() end end end for i,v in pairs(obj:GetChildren()) do if check_weld(v) then if obj.Name == 'Left Leg' then if v:IsA("Motor6D") and obj.Parent:FindFirstChild("Right Leg") and not obj.Parent:FindFirstChild("Right Leg"):FindFirstChild("Dismembered") then targhum.WalkSpeed = targhum.WalkSpeed/2 elseif v:IsA("Motor6D") then targhum.WalkSpeed = 0 end elseif obj.Name == 'Right Leg' then if v:IsA("Motor6D") and obj.Parent:FindFirstChild("Left Leg") and not obj.Parent:FindFirstChild("Left Leg"):FindFirstChild("Dismembered") then targhum.WalkSpeed = targhum.WalkSpeed/2 elseif v:IsA("Motor6D") then targhum.WalkSpeed = 0 end end v:Destroy() end end elseif rig == Enum.HumanoidRigType.R15 then for i,v in pairs(obj:GetChildren()) do if check_weld(v) then if v:IsA("Motor6D") then if v:IsA("Motor6D") and ((obj.Name == 'LeftUpperLeg' and obj.Parent:FindFirstChild("RightUpperLeg") and not obj.Parent:FindFirstChild("RightUpperLeg"):FindFirstChild("Dismembered")) or (obj.Name == 'RightUpperLeg' and obj.Parent:FindFirstChild("LeftUpperLeg") and not obj.Parent:FindFirstChild("LeftUpperLeg"):FindFirstChild("Dismembered"))) then targhum.WalkSpeed = targhum.WalkSpeed/2 elseif v:IsA("Motor6D") and (obj.Name == 'RightUpperLeg' or obj.Name == 'LeftUpperLeg') then targhum.WalkSpeed = 0 end end v:Destroy() end end end --bleed2(obj,targhum,false,5,false) add_blood(obj) make_bone(obj,targtorso) local kb = 17 local bv = Instance.new("BodyVelocity") bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bv.Velocity = dir*kb+Vector3.new(0,kb,0) bv.Parent = obj game:GetService("Debris"):AddItem(bv,0.1) limb_collide(obj,true) end function Ragdoll(targchar,headless,insta,kill) local pc = targchar local targhum = pc:FindFirstChild("Humanoid") local js,js2 = {},{} for _,obj in pairs(pc:GetDescendants()) do if obj:IsA("BasePart") or obj:IsA("UnionOperation") then obj.Massless = true obj.Locked = true end end if kill == true then pc.Archivable = true local old_pc = pc pc = pc:Clone() for i,v in pairs(pc:GetDescendants()) do limb_collide(v,true) if v:IsA("ParticleEmitter") then v.Enabled = false end if v:IsA("SelectionBox") or v:IsA("BodyVelocity") or v:IsA("BodyPosition") or v:IsA("BodyAngularVelocity") or v:IsA("BodyForce") or v:IsA("BodyGyro") or v:IsA("BodyThrust") or v:IsA("BodyMover") then if v:IsA("BodyVelocity") then game:GetService("Debris"):AddItem(v,0.15) else v:Destroy() end end if (v:IsA("Script") and v.Name == 'Health') or (v:IsA("LocalScript") and v.Name == 'Animate') then v:Destroy() end if v:IsA("Humanoid") then v.BreakJointsOnDeath = false v.Health = 0 v.HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff v.PlatformStand = true end end for i,v in pairs(old_pc:GetDescendants()) do if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("ForceField") or v:IsA("Accessory") or v:IsA("Decal") or v:IsA("Texture") or v:IsA("SurfaceGui") then v:destroy() end if v:IsA("Humanoid") then v.BreakJointsOnDeath = true v.Health = 0 v.HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff v.PlatformStand = true end end pc.Parent = workspace game:GetService("Debris"):AddItem(pc,30) end --if kill and targhum:FindFirstChild("Ragdolled") then return; end; if pc ~= nil then local hum = pc:FindFirstChild'Humanoid' local LArm = pc:FindFirstChild'Left Arm' local RArm = pc:FindFirstChild'Right Arm' local LLeg = pc:FindFirstChild'Left Leg' local RLeg = pc:FindFirstChild'Right Leg' local torso = pc:FindFirstChild'Torso' local head = pc:FindFirstChild'Head' local LUA = pc:FindFirstChild'LeftUpperArm' local LLA = pc:FindFirstChild'LeftLowerArm' local LH = pc:FindFirstChild'LeftHand' local RUA = pc:FindFirstChild'RightUpperArm' local RLA = pc:FindFirstChild'RightLowerArm' local RH = pc:FindFirstChild'RightHand' local LUL = pc:FindFirstChild'LeftUpperLeg' local LLL = pc:FindFirstChild'LeftLowerLeg' local LF = pc:FindFirstChild'LeftFoot' local RUL = pc:FindFirstChild'RightUpperLeg' local RLL = pc:FindFirstChild'RightLowerLeg' local RF = pc:FindFirstChild'RightFoot' local UT = pc:FindFirstChild'UpperTorso' local LT = pc:FindFirstChild'LowerTorso' if hum and LArm and RArm and LLeg and RLeg and head then hum.BreakJointsOnDeath = false if insta then if hum.RigType==Enum.HumanoidRigType.R6 then for _,v in pairs(torso:GetDescendants()) do if (v:IsA('Motor6D') or v:IsA('Motor') or v:IsA('Weld') or v:IsA("BallSocketConstraint")) and (not string.match(v.Name:lower(),'root')) then if not kill then table.insert(js2,1,{obj = v,par = v.Parent}) v.Parent = nil elseif kill then v:Destroy() end end end local vis = false local vis2 = false if LArm and not LArm:FindFirstChild('Dismembered') then local at1 = Instance.new("Attachment") at1.Parent = torso at1.Visible = vis at1.Orientation = torso.Orientation + Vector3.new(0,180,0) at1.Position = Vector3.new(-1,1,0) local at1p2 = Instance.new("Attachment") at1p2.Parent = LArm at1p2.Visible = vis at1p2.Orientation = LArm.Orientation + Vector3.new(0,180,0) at1p2.Position = Vector3.new(.5,1,0) local bis = Instance.new("BallSocketConstraint") bis.Parent = LArm bis.Attachment0 = at1 bis.Attachment1 = at1p2 bis.LimitsEnabled = true bis.UpperAngle = 15 bis.Visible = vis2 bis.TwistLimitsEnabled = true bis.UpperAngle = -45 bis.TwistLowerAngle = -45 table.insert(js,1,bis) end if RArm and not RArm:FindFirstChild('Dismembered') then local at2 = Instance.new("Attachment") at2.Parent = torso at2.Visible = vis at2.Orientation = torso.Orientation + Vector3.new(0,0,0) at2.Position = Vector3.new(1,1,0) local at2p2 = Instance.new("Attachment") at2p2.Parent = RArm at2p2.Visible = vis at2p2.Orientation = RArm.Orientation + Vector3.new(0,0,0) at2p2.Position = Vector3.new(-.5,1,0) local bis2 = Instance.new("BallSocketConstraint") bis2.Parent = RArm bis2.Attachment0 = at2 bis2.Attachment1 = at2p2 bis2.LimitsEnabled = true bis2.UpperAngle = 15 bis2.Visible = vis2 bis2.TwistLimitsEnabled = true bis2.UpperAngle = -45 bis2.TwistLowerAngle = -45 table.insert(js,1,bis2) end if RLeg and not RLeg:FindFirstChild('Dismembered') then local at3 = Instance.new("Attachment") at3.Parent = torso at3.Visible = vis at3.Orientation = torso.Orientation + Vector3.new(90,0,-90) at3.Position = Vector3.new(.5,-1,0) local at3p2 = Instance.new("Attachment") at3p2.Parent = RLeg at3p2.Visible = vis at3p2.Orientation = RLeg.Orientation + Vector3.new(90,0,-90) at3p2.Position = Vector3.new(0,1,0) local bis3 = Instance.new("BallSocketConstraint") bis3.Parent = RLeg bis3.Attachment0 = at3 bis3.Attachment1 = at3p2 bis3.LimitsEnabled = true bis3.UpperAngle = 180-15 bis3.Visible = vis2 table.insert(js,1,bis3) end if LLeg and not LLeg:FindFirstChild('Dismembered') then local at4 = Instance.new("Attachment") at4.Parent = torso at4.Visible = vis at4.Orientation = torso.Orientation + Vector3.new(90,0,-90) at4.Position = Vector3.new(-.5,-1,0) local at4p2 = Instance.new("Attachment") at4p2.Parent = LLeg at4p2.Visible = vis at4p2.Orientation = LLeg.Orientation + Vector3.new(90,0,-90) at4p2.Position = Vector3.new(0,1,0) local bis4 = Instance.new("BallSocketConstraint") bis4.Parent = LLeg bis4.Attachment0 = at4 bis4.Attachment1 = at4p2 bis4.LimitsEnabled = true bis4.UpperAngle = 180-15 bis4.Visible = vis2 table.insert(js,1,bis4) end if head and not headless and not head:FindFirstChild('Dismembered') then local at5 = Instance.new("Attachment") at5.Parent = torso at5.Visible = vis at5.Orientation = torso.Orientation + Vector3.new(180,90,0) at5.Position = Vector3.new(0,1,0) local at5p2 = Instance.new("Attachment") at5p2.Parent = head at5p2.Visible = vis at5p2.Orientation = head.Orientation + Vector3.new(180,90,0) at5p2.Position = Vector3.new(0,-.5,0) local bis5 = Instance.new("BallSocketConstraint") bis5.Parent = head bis5.Attachment0 = at5p2 bis5.Attachment1 = at5 bis5.LimitsEnabled = true bis5.UpperAngle = 75 bis5.Visible = vis2 bis5.TwistLimitsEnabled = true bis5.UpperAngle = -45 bis5.TwistLowerAngle = -45 table.insert(js,1,bis5) else --head:BreakJoints() end end else hum.Died:Connect(function() if hum.RigType==Enum.HumanoidRigType.R6 then for _,v in pairs(torso:GetDescendants()) do if (v:IsA('Motor6D') or v:IsA('Motor') or v:IsA('Weld') or v:IsA("BallSocketConstraint")) and (not string.match(v.Name:lower(),'root')) then if not kill then table.insert(js2,1,{obj = v,par = v.Parent}) v.Parent = nil elseif kill then v:Destroy() end end end local vis = false local vis2 = false if LArm and not LArm:FindFirstChild('Dismembered') then local at1 = Instance.new("Attachment") at1.Parent = torso at1.Visible = vis at1.Orientation = torso.Orientation + Vector3.new(0,180,0) at1.Position = Vector3.new(-1,1,0) local at1p2 = Instance.new("Attachment") at1p2.Parent = LArm at1p2.Visible = vis at1p2.Orientation = LArm.Orientation + Vector3.new(0,180,0) at1p2.Position = Vector3.new(.5,1,0) local bis = Instance.new("BallSocketConstraint") bis.Parent = LArm bis.Attachment0 = at1 bis.Attachment1 = at1p2 bis.LimitsEnabled = true bis.UpperAngle = 15 bis.Visible = vis2 bis.TwistLimitsEnabled = true bis.UpperAngle = -45 bis.TwistLowerAngle = -45 table.insert(js,1,bis) end if RArm and not RArm:FindFirstChild('Dismembered') then local at2 = Instance.new("Attachment") at2.Parent = torso at2.Visible = vis at2.Orientation = torso.Orientation + Vector3.new(0,0,0) at2.Position = Vector3.new(1,1,0) local at2p2 = Instance.new("Attachment") at2p2.Parent = RArm at2p2.Visible = vis at2p2.Orientation = RArm.Orientation + Vector3.new(0,0,0) at2p2.Position = Vector3.new(-.5,1,0) local bis2 = Instance.new("BallSocketConstraint") bis2.Parent = RArm bis2.Attachment0 = at2 bis2.Attachment1 = at2p2 bis2.LimitsEnabled = true bis2.UpperAngle = 15 bis2.Visible = vis2 bis2.TwistLimitsEnabled = true bis2.UpperAngle = -45 bis2.TwistLowerAngle = -45 table.insert(js,1,bis2) end if RLeg and not RLeg:FindFirstChild('Dismembered') then local at3 = Instance.new("Attachment") at3.Parent = torso at3.Visible = vis at3.Orientation = torso.Orientation + Vector3.new(90,0,-90) at3.Position = Vector3.new(.5,-1,0) local at3p2 = Instance.new("Attachment") at3p2.Parent = RLeg at3p2.Visible = vis at3p2.Orientation = RLeg.Orientation + Vector3.new(90,0,-90) at3p2.Position = Vector3.new(0,1,0) local bis3 = Instance.new("BallSocketConstraint") bis3.Parent = RLeg bis3.Attachment0 = at3 bis3.Attachment1 = at3p2 bis3.LimitsEnabled = true bis3.UpperAngle = 180-15 bis3.Visible = vis2 table.insert(js,1,bis3) end if LLeg and not LLeg:FindFirstChild('Dismembered') then local at4 = Instance.new("Attachment") at4.Parent = torso at4.Visible = vis at4.Orientation = torso.Orientation + Vector3.new(90,0,-90) at4.Position = Vector3.new(-.5,-1,0) local at4p2 = Instance.new("Attachment") at4p2.Parent = LLeg at4p2.Visible = vis at4p2.Orientation = LLeg.Orientation + Vector3.new(90,0,-90) at4p2.Position = Vector3.new(0,1,0) local bis4 = Instance.new("BallSocketConstraint") bis4.Parent = LLeg bis4.Attachment0 = at4 bis4.Attachment1 = at4p2 bis4.LimitsEnabled = true bis4.UpperAngle = 180-15 bis4.Visible = vis2 table.insert(js,1,bis4) end if head and not headless and not head:FindFirstChild('Dismembered') then local at5 = Instance.new("Attachment") at5.Parent = torso at5.Visible = vis at5.Orientation = torso.Orientation + Vector3.new(180,90,0) at5.Position = Vector3.new(0,1,0) local at5p2 = Instance.new("Attachment") at5p2.Parent = head at5p2.Visible = vis at5p2.Orientation = head.Orientation + Vector3.new(180,90,0) at5p2.Position = Vector3.new(0,-.5,0) local bis5 = Instance.new("BallSocketConstraint") bis5.Parent = head bis5.Attachment0 = at5p2 bis5.Attachment1 = at5 bis5.LimitsEnabled = true bis5.UpperAngle = 75 bis5.Visible = vis2 bis5.TwistLimitsEnabled = true bis5.UpperAngle = -45 bis5.TwistLowerAngle = -45 table.insert(js,1,bis5) else --head:BreakJoints() end end end) end elseif head and hum then hum.BreakJointsOnDeath = false if insta then if hum.RigType==Enum.HumanoidRigType.R15 then for _,v in pairs(pc:GetDescendants()) do if (v:IsA('Motor6D') or v:IsA('Motor') or v:IsA("BallSocketConstraint")) and (not string.match(v.Name:lower(),'root')) then if not kill then table.insert(js2,1,{obj = v,par = v.Parent}) v.Parent = nil elseif kill then v:Destroy() end end end local vis = false local vis2 = false if LF and not LF:FindFirstChild('Dismembered') then local bsc1 = Instance.new("BallSocketConstraint",LF) bsc1.Attachment0 = LF.LeftAnkleRigAttachment bsc1.Attachment1 = LLL.LeftAnkleRigAttachment table.insert(js,1,bsc1) end if LLL and not LLL:FindFirstChild('Dismembered') then local bsc2 = Instance.new("BallSocketConstraint",LLL) bsc2.Attachment0 = LLL.LeftKneeRigAttachment bsc2.Attachment1 = LUL.LeftKneeRigAttachment table.insert(js,1,bsc2) end if LUL and not LUL:FindFirstChild('Dismembered') then local bsc3 = Instance.new("BallSocketConstraint",LUL) bsc3.Attachment0 = LUL.LeftHipRigAttachment bsc3.Attachment1 = LT.LeftHipRigAttachment table.insert(js,1,bsc3) end if RF and not RF:FindFirstChild('Dismembered') then local bsc4 = Instance.new("BallSocketConstraint",RF) bsc4.Attachment0 = RF.RightAnkleRigAttachment bsc4.Attachment1 = RLL.RightAnkleRigAttachment table.insert(js,1,bsc4) end if RLL and not RLL:FindFirstChild('Dismembered') then local bsc5 = Instance.new("BallSocketConstraint",RLL) bsc5.Attachment0 = RLL.RightKneeRigAttachment bsc5.Attachment1 = RUL.RightKneeRigAttachment table.insert(js,1,bsc5) end if RUL and not RUL:FindFirstChild('Dismembered') then local bsc6 = Instance.new("BallSocketConstraint",RUL) bsc6.Attachment0 = RUL.RightHipRigAttachment bsc6.Attachment1 = LT.RightHipRigAttachment table.insert(js,1,bsc6) end if LH and not LH:FindFirstChild('Dismembered') then local bsc7 = Instance.new("BallSocketConstraint",LH) bsc7.Attachment0 = LH.LeftWristRigAttachment bsc7.Attachment1 = LLA.LeftWristRigAttachment table.insert(js,1,bsc7) end if LLA and not LLA:FindFirstChild('Dismembered') then local bsc8 = Instance.new("BallSocketConstraint",LLA) bsc8.Attachment0 = LLA.LeftElbowRigAttachment bsc8.Attachment1 = LUA.LeftElbowRigAttachment table.insert(js,1,bsc8) end if LUA and not LUA:FindFirstChild('Dismembered') then local bsc9 = Instance.new("BallSocketConstraint",LUA) bsc9.Attachment0 = LUA.LeftShoulderAttachment bsc9.Attachment1 = UT.LeftCollarAttachment table.insert(js,1,bsc9) end if RH and not RH:FindFirstChild('Dismembered') then local bsc10 = Instance.new("BallSocketConstraint",RH) bsc10.Attachment0 = RH.RightWristRigAttachment bsc10.Attachment1 = RLA.RightWristRigAttachment table.insert(js,1,bsc10) end if RLA and not RLA:FindFirstChild('Dismembered') then local bsc11 = Instance.new("BallSocketConstraint",RLA) bsc11.Attachment0 = RLA.RightElbowRigAttachment bsc11.Attachment1 = RUA.RightElbowRigAttachment table.insert(js,1,bsc11) end if RUA and not RUA:FindFirstChild('Dismembered') then local bsc12 = Instance.new("BallSocketConstraint",RUA) bsc12.Attachment0 = RUA.RightShoulderAttachment bsc12.Attachment1 = UT.RightCollarAttachment table.insert(js,1,bsc12) end if LT and not LT:FindFirstChild('Dismembered') then local bsc13 = Instance.new("BallSocketConstraint",LT) bsc13.Attachment0 = LT.WaistRigAttachment bsc13.Attachment1 = UT.WaistRigAttachment table.insert(js,1,bsc13) end if head and not headless and not head:FindFirstChild('Dismembered') then local bsc14 = Instance.new("BallSocketConstraint",head) bsc14.Attachment0 = UT.NeckRigAttachment bsc14.Attachment1 = head.NeckRigAttachment bsc14.LimitsEnabled = true bsc14.UpperAngle = -75 bsc14.TwistLimitsEnabled = true bsc14.UpperAngle = -45 bsc14.TwistLowerAngle = -45 table.insert(js,1,bsc14) else --head:BreakJoints() end end else hum.Died:Connect(function() if hum.RigType==Enum.HumanoidRigType.R15 then for _,v in pairs(pc:GetDescendants()) do if (v:IsA('Motor6D') or v:IsA('Motor') or v:IsA("BallSocketConstraint")) and (not string.match(v.Name:lower(),'root')) then if not kill then table.insert(js2,1,{obj = v,par = v.Parent}) v.Parent = nil elseif kill then v:Destroy() end end end local vis = false local vis2 = false if LF and not LF:FindFirstChild('Dismembered') then local bsc1 = Instance.new("BallSocketConstraint",LF) bsc1.Attachment0 = LF.LeftAnkleRigAttachment bsc1.Attachment1 = LLL.LeftAnkleRigAttachment table.insert(js,1,bsc1) end if LLL and not LLL:FindFirstChild('Dismembered') then local bsc2 = Instance.new("BallSocketConstraint",LLL) bsc2.Attachment0 = LLL.LeftKneeRigAttachment bsc2.Attachment1 = LUL.LeftKneeRigAttachment table.insert(js,1,bsc2) end if LUL and not LUL:FindFirstChild('Dismembered') then local bsc3 = Instance.new("BallSocketConstraint",LUL) bsc3.Attachment0 = LUL.LeftHipRigAttachment bsc3.Attachment1 = LT.LeftHipRigAttachment table.insert(js,1,bsc3) end if RF and not RF:FindFirstChild('Dismembered') then local bsc4 = Instance.new("BallSocketConstraint",RF) bsc4.Attachment0 = RF.RightAnkleRigAttachment bsc4.Attachment1 = RLL.RightAnkleRigAttachment table.insert(js,1,bsc4) end if RLL and not RLL:FindFirstChild('Dismembered') then local bsc5 = Instance.new("BallSocketConstraint",RLL) bsc5.Attachment0 = RLL.RightKneeRigAttachment bsc5.Attachment1 = RUL.RightKneeRigAttachment table.insert(js,1,bsc5) end if RUL and not RUL:FindFirstChild('Dismembered') then local bsc6 = Instance.new("BallSocketConstraint",RUL) bsc6.Attachment0 = RUL.RightHipRigAttachment bsc6.Attachment1 = LT.RightHipRigAttachment table.insert(js,1,bsc6) end if LH and not LH:FindFirstChild('Dismembered') then local bsc7 = Instance.new("BallSocketConstraint",LH) bsc7.Attachment0 = LH.LeftWristRigAttachment bsc7.Attachment1 = LLA.LeftWristRigAttachment table.insert(js,1,bsc7) end if LLA and not LLA:FindFirstChild('Dismembered') then local bsc8 = Instance.new("BallSocketConstraint",LLA) bsc8.Attachment0 = LLA.LeftElbowRigAttachment bsc8.Attachment1 = LUA.LeftElbowRigAttachment table.insert(js,1,bsc8) end if LUA and not LUA:FindFirstChild('Dismembered') then local bsc9 = Instance.new("BallSocketConstraint",LUA) bsc9.Attachment0 = LUA.LeftShoulderAttachment bsc9.Attachment1 = UT.LeftCollarAttachment table.insert(js,1,bsc9) end if RH and not RH:FindFirstChild('Dismembered') then local bsc10 = Instance.new("BallSocketConstraint",RH) bsc10.Attachment0 = RH.RightWristRigAttachment bsc10.Attachment1 = RLA.RightWristRigAttachment table.insert(js,1,bsc10) end if RLA and not RLA:FindFirstChild('Dismembered') then local bsc11 = Instance.new("BallSocketConstraint",RLA) bsc11.Attachment0 = RLA.RightElbowRigAttachment bsc11.Attachment1 = RUA.RightElbowRigAttachment table.insert(js,1,bsc11) end if RUA and not RUA:FindFirstChild('Dismembered') then local bsc12 = Instance.new("BallSocketConstraint",RUA) bsc12.Attachment0 = RUA.RightShoulderAttachment bsc12.Attachment1 = UT.RightCollarAttachment table.insert(js,1,bsc12) end if LT and not LT:FindFirstChild('Dismembered') then local bsc13 = Instance.new("BallSocketConstraint",LT) bsc13.Attachment0 = LT.WaistRigAttachment bsc13.Attachment1 = UT.WaistRigAttachment table.insert(js,1,bsc13) end if head and not headless and not head:FindFirstChild('Dismembered') then local bsc14 = Instance.new("BallSocketConstraint",head) bsc14.Attachment0 = UT.NeckRigAttachment bsc14.Attachment1 = head.NeckRigAttachment bsc14.LimitsEnabled = true bsc14.UpperAngle = -75 bsc14.TwistLimitsEnabled = true bsc14.UpperAngle = -45 bsc14.TwistLowerAngle = -45 table.insert(js,1,bsc14) else --head:BreakJoints() end end end) end end end return js,js2 end local blood_images = {931617584,1663434319,1391189545,4533673847,3236192667,2565888666,612591729,120362139,116830967,122022304,131339257,247766282,121678640,176677800,120361912,176678070,176678086,176677869} --305296807,256293532,148713503,176678030 local e_s = 1 function add_decal(f,t,obj,d,r) spawn(function() local texture = Instance.new("Texture") texture.Parent = obj texture.Face = f texture.Texture = 'rbxassetid://' .. t if not r then game:GetService("Debris"):AddItem(texture,d) end if f == 'Left' or f == 'Right' then texture.StudsPerTileV = obj.Size.Y + e_s if (obj.Size.X > obj.Size.Z) then texture.StudsPerTileV = obj.Size.Z + e_s elseif (obj.Size.Z > obj.Size.X) then texture.StudsPerTileU = obj.Size.X + e_s else texture.StudsPerTileU = obj.Size.X + e_s end elseif f == 'Front' or f == 'Back' then texture.StudsPerTileV = obj.Size.Y + e_s if (obj.Size.X > obj.Size.Z) then texture.StudsPerTileV = obj.Size.X + e_s elseif (obj.Size.Z > obj.Size.X) then texture.StudsPerTileU = obj.Size.Z + e_s else texture.StudsPerTileU = obj.Size.X + e_s end elseif f == 'Top' or f == 'Bottom' then texture.StudsPerTileV = obj.Size.X + e_s texture.StudsPerTileU = obj.Size.Z + e_s end end) end function add_blood(obj,t) local t1,t2,t3,t4,t5,t6 = blood_images[math.random(1,#blood_images)],blood_images[math.random(1,#blood_images)],blood_images[math.random(1,#blood_images)],blood_images[math.random(1,#blood_images)],blood_images[math.random(1,#blood_images)],blood_images[math.random(1,#blood_images)] add_decal('Top',t1,obj,5,t) add_decal('Bottom',t2,obj,5,t) add_decal('Left',t3,obj,5,t) add_decal('Right',t4,obj,5,t) add_decal('Front',t5,obj,5,t) add_decal('Back',t6,obj,5,t) end function add_blood2(obj) --[[ local blood_particle = Instance.new("ParticleEmitter") blood_particle.Parent = obj blood_particle.Speed = NumberRange.new(5, 14) blood_particle.Color = ColorSequence.new(Color3.new(0.45098, 0, 0),Color3.new(0.45098, 0, 0)) blood_particle.LightEmission = 0.20000000298023 blood_particle.LightInfluence = 1 blood_particle.Texture = "http://www.roblox.com/asset/?id=134531274" blood_particle.Transparency = NumberSequence.new(0.30000001192093,0.30000001192093) blood_particle.ZOffset = 1 blood_particle.Size = NumberSequence.new(0.12499988079071,0) blood_particle.Acceleration = Vector3.new(0, -20, 0) blood_particle.EmissionDirection = Enum.NormalId.Front blood_particle.Lifetime = NumberRange.new(0.5, 1.5) blood_particle.Rate = 100000 blood_particle.SpreadAngle = Vector2.new(360, 360) blood_particle.VelocitySpread = 360 blood_particle.Enabled = true spawn(function() wait(0.3) blood_particle.Enabled = false game:GetService("Debris"):AddItem(blood_particle,2) end) ]] spawn(function() create_blood_att() if blood_att then blood_att.Parent = obj end local bcd = blood_cooldown blood_cooldown = 0.3 if (0 >= bcd) then for i,v in pairs(blood_att:GetChildren()) do v.Enabled = true end repeat Swait(1) until (0 >= blood_cooldown) for i,v in pairs(blood_att:GetChildren()) do v.Enabled = false end if blood_att ~= nil then blood_att.Parent = torso; end; end end) end function touch_dmg(p,t,current_hit_id,mode,_kb) spawn(function() while attacking do Swait() spawn(function() local hitregion = Region3.new(p.Position-(p.Size/2),p.Position+(p.Size/2)) local regionparts = workspace:FindPartsInRegion3WithIgnoreList(hitregion,{char,script}) for _,obj in pairs(regionparts) do local knock = nil local targplr,targchar,targhum,targhead,targtorso,hitval,killval,knockval,blockval pcall(function() if obj.Parent:IsA("Accessory") or obj.Parent:IsA("Tool") then targchar = obj.Parent.Parent else targchar = obj.Parent end end) for i,v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and obj:IsDescendantOf(v.Character) then targchar = v.Character end end pcall(function() targplr = game:GetService("Players"):GetPlayerFromCharacter(targchar) end) pcall(function() targhum = targchar:FindFirstChildOfClass("Humanoid") end) pcall(function() hitval = targhum:FindFirstChild("Hit by " .. plr.Name .. current_hit_id) end) pcall(function() killval = targhum:FindFirstChild("killer") end) pcall(function() knockval = targhum:FindFirstChild("knocked") end) pcall(function() blockval = targhum:FindFirstChild("blocking") end) pcall(function() finishingval = targhum:FindFirstChild("finishing") end) pcall(function() targhead = targchar:FindFirstChild("Head") end) pcall(function() targtorso = targchar:FindFirstChild("Torso") or targchar:FindFirstChild("UpperTorso") or targchar:FindFirstChild("HumanoidRootPart") end) --if (targplr and targplr.TeamColor == plr.TeamColor and not targplr.Neutral and not plr.Neutral) then return end if targchar and targhum and targhead and targtorso --[[and targhum.Health > 0]] and not obj:FindFirstChild("Dismembered") and attacking --[[and (current_hit_id == hit_id)]] and not hitval --[[and not killval]] and (not finishingval) and ((mode ~= 2) or not targplr or (mode == 4) or ((mode == 2) and (targhum.PlatformStand or targhum.Sit or 0 >= targhum.Health))) then local temphitval = Instance.new("ObjectValue") temphitval.Name = ("Hit by " .. plr.Name .. current_hit_id) temphitval.Parent = targhum if mode == 4 then game:GetService("Debris"):AddItem(temphitval,t) end local ch = targhum.Health local tempdamage = dmg if tempdamage >= targhum.Health and targhum.Health > 1 and targplr then tempdamage = targhum.Health - 1 targhum:TakeDamage(tempdamage) elseif ((targhum.Health > dmg) or not targplr) then targhum:TakeDamage(tempdamage) end if not knockval and not killval and not blockval then if p == Blade then stun_duration = 0.4 elseif mode == 3 then stun_duration = 0.5 else stun_duration = 0.6 end local tempstunval = Instance.new("ObjectValue") tempstunval.Name = 'Stunned' tempstunval.Parent = targhum game:GetService("Debris"):AddItem(tempstunval,stun_duration) if mode == 3 then knock = Instance.new("ObjectValue") knock.Name = 'knocked' knock.Parent = targhum game:GetService("Debris"):AddItem(knock,t) end end if (ch > targhum.Health) or (0 >= targhum.Health) or (15 >= targhum.Health) or (mode == 4) then if obj.Name ~= 'HumanoidRootPart' then add_blood(obj) add_blood2(obj) end if p == Blade then local mrd = 0 if (15 >= targhum.Health) then mrd = math.random(1,5) else mrd = math.random(1,15) end if mrd == 1 then bladedismember_s.SoundId = 'rbxassetid://' .. bladedismembers[math.random(1,#bladedismembers)] bladedismember_s:Play() if obj.Parent == targchar and obj.Name ~= 'Torso' and obj.Name ~= 'LowerTorso' and obj.Name ~= 'UpperTorso' and obj.Name ~= 'HumanoidRootPart' then break_limb(obj,hum.RigType,targtorso,targhum,rootpart.CFrame.lookVector) else local parts = {} for i,v in pairs(targchar:GetChildren()) do if (v:IsA("BasePart") or v:IsA("UnionOperation")) and not v:FindFirstChild("Dismembered") and v.Name ~= 'Torso' and v.Name ~= 'LowerTorso' and v.Name ~= 'UpperTorso' and v.Name ~= 'HumanoidRootPart' then table.insert(parts,1,v) end end if #parts > 0 then local _obj = parts[math.random(1,#parts)] break_limb(_obj,hum.RigType,targtorso,targhum,rootpart.CFrame.lookVector) end end else bladehit_s.SoundId = 'rbxassetid://' .. bladehits[math.random(1,#bladehits)] bladehit_s:Play() end --bleed2(targtorso,targhum,false,4,false) if not bloody then bloody = true add_blood(Blade,true) end else punch.SoundId = 'rbxassetid://' .. punches[math.random(1,#punches)] punch:Play() end elseif katana then bladeclash_s.PlaybackSpeed = math.random(95,105)/100 bladeclash_s.SoundId = 'rbxassetid://' .. bladeclashes[math.random(1,#bladeclashes)] bladeclash_s:Play() end if 0 >= targhum.Health then if not killval and not targhum:FindFirstChild("Ragdolled") then local ragval = Instance.new("ObjectValue") ragval.Name = 'Ragdolled' ragval.Parent = targhum local tempkillval = Instance.new("ObjectValue") tempkillval.Name = 'killer' tempkillval.Value = plr tempkillval.Parent = targhum targhum:TakeDamage(1/0) targhum.AutoRotate = false targhum.PlatformStand = true Ragdoll(targchar,false,true,true) end if mode == 2 then finish.SoundId = 'rbxassetid://' .. finishes[math.random(1,#finishes)] finish:Play() end end if targchar and targhum and targhum ~= hum and hum and not killval then spawn(function() if (15 >= targhum.Health or (knock and knock.Parent)) --[[and targhum.Health > 0]] and not targhum:FindFirstChild("Ragdolled") then local ragval = Instance.new("ObjectValue") ragval.Name = 'Ragdolled' ragval.Parent = targhum local sa,pe = create_stars(targhead) targhum:SetStateEnabled(Enum.HumanoidStateType.FallingDown,false) targhum:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,false) spawn(function() local kb = _kb or 15 local b = Instance.new("BodyVelocity") b.Parent = targtorso b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*kb + Vector3.new(0,2,0) game:GetService("Debris"):AddItem(b,0.15) end) local collision_limbs = {} for i,v in pairs(targchar:GetChildren()) do local limbs = limb_collide(v) if limbs then for i,limb in pairs(limbs) do table.insert(collision_limbs,1,limb) end end end local ar = targhum.AutoRotate targhum.AutoRotate = false targhum.PlatformStand = true local js,js2 = Ragdoll(targchar,false,true) --[[ knocked_t[hum] = true table.insert(ragdolled,1,{knock = knock,hum = targhum}) repeat wait(0.1) until not knocked_t[targhum] ]] while (15 >= targhum.Health or (knock and knock.Parent)) and targhum.Health > 0 do targhum.AutoRotate = false targhum.PlatformStand = true wait(0.1) end for i,v in pairs(js) do v:Destroy(); end; for i,v in pairs(js2) do if not v.obj:FindFirstChild("Dismembered") then v.obj.Parent = v.par; end; end; for i,v in pairs(collision_limbs) do v:Destroy(); end; if targhum and 0 >= targhum.Health then targhum.AutoRotate = false targhum.PlatformStand = true Ragdoll(targchar,false,true,true) return; end; for i,v in pairs(targchar:GetChildren()) do if v:IsA("BasePart") or v:IsA("UnionOperation") then game:GetService("PhysicsService"):SetPartCollisionGroup(v,"Default") end end if pe then pe.Enabled = false game:GetService("Debris"):AddItem(pe,2) end if ar then targhum.AutoRotate = true end ragval:Destroy() targhum.Sit = false targhum.PlatformStand = false targtorso.Velocity = Vector3.new() end end) end end end end) end end) end function left_slice(speed,current_hit_id) stamina = stamina - 9 dmg = 14 enabled[rs] = false --enabled[rj] = false blade_swing.PlaybackSpeed = math.random(95,105)/100 blade_swing.SoundId = 'rbxassetid://' .. bladeswings[math.random(1,#bladeswings)] blade_swing:Play() local rr = math.random(15,45) touch_dmg(Blade,2,current_hit_id) for i = 1,3 do rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-20),math.rad(-rr),math.rad(-145))*CFrame.new(0,-0.3,0),speed) Swait(anim_wait) end k_trail.Enabled = true for i = 1,2 do rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(-rr),math.rad(-45))*CFrame.new(0,0,0),speed) Swait(anim_wait) end for i = 1,3 do rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(rr),math.rad(25))*CFrame.new(0,0,0),speed) Swait(anim_wait) end enabled[rs] = true --enabled[rj] = true k_trail.Enabled = false end function right_slice(speed,current_hit_id) stamina = stamina - 9 dmg = 14 enabled[rs] = false --enabled[rj] = false blade_swing.PlaybackSpeed = math.random(95,105)/100 blade_swing.SoundId = 'rbxassetid://' .. bladeswings[math.random(1,#bladeswings)] blade_swing:Play() local rr = math.random(15,45) touch_dmg(Blade,2,current_hit_id) for i = 1,3 do rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(20),math.rad(-rr),math.rad(-145))*CFrame.new(0,-0.3,0),speed) Swait(anim_wait) end k_trail.Enabled = true for i = 1,2 do rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(rr),math.rad(-45))*CFrame.new(0,0,0),speed) Swait(anim_wait) end for i = 1,3 do rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(-rr),math.rad(25))*CFrame.new(0,0,0),speed) Swait(anim_wait) end enabled[rs] = true --enabled[rj] = true k_trail.Enabled = false end function left_punch(speed,current_hit_id) stamina = stamina - 7 swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() dmg = 10 touch_dmg(larm,2,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[neck] = false larm_trail.Enabled = true for i = 1,2 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(120))*CFrame.new(0,0.5,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(-150))*CFrame.new(0,0.7,0),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(1),math.rad(1)),speed) Swait(anim_wait) end enabled[ls] = false enabled[rs] = false enabled[neck] = false for i = 1,3 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-60),math.rad(0),math.rad(110))*CFrame.new(0.7,0,0.8),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(-130))*CFrame.new(-0.1,0.5,0),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(1),math.rad(-1)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[neck] = true larm_trail.Enabled = false end function right_punch(speed,current_hit_id) stamina = stamina - 7 swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() dmg = 10 touch_dmg(rarm,2,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[neck] = false rarm_trail.Enabled = true for i = 1,2 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(150))*CFrame.new(0,0.7,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(-120))*CFrame.new(0,0.5,0),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(1),math.rad(-1)),speed) Swait(anim_wait) end enabled[ls] = false enabled[rs] = false enabled[neck] = false for i = 1,3 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(130))*CFrame.new(-0.1,0.5,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-60),math.rad(0),math.rad(-110))*CFrame.new(-0.7,0,0.8),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(1),math.rad(1)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[neck] = true rarm_trail.Enabled = false end function air_punch(speed,current_hit_id) stamina = stamina - 10 dmg = 15 touch_dmg(larm,2,current_hit_id) touch_dmg(rarm,2,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[rh] = false enabled[lh] = false enabled[rj] = false rarm_trail.Enabled = true larm_trail.Enabled = true for i = 1,5 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(140))*CFrame.new(0,0,0.5),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(-140))*CFrame.new(0,0,0.5),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(45)),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-25)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(10),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() enabled[neck] = false for i = 1,5 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(75))*CFrame.new(0,0,0.5),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(-75))*CFrame.new(0,0,0.5),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-25),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(25)),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-10),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true enabled[neck] = true rarm_trail.Enabled = false larm_trail.Enabled = false end function left_kick(speed,current_hit_id) stamina = stamina - 15 dmg = 16 touch_dmg(lleg,2,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rj] = false enabled[neck] = false lleg_trail.Enabled = true for i = 1,5 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-15)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-5)),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(-5),math.rad(-45)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(15)),speed) Swait(anim_wait) end swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,5 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(15)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(5)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(5)),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(5),math.rad(75)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-10)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true enabled[neck] = true lleg_trail.Enabled = false end function right_kick(speed,current_hit_id) stamina = stamina - 15 dmg = 16 touch_dmg(rleg,2,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false rleg_trail.Enabled = true for i = 1,5 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(5)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(15)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(5)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(5),math.rad(45)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15)),speed) Swait(anim_wait) end swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,5 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-15)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(-5),math.rad(-75)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(10)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true enabled[neck] = true rleg_trail.Enabled = false end function air_kick(speed) end function right_round_house(speed,current_hit_id) stamina = stamina - 20 dmg = 25 touch_dmg(rleg,2,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false rleg_trail.Enabled = true for i = 1,3 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(5)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(15)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(5)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(5),math.rad(45)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15)),speed) Swait(anim_wait) end swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,4 do Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true enabled[neck] = true rleg_trail.Enabled = true end function left_sweep(speed,current_hit_id) stamina = stamina - 20 dmg = 12 hum.WalkSpeed = 0 enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false lleg_trail.Enabled = true local kb = 25 local b = Instance.new("BodyVelocity") b.Parent = rootpart b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*kb game:GetService("Debris"):AddItem(b,0.15) for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-35)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(35),math.rad(0))*CFrame.new(0,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-45))*CFrame.new(0.5,0,0.2),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(60))*CFrame.new(0,0,-0.5),speed) Swait(anim_wait) end touch_dmg(lleg,1,current_hit_id,3,25) swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-25)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-45)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-35)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(35),math.rad(-25))*CFrame.new(0,-1,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(-45))*CFrame.new(0.1,0.1,-0.1),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-25),math.rad(0),math.rad(45*i))*CFrame.new(0,0,-1),speed) Swait(anim_wait) end for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-45)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(45),math.rad(-35)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-35)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(35),math.rad(-25))*CFrame.new(0,-1,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(-45))*CFrame.new(0.1,0.1,-0.1),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-25),math.rad(0),math.rad(180+(45*i)))*CFrame.new(0,0,-1.2),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[lh] = true enabled[rh] = true enabled[rj] = true enabled[neck] = true lleg_trail.Enabled = false end function right_sweep(speed,current_hit_id) stamina = stamina - 20 dmg = 12 hum.WalkSpeed = 0 enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false rleg_trail.Enabled = true local kb = 25 local b = Instance.new("BodyVelocity") b.Parent = rootpart b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*kb game:GetService("Debris"):AddItem(b,0.15) for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-5)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-35)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(35),math.rad(0))*CFrame.new(0,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-45))*CFrame.new(0.5,0,0.2),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(60))*CFrame.new(0,0,-0.5),speed) Swait(anim_wait) end touch_dmg(rleg,1,current_hit_id,3,25) swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(25)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(45)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-35)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(45))*CFrame.new(-0.1,0.1,-0.1),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(-35),math.rad(25))*CFrame.new(0,-1,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-25),math.rad(0),math.rad(-45*i))*CFrame.new(0,0,-1),speed) Swait(anim_wait) end for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(45)),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(25)),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-35)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(45))*CFrame.new(-0.1,0.1,-0.1),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(-35),math.rad(25))*CFrame.new(0,-1,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-25),math.rad(0),math.rad(-180+(-45*i)))*CFrame.new(0,0,-1.2),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[lh] = true enabled[rh] = true enabled[rj] = true enabled[neck] = true rleg_trail.Enabled = false end function left_low_kick(speed,current_hit_id) stamina = stamina - 13 dmg = 22 hum.WalkSpeed = 8 touch_dmg(lleg,1,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false lleg_trail.Enabled = true swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,6 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(80))*CFrame.new(0.5,0,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-150))*CFrame.new(0,0.5,0),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(25)),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(100))*CFrame.new(0.5,0,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(25),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[lh] = true enabled[rh] = true enabled[rj] = true enabled[neck] = true lleg_trail.Enabled = false end function right_low_kick(speed,current_hit_id) stamina = stamina - 13 dmg = 22 hum.WalkSpeed = 8 touch_dmg(rleg,1,current_hit_id) enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false rleg_trail.Enabled = true swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,6 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(150))*CFrame.new(0,0.5,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-80))*CFrame.new(-0.5,0,0),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-100))*CFrame.new(-0.5,0,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-25)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(25),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[lh] = true enabled[rh] = true enabled[rj] = true enabled[neck] = true rleg_trail.Enabled = false end function left_high_kick(speed,current_hit_id) stamina = stamina - 30 dmg = 25 hum.WalkSpeed = 0 touch_dmg(lleg,1,current_hit_id,3,30) enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false lleg_trail.Enabled = true swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() local kb = 30 local b = Instance.new("BodyVelocity") b.Parent = rootpart b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*kb game:GetService("Debris"):AddItem(b,0.15) for i = 1,6 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(150),math.rad(0),math.rad(0))*CFrame.new(0,0,-0.5),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(75),math.rad(-10),math.rad(10))*CFrame.new(0,0,-0.2),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(45)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(60),math.rad(0),math.rad(0))*CFrame.new(-0.3,-1.3,0.7),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))*CFrame.new(0,-0.5,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(-60),math.rad(-90))*CFrame.new(0,0,-1),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[lh] = true enabled[rh] = true enabled[rj] = true enabled[neck] = true lleg_trail.Enabled = false end function right_high_kick(speed,current_hit_id) stamina = stamina - 30 dmg = 25 hum.WalkSpeed = 0 touch_dmg(rleg,1,current_hit_id,3,30) enabled[ls] = false enabled[rs] = false enabled[lh] = false enabled[rh] = false enabled[rj] = false enabled[neck] = false rleg_trail.Enabled = true swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() local kb = 30 local b = Instance.new("BodyVelocity") b.Parent = rootpart b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*kb game:GetService("Debris"):AddItem(b,0.15) for i = 1,6 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(75),math.rad(10),math.rad(-10))*CFrame.new(0,0,-0.2),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(150),math.rad(0),math.rad(0))*CFrame.new(0,0,-0.6),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-45)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))*CFrame.new(0,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(60),math.rad(0),math.rad(0))*CFrame.new(0.3,-1.3,0.7),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(60),math.rad(90))*CFrame.new(0,0,-1),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[lh] = true enabled[rh] = true enabled[rj] = true enabled[neck] = true rleg_trail.Enabled = false end function time_stop(speed,current_hit_id) finishing = true local hitregion = Region3.new(rootpart.Position-(Vector3.new(3, 6, 3)/2),rootpart.Position+(Vector3.new(3, -6, 3)/2)) local targchar,targtorso,targhead,targhum local regionparts = workspace:FindPartsInRegion3WithIgnoreList(hitregion,{char,script}) for _,obj in pairs(regionparts) do if not obj:IsDescendantOf(char) then local tempchar,temptorso,temphead,temphum pcall(function() if not obj.Parent:IsA("Accessory") then tempchar = obj.Parent elseif obj.Parent:IsA("Accessory") then tempchar = obj.Parent.Parent end end) for i,v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and obj:IsDescendantOf(v.Character) then tempchar = v.Character end end pcall(function() temptorso = tempchar:FindFirstChild("Torso") or tempchar:FindFirstChild("UpperTorso") or tempchar:FindFirstChild("HumanoidRootPart") end) pcall(function() temphead = tempchar:FindFirstChild("Head") end) pcall(function() temphum = tempchar:FindFirstChildOfClass("Humanoid") end) if tempchar and temptorso and temphead and temphum and not temphum:FindFirstChild('killer') and temphum.Health > 0 and 15 > temphum.Health and (temphum.PlatformStand or temphum.Sit) then targchar = tempchar targtorso = temptorso targhead = temphead targhum = temphum end end end if targchar and targtorso and targhead and targhum and not targhum:FindFirstChild('killer') and targhum.Health > 0 and 15 > targhum.Health and (targhum.PlatformStand or targhum.Sit) then za_warudo:Play() local finishval = Instance.new("ObjectValue") finishval.Name = 'finishing' finishval.Parent = hum stamina = stamina - 50 dmg = 10 --hum.WalkSpeed = 0 --targhum.Health = 1 torso.Anchored = true targtorso.CFrame = (torso.CFrame*CFrame.new(0,0.5,-1.7)) wait() targtorso.Anchored = true sheathe_weld.Parent = Handle sheathe_weld2.Parent = nil _sheathe_weld.Parent = Handle _sheathe_weld2.Parent = nil local Part0 = Instance.new("Part") local Decal1 = Instance.new("Decal") local Decal2 = Instance.new("Decal") local Decal3 = Instance.new("Decal") local Decal4 = Instance.new("Decal") local Decal5 = Instance.new("Decal") local Decal6 = Instance.new("Decal") local Part7 = Instance.new("Part") Part0.Parent = script Part0.CFrame = CFrame.new(42.4755936, 8.44500637, 103.907288, 1, 0, 0, 0, 1, 0, 0, 0, 1) Part0.Position = Vector3.new(42.4755936, 8.44500637, 103.907288) Part0.Color = Color3.new(1, 1, 0.8) Part0.Size = Vector3.new(1, 1, 1) Part0.Anchored = true Part0.BottomSurface = Enum.SurfaceType.Smooth Part0.BrickColor = BrickColor.new("Pastel yellow") Part0.CanCollide = false Part0.Locked = true Part0.CastShadow = false Part0.Material = Enum.Material.ForceField Part0.TopSurface = Enum.SurfaceType.Smooth Part0.brickColor = BrickColor.new("Pastel yellow") Part0.Shape = Enum.PartType.Ball Decal1.Parent = Part0 Decal1.Texture = "http://www.roblox.com/asset/?id=2031969" Decal1.Transparency = 0.80000001192093 Decal1.Face = Enum.NormalId.Top Decal2.Parent = Part0 Decal2.Texture = "http://www.roblox.com/asset/?id=2031969" Decal2.Transparency = 0.80000001192093 Decal2.Face = Enum.NormalId.Right Decal3.Parent = Part0 Decal3.Texture = "http://www.roblox.com/asset/?id=2031969" Decal3.Transparency = 0.80000001192093 Decal3.Face = Enum.NormalId.Bottom Decal4.Parent = Part0 Decal4.Texture = "http://www.roblox.com/asset/?id=2031969" Decal4.Transparency = 0.80000001192093 Decal4.Face = Enum.NormalId.Back Decal5.Parent = Part0 Decal5.Texture = "http://www.roblox.com/asset/?id=2031969" Decal5.Transparency = 0.80000001192093 Decal5.Face = Enum.NormalId.Left Decal6.Parent = Part0 Decal6.Texture = "http://www.roblox.com/asset/?id=2031969" Decal6.Transparency = 0.80000001192093 Part7.Parent = script Part7.CFrame = CFrame.new(42.4760017, 8.44499969, 103.906998, 1, 0, 0, 0, 1, 0, 0, 0, 1) Part7.Position = Vector3.new(42.4760017, 8.44499969, 103.906998) Part7.Color = Color3.new(0.992157, 0.917647, 0.552941) Part7.Size = Vector3.new(2, 2, 2) Part7.Anchored = true Part7.BottomSurface = Enum.SurfaceType.Smooth Part7.BrickColor = BrickColor.new("Cool yellow") Part7.CanCollide = false Part7.Locked = true Part7.CastShadow = false Part7.Material = Enum.Material.ForceField Part7.TopSurface = Enum.SurfaceType.Smooth Part7.brickColor = BrickColor.new("Cool yellow") Part7.Shape = Enum.PartType.Ball Part0.Position = torso.Position Part0.Transparency = 1 Part7.Position = torso.Position Part7.Transparency = 1 local s = 50 local s2 = (s + 1) game:GetService("TweenService"):Create(Part0,TweenInfo.new(1),{Size = Vector3.new(s,s,s),Transparency = 0}):Play() game:GetService("TweenService"):Create(Part7,TweenInfo.new(1),{Size = Vector3.new(s2,s2,s2),Transparency = 0}):Play() wait(0.9) --touch_dmg(larm,0.1,current_hit_id,4) --touch_dmg(rarm,0.1,current_hit_id,4) enabled[ls] = false enabled[rs] = false enabled[neck] = false enabled[rj] = false enabled[lh] = false enabled[rh] = false muda_s:Play() while muda_s.IsPlaying do --for i = 1,10 do rarm_trail.Enabled = false larm_trail.Enabled = true swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() punch.SoundId = 'rbxassetid://' .. punches[math.random(1,#punches)] punch:Play() local ch = targhum.Health local tempdamage = dmg if tempdamage >= targhum.Health and targhum.Health > 1 then tempdamage = targhum.Health - 1 targhum:TakeDamage(tempdamage) elseif (targhum.Health > dmg) then targhum:TakeDamage(tempdamage) end --add_blood(targhead) --add_blood2(targhead) for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed*2) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-60),math.rad(0),math.rad(110))*CFrame.new(0.7,0,0.8),speed*2) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed*2) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(-130))*CFrame.new(-0.1,0.5,0),speed*2) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed*2) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(1),math.rad(-1)),speed*2) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed*2) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed*2) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed*2) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed*2) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed*2) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed*2) Swait(anim_wait) end rarm_trail.Enabled = true larm_trail.Enabled = false swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() punch.SoundId = 'rbxassetid://' .. punches[math.random(1,#punches)] punch:Play() local ch = targhum.Health local tempdamage = dmg if tempdamage >= targhum.Health and targhum.Health > 1 then tempdamage = targhum.Health - 1 targhum:TakeDamage(tempdamage) elseif (targhum.Health > dmg) then targhum:TakeDamage(tempdamage) end --add_blood(targhead) --add_blood2(targhead) for i = 1,4 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed*2) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(130))*CFrame.new(-0.1,0.5,0),speed*2) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed*2) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-60),math.rad(0),math.rad(-110))*CFrame.new(-0.7,0,0.8),speed*2) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed*2) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(1),math.rad(1)),speed*2) Swait(anim_wait) end end Swait() finish.PlaybackSpeed = math.random(95,105)/100 finish.SoundId = 'rbxassetid://206082273' finish:Play() targtorso.Anchored = false targhum.PlatformStand = false targhum.Sit = false local kb = 30 local b = Instance.new("BodyVelocity") b.Parent = targtorso b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*kb + Vector3.new(0,2,0) game:GetService("Debris"):AddItem(b,0.15) local tempkillval = Instance.new("ObjectValue") tempkillval.Name = 'killer' tempkillval.Value = plr tempkillval.Parent = targhum targhum:TakeDamage(1/0) --Ragdoll(targchar,false,true) add_blood2(targtorso) game:GetService("TweenService"):Create(Part0,TweenInfo.new(0.2),{Size = Vector3.new(),Transparency = 1}):Play() game:GetService("TweenService"):Create(Part7,TweenInfo.new(0.2),{Size = Vector3.new(),Transparency = 1}):Play() game:GetService("Debris"):AddItem(Part0,0.21) game:GetService("Debris"):AddItem(Part7,0.21) enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rj] = true enabled[lh] = true enabled[rh] = true rarm_trail.Enabled = false larm_trail.Enabled = false torso.Anchored = false finishval:Destroy() if katana then sheathe_weld.Parent = nil sheathe_weld2.Parent = Handle _sheathe_weld.Parent = nil _sheathe_weld2.Parent = Handle end end finishing = false end function basic_finish(speed,current_hit_id) finishing = true local hitregion = Region3.new(rootpart.Position-(Vector3.new(3, 6, 3)/2),rootpart.Position+(Vector3.new(3, -6, 3)/2)) local targchar,targtorso,targhum local regionparts = workspace:FindPartsInRegion3WithIgnoreList(hitregion,{char,script}) for _,obj in pairs(regionparts) do --if not obj:IsDescendantOf(char) then local tempchar,temptorso,temphum pcall(function() if not obj.Parent:IsA("Accessory") then tempchar = obj.Parent elseif obj.Parent:IsA("Accessory") then tempchar = obj.Parent.Parent end end) for i,v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and obj:IsDescendantOf(v.Character) then tempchar = v.Character end end pcall(function() temptorso = tempchar:FindFirstChild("Torso") or tempchar:FindFirstChild("UpperTorso") or tempchar:FindFirstChild("HumanoidRootPart") end) pcall(function() temphum = tempchar:FindFirstChildOfClass("Humanoid") end) if tempchar and temptorso and temphum and not temphum:FindFirstChild('killer') and temphum.Health > 0 and 15 > temphum.Health and (temphum.PlatformStand or temphum.Sit) then targchar = tempchar targtorso = temptorso targhum = temphum end --end end if targchar and targtorso and targhum and not targhum:FindFirstChild('killer') and targhum.Health > 0 and 15 > targhum.Health and (targhum.PlatformStand or targhum.Sit) then local finishval = Instance.new("ObjectValue") finishval.Name = 'finishing' finishval.Parent = hum targtorso.Anchored = true --hum.WalkSpeed = 0 local rpos = Vector3.new(targtorso.Position.X,torso.Position.Y,targtorso.Position.Z) torso.CFrame = CFrame.new(torso.Position,rpos)*CFrame.new(0,-0.5,0.1) wait() torso.Anchored = true if fists then finish.SoundId = 'rbxassetid://' .. finishes[math.random(1,#finishes)] enabled[neck] = false enabled[rh] = false enabled[lh] = false enabled[rj] = false rleg_trail.Enabled = true for i = 1,5 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(-0.5,-0.9,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,2 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(0.7,-0.1,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end finish:Play() punch.SoundId = 'rbxassetid://' .. punches[math.random(1,#punches)] punch:Play() local tempkillval = Instance.new("ObjectValue") tempkillval.Name = 'killer' tempkillval.Value = plr tempkillval.Parent = targhum targhum:TakeDamage(1/0) targtorso.Anchored = false --targhum.PlatformStand = false --Ragdoll(targchar,false,true) add_blood(targtorso) add_blood2(rleg) for i = 1,3 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(-0.7,0.1,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end for i = 1,5 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(-0.5,-0.9,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end elseif katana then finish.SoundId = 'rbxassetid://' .. bladehits[math.random(1,#bladehits)] enabled[rs] = false enabled[ls] = false enabled[neck] = false enabled[rh] = false enabled[lh] = false enabled[rj] = false k_trail.Enabled = true sheathe_weld2.C1 = CFrame.new(0, 0, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 1)*CFrame.Angles(math.rad(180),math.rad(0),math.rad(0)) for i = 1,8 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(5))*CFrame.new(0,0,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(190),math.rad(-180),math.rad(-15))*CFrame.new(-0.1,-0.3,0.2),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))*CFrame.new(-0.5,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-45))*CFrame.new(0,0,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))*CFrame.new(0,0,-0.5),speed) Swait(anim_wait) end blade_swing.SoundId = 'rbxassetid://' .. bladeswings[math.random(1,#bladeswings)] blade_swing:Play() for i = 1,7 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-5))*CFrame.new(0,0,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(140),math.rad(-180),math.rad(80))*CFrame.new(-0.1,-0.3,0.3),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-20))*CFrame.new(-0.5,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-25))*CFrame.new(0,0,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-20),math.rad(0),math.rad(0))*CFrame.new(0,0,-0.5),speed) Swait(anim_wait) end finish:Play() local tempkillval = Instance.new("ObjectValue") tempkillval.Name = 'killer' tempkillval.Value = plr tempkillval.Parent = targhum targhum:TakeDamage(1/0) targtorso.Anchored = false --targhum.PlatformStand = false --Ragdoll(targchar,false,true) add_blood(targtorso) add_blood2(Blade) if not bloody then bloody = true add_blood(Blade,true) end for i = 1,11 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-5))*CFrame.new(0,0,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(140),math.rad(-180),math.rad(80))*CFrame.new(-0.1,-0.3,0.3),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-20))*CFrame.new(-0.5,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-25))*CFrame.new(0,0,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-20),math.rad(0),math.rad(0))*CFrame.new(0,0,-0.5),speed) Swait(anim_wait) end bladedismember_s.SoundId = 'rbxassetid://' .. bladedismembers[math.random(1,#bladedismembers)] bladedismember_s:Play() add_blood2(targtorso) for i = 1,13 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-5))*CFrame.new(0,0,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(190),math.rad(-200),math.rad(-15))*CFrame.new(-0.1,-0.3,0.3),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-20))*CFrame.new(-0.5,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-25))*CFrame.new(0,0,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-20),math.rad(0),math.rad(0))*CFrame.new(0,0,-0.5),speed) Swait(anim_wait) end sheathe_weld2.C1 = CFrame.new(0, 0, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 1) end enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true torso.Anchored = false rleg_trail.Enabled = false k_trail.Enabled = false finishval:Destroy() --[[ elseif stamina >= 10 then stamina = stamina - 10 dmg = 10 hum.WalkSpeed = 0 --enabled[ls] = false --enabled[rs] = false enabled[neck] = false enabled[rh] = false enabled[lh] = false enabled[rj] = false rleg_trail.Enabled = true for i = 1,5 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(-0.5,-0.9,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end touch_dmg(rleg,2,current_hit_id,2) swing_s.PlaybackSpeed = math.random(90,110)/100 swing_s:Play() for i = 1,5 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(-0.7,0.1,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end for i = 1,5 do neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(-0.5,-0.9,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-5)),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(0)),speed) Swait(anim_wait) end enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true rleg_trail.Enabled = false ]] end finishing = false end function carry(speed) local hitregion = Region3.new(rootpart.Position-(Vector3.new(5, 6, 5)/2),rootpart.Position+(Vector3.new(5, -6, 5)/2)) local targchar,targtorso,targhum local regionparts = workspace:FindPartsInRegion3WithIgnoreList(hitregion,{char,script}) for _,obj in pairs(regionparts) do --if not obj:IsDescendantOf(char) then local tempchar,temptorso,temphum pcall(function() if not obj.Parent:IsA("Accessory") then tempchar = obj.Parent elseif obj.Parent:IsA("Accessory") then tempchar = obj.Parent.Parent end end) for i,v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and obj:IsDescendantOf(v.Character) then tempchar = v.Character end end pcall(function() temptorso = tempchar:FindFirstChild("Torso") or tempchar:FindFirstChild("UpperTorso") or tempchar:FindFirstChild("HumanoidRootPart") end) pcall(function() temphum = tempchar:FindFirstChildOfClass("Humanoid") end) if tempchar and temptorso and temphum and not temphum:FindFirstChild("Being Carried") and (15 > temphum.Health) and (temphum.PlatformStand or temphum.Sit or (0 >= temphum.Health) or temphum:FindFirstChild('knocked')) then targchar = tempchar targtorso = temptorso targhum = temphum end --end end if (targchar and targtorso and targhum and not targhum:FindFirstChild("Being Carried") and (15 > targhum.Health) and (targhum.PlatformStand or targhum.Sit or (0 >= targhum.Health) or targhum:FindFirstChild('knocked'))) then carrying = true enabled[ls] = false enabled[rs] = false enabled[neck] = false local cval = Instance.new("ObjectValue") cval.Name = 'Being Carried' cval.Parent = targhum local bp = Instance.new("BodyPosition") bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bp.P = 100000 bp.Parent = targtorso while carrying and (targchar and targtorso and targhum and (15 > targhum.Health) and (targhum.PlatformStand or targhum.Sit or (0 >= targhum.Health) or targhum:FindFirstChild('knocked'))) do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(45))*CFrame.new(0.8,0,0.6),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(-45))*CFrame.new(-0.8,0,0.6),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-10),math.rad(0),math.rad(0)),speed) --targtorso.CFrame = torso.CFrame*CFrame.new(0,0,-4.5) bp.Position = (torso.CFrame*CFrame.new(0,0,-4.5)).p wait() end if bp then bp:Destroy() end if cval then cval:Destroy() end carrying = false enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true end end function ghost(mode) local gid = ghost_id last_trans[gid] = {} local _last_trans = last_trans[gid] pcall(function() for i,v in pairs(char:GetDescendants()) do if (v.Name ~= 'HumanoidRootPart') then if mode then local c = nil if (v:IsA("BasePart") or v:IsA("UnionOperation")) then c = v:Clone() c.Transparency = 0.5 c.Material = Enum.Material.SmoothPlastic c.Color = Color3.new(1,1,1) c.Anchored = true c.CanCollide = false c.Locked = true c.Massless = true for i,v in pairs(c:GetChildren()) do if not v:IsA("SpecialMesh") and not v:IsA("BlockMesh") and not v:IsA("CharacterMesh") then v:Destroy() end end c.Parent = script end pcall(function() _last_trans[v] = v.Transparency game:GetService("TweenService"):Create(v,TweenInfo.new(0.1),{Transparency = 1}):Play() end) if c then spawn(function() wait(0.2) game:GetService("TweenService"):Create(c,TweenInfo.new(1),{Transparency = 1}):Play() game:GetService("Debris"):AddItem(c,1.1) end) end elseif not mode then local lt = _last_trans[v] pcall(function() if lt then game:GetService("TweenService"):Create(v,TweenInfo.new(0.1),{Transparency = lt}):Play() else game:GetService("TweenService"):Create(v,TweenInfo.new(0.1),{Transparency = 0}):Play() end end) end end end end) end function dash(speed,key) attacking = true attacking2 = true enabled[ls] = false enabled[rs] = false enabled[neck] = false enabled[rh] = false enabled[lh] = false enabled[rj] = false stamina = stamina - 20 local kb = 100 local dir = Vector3.new() if key == 'w' then dir = rootpart.CFrame.lookVector elseif key == 'a' then dir = rootpart.CFrame.rightVector*-1 elseif key == 's' then dir = rootpart.CFrame.lookVector*-1 elseif key == 'd' then dir = rootpart.CFrame.rightVector end local bv = Instance.new("BodyVelocity") bv.Parent = rootpart bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bv.Velocity = dir*kb dash_s:Play() ghost_id = (ghost_id+1) --ghost(true) for i = 1,8 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(-15))*CFrame.new(0,0,0),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(15))*CFrame.new(0,0,0),speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(0)),speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-1),math.rad(0),math.rad(45))*CFrame.new(-1,-0.5,0),speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-1),math.rad(0),math.rad(-35))*CFrame.new(0,-0.3,0),speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0))*CFrame.new(0,0,0),speed) Swait(anim_wait) end --ghost(false) if bv then bv:Destroy() end enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true attacking2 = false attacking = false end function equip_katana(mode,speed) if not toggling_katana then else return end toggling_katana = true dance(false) enabled[rs] = false enabled[ls] = false _sheathe_weld.Parent = nil _sheathe_weld2.Parent = Handle sheathe_weld2.C1 = CFrame.new(0, 0, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 1) if mode then for i = 1,14 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(70),math.rad(15))*CFrame.new(0,0.1,-0.2),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-2),math.rad(0),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(-105),math.rad(-20))*CFrame.new(-0.5,-0.15,0.4),speed) Swait(anim_wait) end sheathe_weld.Parent = nil sheathe_weld2.Parent = Handle for i = 1,2 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)),speed/3) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(70),math.rad(15))*CFrame.new(0,0.1,-0.2),speed/3) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-35),math.rad(0),math.rad(0)),speed/3) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(-5))*CFrame.new(-0.1,0.1,-0.6),speed/3) Swait(anim_wait) end unsheathe:Play() sheathe:Stop() for i = 1,12 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)),speed/3) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(70),math.rad(15))*CFrame.new(0,0.1,-0.2),speed/3) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-35),math.rad(0),math.rad(0)),speed/3) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(-5))*CFrame.new(-0.1,0.1,-0.6),speed/3) Swait(anim_wait) end elseif not mode then for i = 1,14 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)),speed/3) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(70),math.rad(15))*CFrame.new(0,0.1,-0.2),speed/3) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-35),math.rad(0),math.rad(0)),speed/3) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(-5))*CFrame.new(-0.1,0.1,-0.6),speed/3) Swait(anim_wait) end sheathe_weld.Parent = Handle sheathe_weld2.Parent = nil for i = 1,2 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(70),math.rad(15))*CFrame.new(0,0.1,-0.2),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-2),math.rad(0),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(-105),math.rad(-20))*CFrame.new(-0.5,-0.15,0.4),speed) Swait(anim_wait) end sheathe:Play() unsheathe:Stop() for i = 1,12 do ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(70),math.rad(15))*CFrame.new(0,0.1,-0.2),speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-2),math.rad(0),math.rad(0)),speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(-105),math.rad(-20))*CFrame.new(-0.5,-0.15,0.4),speed) Swait(anim_wait) end for i,v in pairs(Blade:GetChildren()) do if v:IsA("Texture") then v:Destroy() end end bloody = false _sheathe_weld.Parent = Handle _sheathe_weld2.Parent = nil end enabled[rs] = true enabled[ls] = true toggling_katana = false end function dance(mode) if not toggling_dance then else return end toggling_dance = true if mode and not dancing then dancing = true blocking = false blocking2 = false enabled[ls] = false enabled[rs] = false enabled[neck] = false enabled[rh] = false enabled[lh] = false enabled[rj] = false reset_anims(false) local d = hum:LoadAnimation(dance_anim) d.Priority = Enum.AnimationPriority.Action d:Play() mash:Play() elseif not mode and dancing then mash:Stop() reset_anims(true) enabled[ls] = true enabled[rs] = true enabled[neck] = true enabled[rh] = true enabled[lh] = true enabled[rj] = true dancing = false end toggling_dance = false end function alive() local alive = false if (plr and plr.Parent and char and char.Parent and hum and hum.Parent and hum.Health > 0 and torso and torso.Parent) then alive = true end return alive end function create_gui(p) local screen = Instance.new("ScreenGui") local ImageLabel1 = Instance.new("ImageLabel") local blockstat = Instance.new("TextLabel") local blockbar = Instance.new("ImageLabel") local ImageLabel4 = Instance.new("ImageLabel") local healthstat = Instance.new("TextLabel") local healthbar = Instance.new("ImageLabel") local ImageLabel7 = Instance.new("ImageLabel") local staminastat = Instance.new("TextLabel") local staminabar = Instance.new("ImageLabel") screen.Parent = p ImageLabel1.Name = "Block" ImageLabel1.Parent = screen ImageLabel1.Position = UDim2.new(0.317999989, 0, 0.940303028, 0) ImageLabel1.Size = UDim2.new(0.331917137, 0, 0.0316969417, 0) ImageLabel1.BackgroundColor = BrickColor.new("Institutional white") ImageLabel1.BackgroundColor3 = Color3.new(1, 1, 1) ImageLabel1.BackgroundTransparency = 1 ImageLabel1.Image = "rbxassetid://3570695787" ImageLabel1.ImageColor3 = Color3.new(1, 0.647059, 0.619608) ImageLabel1.ScaleType = Enum.ScaleType.Slice ImageLabel1.SliceCenter = Rect.new(100, 100, 100, 100) blockstat.Name = "title" blockstat.Parent = ImageLabel1 blockstat.Size = UDim2.new(1, 0, 1, 0) blockstat.BackgroundColor = BrickColor.new("Institutional white") blockstat.BackgroundColor3 = Color3.new(1, 1, 1) blockstat.BackgroundTransparency = 1 blockstat.ZIndex = 3 blockstat.Font = Enum.Font.GothamBlack blockstat.FontSize = Enum.FontSize.Size24 blockstat.Text = "Block: NAN" blockstat.TextColor = BrickColor.new("Institutional white") blockstat.TextColor3 = Color3.new(1, 1, 1) blockstat.TextSize = 20 blockstat.TextStrokeTransparency = 0 blockstat.TextWrap = true blockstat.TextWrapped = true blockbar.Name = "bar" blockbar.Parent = ImageLabel1 blockbar.Size = UDim2.new(1, 0, 1, 0) blockbar.BackgroundColor = BrickColor.new("Institutional white") blockbar.BackgroundColor3 = Color3.new(1, 1, 1) blockbar.BackgroundTransparency = 1 blockbar.Image = "rbxassetid://3570695787" blockbar.ImageColor3 = Color3.new(1, 0.545098, 0.827451) blockbar.ScaleType = Enum.ScaleType.Slice blockbar.SliceCenter = Rect.new(100, 100, 100, 100) ImageLabel4.Name = "Health" ImageLabel4.Parent = screen ImageLabel4.Position = UDim2.new(0.317578763, 0, 0.859090745, 0) ImageLabel4.Size = UDim2.new(0.332338333, 0, 0.0316969417, 0) ImageLabel4.BackgroundColor = BrickColor.new("Institutional white") ImageLabel4.BackgroundColor3 = Color3.new(1, 1, 1) ImageLabel4.BackgroundTransparency = 1 ImageLabel4.Image = "rbxassetid://3570695787" ImageLabel4.ImageColor3 = Color3.new(1, 0.25098, 0.262745) ImageLabel4.ScaleType = Enum.ScaleType.Slice ImageLabel4.SliceCenter = Rect.new(100, 100, 100, 100) healthstat.Name = "title" healthstat.Parent = ImageLabel4 healthstat.Size = UDim2.new(1, 0, 1, 0) healthstat.BackgroundColor = BrickColor.new("Institutional white") healthstat.BackgroundColor3 = Color3.new(1, 1, 1) healthstat.BackgroundTransparency = 1 healthstat.ZIndex = 3 healthstat.Font = Enum.Font.GothamBlack healthstat.FontSize = Enum.FontSize.Size24 healthstat.Text = "Health: NAN" healthstat.TextColor = BrickColor.new("Institutional white") healthstat.TextColor3 = Color3.new(1, 1, 1) healthstat.TextSize = 20 healthstat.TextStrokeTransparency = 0 healthstat.TextWrap = true healthstat.TextWrapped = true healthbar.Name = "bar" healthbar.Parent = ImageLabel4 healthbar.Size = UDim2.new(1, 0, 1, 0) healthbar.BackgroundColor = BrickColor.new("Institutional white") healthbar.BackgroundColor3 = Color3.new(1, 1, 1) healthbar.BackgroundTransparency = 1 healthbar.Image = "rbxassetid://3570695787" healthbar.ImageColor3 = Color3.new(0.286275, 1, 0.235294) healthbar.ScaleType = Enum.ScaleType.Slice healthbar.SliceCenter = Rect.new(100, 100, 100, 100) ImageLabel7.Name = "Stamina" ImageLabel7.Parent = screen ImageLabel7.Position = UDim2.new(0.317999989, 0, 0.899393916, 0) ImageLabel7.Size = UDim2.new(0.331917137, 0, 0.0316969417, 0) ImageLabel7.BackgroundColor = BrickColor.new("Institutional white") ImageLabel7.BackgroundColor3 = Color3.new(1, 1, 1) ImageLabel7.BackgroundTransparency = 1 ImageLabel7.Image = "rbxassetid://3570695787" ImageLabel7.ImageColor3 = Color3.new(0.858824, 0.737255, 1) ImageLabel7.ScaleType = Enum.ScaleType.Slice ImageLabel7.SliceCenter = Rect.new(100, 100, 100, 100) staminastat.Name = "title" staminastat.Parent = ImageLabel7 staminastat.Size = UDim2.new(1, 0, 1, 0) staminastat.BackgroundColor = BrickColor.new("Institutional white") staminastat.BackgroundColor3 = Color3.new(1, 1, 1) staminastat.BackgroundTransparency = 1 staminastat.ZIndex = 3 staminastat.Font = Enum.Font.GothamBlack staminastat.FontSize = Enum.FontSize.Size24 staminastat.Text = "Stamina: NAN" staminastat.TextColor = BrickColor.new("Institutional white") staminastat.TextColor3 = Color3.new(1, 1, 1) staminastat.TextSize = 20 staminastat.TextStrokeTransparency = 0 staminastat.TextWrap = true staminastat.TextWrapped = true staminabar.Name = "bar" staminabar.Parent = ImageLabel7 staminabar.Size = UDim2.new(1, 0, 1, 0) staminabar.BackgroundColor = BrickColor.new("Institutional white") staminabar.BackgroundColor3 = Color3.new(1, 1, 1) staminabar.BackgroundTransparency = 1 staminabar.Image = "rbxassetid://3570695787" staminabar.ImageColor3 = Color3.new(1, 0.941177, 0.27451) staminabar.ScaleType = Enum.ScaleType.Slice staminabar.SliceCenter = Rect.new(100, 100, 100, 100) return screen,healthbar,healthstat,staminabar,staminastat,blockbar,blockstat end function raycast(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function knocked() local r = false if hum.PlatformStand and (15 > hum.Health or hum:FindFirstChild("knocked")) then r = true end return r end function update() healthstat.Text = 'Health: ' .. tostring(math.floor(hum.Health)) .. "/" .. tostring(math.floor(hum.MaxHealth)) game:GetService("TweenService"):Create(healthbar,TweenInfo.new(0.3),{Size = UDim2.new((hum.Health/hum.MaxHealth), 0, 1, 0)}):Play() -- staminastat.Text = 'Stamina: ' .. tostring(math.floor(stamina)) .. "/" .. tostring(math.floor(staminamax)) game:GetService("TweenService"):Create(staminabar,TweenInfo.new(0.3),{Size = UDim2.new((stamina/staminamax), 0, 1, 0)}):Play() -- blockstat.Text = 'Block: ' .. tostring(math.floor(blockhealth)) .. "/" .. tostring(math.floor(blockhealthmax)) game:GetService("TweenService"):Create(blockbar,TweenInfo.new(0.3),{Size = UDim2.new((blockhealth/blockhealthmax), 0, 1, 0)}):Play() end hum.ChildAdded:Connect(function(obj) if obj.Name == 'Stunned' then change_stun_type() end end) hum.HealthChanged:Connect(function(new_health) if --[[alive() and]] (last_health > new_health) and blocking2 and not knocked() and (blockhealth >= 25) and not hum:FindFirstChild("Fall Damage") then blockhealth = blockhealth - 25 block_counter = 1 hum.Health = last_health spawn(function() local kb = 20 local b = Instance.new("BodyVelocity") b.Parent = torso b.MaxForce = Vector3.new(math.huge,math.huge,math.huge) b.Velocity = rootpart.CFrame.lookVector*-1*kb + Vector3.new(0,1,0) game:GetService("Debris"):AddItem(b,0.1) end) --[[if katana then dodge_s.SoundId = 'rbxassetid://' .. bladeclash[math.random(1,#bladeclash)] else]] dodge_s.SoundId = 'rbxassetid://4458055429' --end if dodge_s then dodge_s:Play() end local bp = torso:FindFirstChild("block_p") if bp then bp = bp:FindFirstChild("block_p") end if not bp then local att = Instance.new("Attachment") att.Name = 'block_p' att.Parent = torso bp = Instance.new("ParticleEmitter") bp.Name = "block_p" bp.Parent = att bp.Speed = NumberRange.new(15, 15) bp.Color = ColorSequence.new(Color3.new(0.921569, 1, 0.192157),Color3.new(1, 0.972549, 0.666667)) bp.LightEmission = 1 bp.Texture = "http://www.roblox.com/asset/?id=271370648" bp.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0,1), NumberSequenceKeypoint.new(0.1,0.25), NumberSequenceKeypoint.new(0.2,0), NumberSequenceKeypoint.new(0.5,0), NumberSequenceKeypoint.new(0.75,0.35), NumberSequenceKeypoint.new(1,1), }) bp.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0,0.3), NumberSequenceKeypoint.new(0.103,0.7), NumberSequenceKeypoint.new(1,0), }) bp.Acceleration = Vector3.new(0, 0, 0) bp.Lifetime = NumberRange.new(0.35, 0.35) bp.Rate = 360 bp.SpreadAngle = Vector2.new(360,360) bp.Speed = NumberRange.new(10,10) bp.Rotation = NumberRange.new(90,90) end spawn(function() bp.Enabled = true wait(0.1) bp.Enabled = false end) elseif (last_health > new_health) and ((blockhealth >= 25) or not blocking or not blocking2) then block_stun_cooldown = 0.1 end last_health = hum.Health end) screen,healthbar,healthstat,staminabar,staminastat,blockbar,blockstat = create_gui(plr['PlayerGui']) hum.Died:Connect(function() if screen then screen:Destroy() end end) spawn(function() while wait(0.1) do --[[ for i,v in pairs(ragdolled) do local targhum = v.hum local knock = v.knock if (15 >= targhum.Health or (knock and knock.Parent)) and targhum.Health > 0 then targhum.PlatformStand = true knocked_t[targhum] = true else knocked_t[targhum] = false end end for i,v in pairs(bloodlol_t) do if v then if v.Transparency < 1 then v.Transparency = v.Transparency + 0.05 else v:Destroy() end end end ]] if blood_cooldown > 0 then blood_cooldown = blood_cooldown - 0.1 elseif 0 > blood_cooldown then blood_cooldown = 0 end if screen then update() end if block_stun_cooldown > 0 then block_stun_cooldown = block_stun_cooldown - 0.1 elseif 0 > block_stun_cooldown then block_stun_cooldown = 0 end if stamina_counter > 0 then stamina_counter = stamina_counter - 0.1 elseif 0 > stamina_counter then stamina_counter = 0 end if block_counter > 0 then block_counter = block_counter - 0.1 elseif 0 > block_counter then block_counter = 0 end end end) spawn(function() while wait(0.6) do if not finishing then if (0 >= stamina_counter) and (staminamax > stamina) then if 0 > stamina then stamina = 0 end stamina = stamina + 9 if (stamina > staminamax) then stamina = staminamax end end if (0 >= block_counter) and (blockhealthmax > blockhealth) then if (0 > blockhealth) then blockhealth = 0 end blockhealth = blockhealth + 7 if (blockhealth > blockhealthmax) then blockhealth = blockhealthmax end end end end end) local footsteps = { Fabric = { 4085884845, 4085885171 }, Concrete = { 4085860640, 4085860959 }, Grass = { 4085928076, 4085927377 }, Dirt = { 4085928076, 4085927377 }, Glass = { 4085888884, 4085889170 }, Metal = { 4085894561, 4085894913 }, Rubble = { 4085865543, 4085865926 }, Sand = { 4085867669, 4085868134 }, Snow = { 4085886274, 4085886651 }, Water = { 4085887687, 4085888023 }, Wood = { 4085869219, 4085869581 }, Stone = { 3744398825, 3744399210, 3744399642, 3744399949 } }; local referenceChart = { [Enum.Material.Plastic]="Fabric", [Enum.Material.Grass]="Grass", [Enum.Material.Pebble]="Rubble", [Enum.Material.Metal]="Metal", [Enum.Material.Ice]="Ice", [Enum.Material.Grass]="Grass", [Enum.Material.Concrete]="Concrete", [Enum.Material.Marble]="Concrete", [Enum.Material.Wood]="Wood", [Enum.Material.WoodPlanks]="Wood", [Enum.Material.Sand]="Sand", [Enum.Material.Glass]="Glass", [Enum.Material.ForceField]="Glass", [Enum.Material.Neon]="Glass", [Enum.Material.Fabric]="Fabric", [Enum.Material.DiamondPlate]="Metal", [Enum.Material.CorrodedMetal]="Metal", [Enum.Material.Slate]="Stone" }; local step_s = Instance.new("Sound"); step_s.Parent = rootpart; step_s.Volume = 0.9; step_s.Name = "FootSteps"; local material = "Stone"; local walking = false; local walkTick = tick(); local function play() if (walking and footsteps[material]) then step_s.SoundId = "rbxassetid://" .. footsteps[material][math.random(1, #footsteps[material])]; step_s:Play(); else step_s:Stop(); end end hum.Changed:Connect(function(prop) if (prop == "MoveDirection") and equipped then if (hum.Sit == false and hum.PlatformStand == false and hum.MoveDirection.Magnitude > 0) then if (walking == false) then walking = true; walkTick = tick(); local walkTickN = walkTick; while (walking and walkTick == walkTickN) do local ray = Ray.new(rootpart.Position, Vector3.new(0, -5, 0)); local part = workspace:FindPartOnRay(ray, char); if (part) then (function() if (part.Material == Enum.Material.Grass and part.Color.g < .5) then material = "Dirt"; return; end if (part.Material == Enum.Material.Sand and part.Color.r > .5 and part.Color.g > .5 and part.Color.b > .5) then material = "Snow"; return; end material = referenceChart[part.Material] or "Air"; end)() else material = "Air"; end play(); if anim == 'crouch' and crouching then wait(0.6) elseif anim == 'run' and not crouching then wait(0.2); else wait(0.4); end end end else walking = false; end end if (prop == "Sit") and equipped then if (hum.Sit) then walking = false; end end end) remote.OnServerEvent:Connect(function(lplr,mode,mode2) if alive() and equipped and (plr == lplr) then else return end if mode == 1 and (fists or katana) and not toggling_dance and not toggling_katana then blocking = mode2 dance(false) if not knocked() and blocking and (blockhealth >= 25) and (0 >= block_stun_cooldown) then blocking2 = true _blockingval.Parent = hum; else blocking2 = false _blockingval.Parent = nil; end; elseif mode == 2 and not toggling_dance then sprinting = mode2 elseif mode == 3 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and (fists or katana) and not knocked() and not toggling_dance and not toggling_katana and not blocking2 then else return end if fists and (anim ~= 'run') and (stamina >= 7) then attacking = true dance(false) hit_id = hit_id + 1 stamina_counter = 1 if not jumping then if pa == 1 then left_punch(0.7,hit_id) elseif pa == 2 then right_punch(0.7,hit_id) end elseif jumping then if (stamina >= 10) then air_punch(0.7,hit_id) else if pa == 1 then left_punch(0.7,hit_id) elseif pa == 2 then right_punch(0.7,hit_id) end end end pa = pa + 1 if pa > 2 then pa = 1 end elseif katana and (stamina >= 9) then attacking = true dance(false) hit_id = hit_id + 1 stamina_counter = 1 if ksa == 1 then left_slice(0.7,hit_id) elseif ksa == 2 then right_slice(0.7,hit_id) end ksa = ksa + 1 if ksa > 2 then ksa = 1 end end attacking = false elseif mode == 4 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and fists and not knocked() and not crouching and not toggling_dance and not toggling_katana and not blocking2 and (anim ~= 'run') and (stamina >= 13) then else return end attacking = true dance(false) hit_id = hit_id + 1 stamina_counter = 1 if not jumping and stamina >= 15 then if ka == 1 then left_kick(0.7,hit_id) elseif ka == 2 then right_kick(0.7,hit_id) end ka = ka + 1 if ka > 2 then ka = 1 end elseif jumping then if (stamina >= 13) then if lka == 1 then left_low_kick(0.6,hit_id) elseif lka == 2 then right_low_kick(0.6,hit_id) end lka = lka + 1 if lka > 2 then lka = 1 end elseif stamina >= 15 then if ka == 1 then left_kick(0.7,hit_id) elseif ka == 2 then right_kick(0.7,hit_id) end ka = ka + 1 if ka > 2 then ka = 1 end end end attacking = false elseif mode == 5 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and (fists or katana) and not finishing and not knocked() and not crouching and not toggling_dance and not toggling_katana and not blocking2 and (anim ~= 'run') then else return end attacking = true attacking2 = true dance(false) hit_id = hit_id + 1 stamina_counter = 1 basic_finish(0.5,hit_id) attacking2 = false attacking = false elseif mode == 6 then if not toggling_dance then else return end crouching = mode2 dance(false) elseif mode == 7 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and fists and not knocked() and not toggling_dance and not toggling_katana and not blocking2 and (anim ~= 'run') and (stamina >= 30) then else return end attacking = true attacking2 = true dance(false) if not jumping then hit_id = hit_id + 1 stamina_counter = 1 if hka == 1 then left_high_kick(0.6,hit_id) elseif hka == 2 then right_high_kick(0.6,hit_id) end hka = hka + 1 if hka > 2 then hka = 1 end end attacking2 = false attacking = false elseif mode == 8 then if not attacking and not carrying and not finishing and not knocked() and not toggling_dance and not toggling_katana then else return end blocking = false blocking2 = false fists = not fists if fists and katana then katana = false equip_katana(false,0.7) end elseif mode == 9 then last_mpos = mode2 elseif mode == 10 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and fists and not knocked() and not toggling_dance and not toggling_katana and not blocking2 and (anim ~= 'run') and (stamina >= 20) then else return end attacking = true attacking2 = true dance(false) if not jumping then hit_id = hit_id + 1 stamina_counter = 1 if sa == 1 then left_sweep(0.5,hit_id) elseif sa == 2 then right_sweep(0.5,hit_id) end sa = sa + 1 if sa > 2 then sa = 1 end end attacking2 = false attacking = false elseif mode == 11 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and not attacking2 and not knocked() and not toggling_dance and not toggling_katana and (anim == 'idle' or anim == 'crouch') then else return end dance(true) elseif mode == 12 and not hum:FindFirstChild("Stunned") then if not attacking and not attacking2 and not knocked() and not toggling_dance and not toggling_katana then else return end if mode2 == true then carry(0.6) elseif mode2 == false then carrying = false end elseif mode == 13 and not hum:FindFirstChild("Stunned") then if not attacking and not carrying and not finishing and not knocked() and not toggling_dance and not toggling_katana then else return end blocking = false blocking2 = false katana = not katana if katana and fists then fists = false end equip_katana(katana,0.7) elseif mode == 14 then local fallval = Instance.new("ObjectValue") fallval.Name = 'Fall Damage' fallval.Parent = hum local tempdmg = ((hum.MaxHealth/100)*mode2) hum:TakeDamage(tempdmg) if not alive() and not hum:FindFirstChild("Ragdolled") then bone_crack.SoundId = 'rbxassetid://' .. bonecracks[math.random(1,#bonecracks)] bone_crack:Play() local tempkillval = Instance.new("ObjectValue") tempkillval.Name = 'killer' tempkillval.Value = nil -- plr tempkillval.Parent = hum hum:TakeDamage(1/0) local ragval = Instance.new("ObjectValue") ragval.Name = 'Ragdolled' ragval.Parent = hum hum.AutoRotate = false hum.PlatformStand = true Ragdoll(char,false,true,true) end game:GetService("Debris"):AddItem(fallval,0.1) if mode2 < 14 then falldamage.SoundId = "rbxassetid://4057626616" falldamage:Play() elseif mode2 >= 14 then falldamage.SoundId = "rbxassetid://535681058" falldamage:Play() if not hum:FindFirstChild("knocked") then knock = Instance.new("ObjectValue") knock.Name = 'knocked' knock.Parent = hum game:GetService("Debris"):AddItem(knock,2) end if alive() then spawn(function() if (knock and knock.Parent) and hum.Health > 0 and not hum:FindFirstChild("Ragdolled") then local ragval = Instance.new("ObjectValue") ragval.Name = 'Ragdolled' ragval.Parent = hum local sa,pe = create_stars(head) hum:SetStateEnabled(Enum.HumanoidStateType.FallingDown,false) hum:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,false) local collision_limbs = {} for i,v in pairs(char:GetChildren()) do local limbs = limb_collide(v) if limbs then for i,limb in pairs(limbs) do table.insert(collision_limbs,1,limb) end end end local ar = hum.AutoRotate hum.AutoRotate = false hum.PlatformStand = true local js,js2 = Ragdoll(char,false,true) --[[ knocked_t[hum] = true table.insert(ragdolled,1,{knock = knock,hum = hum}) repeat wait(0.1) until not knocked_t[hum] ]] while (15 >= hum.Health or (knock and knock.Parent)) and hum.Health > 0 do hum.PlatformStand = true wait(0.1) end for i,v in pairs(js) do v:Destroy(); end; for i,v in pairs(js2) do if not v.obj:FindFirstChild("Dismembered") then v.obj.Parent = v.par; end; end; for i,v in pairs(collision_limbs) do v:Destroy(); end; if hum and 0 >= hum.Health then hum.AutoRotate = false hum.PlatformStand = true Ragdoll(char,false,true,true) return; end; for i,v in pairs(char:GetChildren()) do if v:IsA("BasePart") or v:IsA("UnionOperation") then game:GetService("PhysicsService"):SetPartCollisionGroup(v,"Default") end end if pe then pe.Enabled = false game:GetService("Debris"):AddItem(pe,2) end if ar then hum.AutoRotate = true end ragval:Destroy() hum.Sit = false hum.PlatformStand = false torso.Velocity = Vector3.new() end end) end end elseif mode == 15 and not hum:FindFirstChild("Stunned") then if not attacking and not finishing and not carrying and not attacking2 and not knocked() and not toggling_dance and not toggling_katana and stamina >= 20 then else return end dance(false) hit_id = hit_id + 1 stamina_counter = 1 dash(0.7,mode2) elseif mode == 16 and not hum:FindFirstChild("Stunned") then if not attacking and not finishing and not attacking2 and not carrying and not knocked() and not toggling_dance and not toggling_katana and not blocking2 and (anim ~= 'run') and (stamina >= 50) then else return end attacking = true attacking2 = true dance(false) hit_id = hit_id + 1 stamina_counter = 1 time_stop(0.6,hit_id) attacking2 = false attacking = false end end) NLS([[ local plr = game:GetService("Players").LocalPlayer local char = plr.Character local mouse = plr:GetMouse() local remote = script.Parent local started_dash_timer,can_dash = {},{} function dash_timer(key) spawn(function() if not started_dash_timer[key] then else return end started_dash_timer[key] = true wait(0.2) can_dash[key] = false started_dash_timer[key] = false end) end mouse.KeyDown:Connect(function(key) if key == 'f' then remote:FireServer(1,true) elseif key == '2' then remote:FireServer(2,true) elseif key == 'e' then remote:FireServer(4,true) elseif key == 'r' then remote:FireServer(5,true) elseif key == 'c' then remote:FireServer(6,true) elseif key == 'g' then remote:FireServer(7,true) elseif key == 'q' then remote:FireServer(8,true) elseif key == 'v' then remote:FireServer(10,true) elseif key == 'b' then remote:FireServer(11,true) elseif key == 't' then remote:FireServer(12,true) elseif key == 'y' then remote:FireServer(13,true) elseif (key == 'w') or (key == 'a') or (key == 's') or (key == 'd') then if can_dash[key] then can_dash[key] = false remote:FireServer(15,key) else can_dash[key] = true dash_timer(key) end elseif key == 'x' then remote:FireServer(16,true) end end) mouse.KeyUp:Connect(function(key) if key == 'f' then remote:FireServer(1,false) elseif key == '2' then remote:FireServer(2,false) elseif key == 'c' then remote:FireServer(6,false) elseif key == 't' then remote:FireServer(12,false) end end) mouse.Button1Down:Connect(function() remote:FireServer(3,true) end) mouse.Button1Down:Connect(function() remote:FireServer(3,false) end) function SetCharacterLocalTransparency(transparency) for i,v in pairs(char:GetChildren()) do if (v:IsA("BasePart") and v.Name ~= 'HumanoidRootPart' and v.Name ~= 'Torso' and v.Name ~= 'Head') then v.LocalTransparencyModifier = transparency end end end hum = char:WaitForChild("Humanoid") fallremote = script.Parent pos = Vector3.new() isFalling = false hum.FreeFalling:Connect(function() if not char:FindFirstChild("fallblock") then local e = Instance.new("Part") e.Name = "fallblock" e.Anchored = true e.CanCollide = false e.Massless = true e.Size = Vector3.new() e.Transparency = 1 e.Parent = char e.Position = char.Torso.Position pos = e.Position elseif char:FindFirstChild("fallblock") then pos = char.fallblock.Position end end) hum.Climbing:Connect(function() isFalling = false pos = Vector3.new() end) hum.StateChanged:Connect(function(state) if state == Enum.HumanoidStateType.Landed then if char:FindFirstChild("fallblock") then char.fallblock:Destroy() end local mag = math.abs(pos.Y - char.Torso.Position.Y) pos = Vector3.new() if mag >= 8 then remote:FireServer(14,mag) end elseif state == Enum.HumanoidStateType.Climbing then pos = Vector3.new() isFalling = false end end) game:GetService("RunService").RenderStepped:Connect(function() --remote:FireServer(9,mouse.Hit.p) SetCharacterLocalTransparency(0); end) ]],remote) warn[[ == KrY's Combat Loaded == = Main Controls = - R to Basic Finish - X to Time Stop Finish - T to Carry(Hold) - B to Dance/Taunt - C to Crouch - Ctrl to Sprint - Double tap W,A,S,D to dash = Fist Controls = - Click to Punch - Q to Toggle Fists - F to Block - E to Kick - V to Leg Sweep - G to High Kick = Alt Attack Variations = - Punch(Click) while jumping - Kick(E) while jumping = Katana Controls = - Click to Slice - Y to Toggle katana ]] game:GetService("RunService").Heartbeat:Connect(function() if alive() and equipped then else attacking = false; attacking2 = false; crouching = false; falling = false; sprinting = false; sprinting2 = false; blocking = false; blocking2 = false; carrying = false; _blockingval.Parent = nil; step_s:Stop() return; end; sine = sine+0.1 local bodyvel = (rootpart.Velocity*Vector3.new(1,0,1)).magnitude local fallvel = rootpart.Velocity.y local hitfloor,posfloor=raycast(rootpart.Position,(CFrame.new(rootpart.Position,rootpart.Position - Vector3.new(0,1,0))).lookVector,4,{script,char}) local rightvector = (rootpart.Velocity * rootpart.CFrame.rightVector).X + (rootpart.Velocity * rootpart.CFrame.rightVector).Z local lookvector = (rootpart.Velocity * rootpart.CFrame.lookVector).X + (rootpart.Velocity * rootpart.CFrame.lookVector).Z if not attacking2 and sprinting and not crouching and stamina >= 0.1 then sprinting2 = true hum.WalkSpeed = 24 elseif not attacking2 and not crouching then sprinting2 = false hum.WalkSpeed = 16 elseif not attacking2 and crouching then sprinting2 = false hum.WalkSpeed = 8 end local speed_val = hum.WalkSpeed/10 if 0.8 >= speed_val then speed_val = 0.8 elseif speed_val > 2 then speed_val = 2 end if not hitfloor then jumping = true else jumping = false end local k = knocked() local a = alive() if k or not a then carrying = false end if k or carrying or not blocking or attacking or attacking2 or (25 > blockhealth) or (block_stun_cooldown > 0) then blocking2 = false _blockingval.Parent = nil end if not hitfloor and ((fallvel > 1) or (fallvel < -1)) then falling = true else falling = false end if lookvector > hum.WalkSpeed then lookvector = hum.WalkSpeed end if lookvector < -hum.WalkSpeed then lookvector = -hum.WalkSpeed end if rightvector > hum.WalkSpeed then rightvector = hum.WalkSpeed end if rightvector < -hum.WalkSpeed then rightvector = -hum.WalkSpeed end local lookvel = lookvector / hum.WalkSpeed local rightvel = rightvector / hum.WalkSpeed local lookvel2 = lookvel if lookvel2 > 0 then lookvel2 = 1 elseif lookvel2 < 0 then lookvel2 = -1 end if hum:FindFirstChild("Stunned") then blocking2 = false _blockingval.Parent = nil if dancing then dance(false) end hum.WalkSpeed = 0 --change_stun_type() local _anim_speed = anim_speed*1.5 if stun_type == 1 then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),_anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(10),math.rad(0),math.rad(10)),_anim_speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),_anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(-55)),_anim_speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),_anim_speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(5),math.rad(25)),_anim_speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),_anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(5)),_anim_speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),_anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15)),_anim_speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),_anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(0)),_anim_speed) elseif stun_type == 2 then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),_anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(5),math.rad(0),math.rad(55)),_anim_speed) rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),_anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(10),math.rad(0),math.rad(-10)),_anim_speed) neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),_anim_speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(5),math.rad(-25)),_anim_speed) rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),_anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(15)),_anim_speed) lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),_anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(5)),_anim_speed) rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),_anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.Angles(math.rad(15),math.rad(0),math.rad(0)),_anim_speed) end return end if not k and not dancing and not finishing then if fists and anim ~= 'run' then if not blocking2 then if enabled[ls] then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.new(-0.2,-0.1,0.2)*CFrame.Angles(math.rad(-20),math.rad(0),math.rad(120)),anim_speed) end if enabled[rs] then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.new(0.2,-0.1,0.2)*CFrame.Angles(math.rad(-20),math.rad(0),math.rad(-120)),anim_speed) end elseif blocking2 then if enabled[ls] then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.new(-0.8,0.2,0.9)*CFrame.Angles(math.rad(-10),math.rad(0),math.rad(170)),anim_speed) end if enabled[rs] then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.new(0.8,0.2,0.9)*CFrame.Angles(math.rad(-10),math.rad(0),math.rad(-170)),anim_speed) end end elseif katana then if not blocking2 then _sheathe_weld.Parent = nil _sheathe_weld2.Parent = Handle sheathe_weld2.C1 = CFrame.new(0, 0, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 1) if anim ~= 'run' then if enabled[ls] then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(3),math.rad(0),math.rad(-5)),anim_speed) end if enabled[rs] then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) --rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-10),math.rad(0),math.rad(-45))*CFrame.new(-0.1,0,0.4),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(10),math.rad(25),math.rad(-15))*CFrame.new(-0.1,0,0),anim_speed) end elseif anim == 'run' then if enabled[ls] then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(7),math.rad(0),math.rad(-25)),anim_speed) end if enabled[rs] then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) --rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-5),math.rad(0),math.rad(-40))*CFrame.new(-0.1,0,0.1),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(35),math.rad(25),math.rad(-15))*CFrame.new(-0.1,0.2,0),anim_speed) end end elseif blocking2 and anim ~= 'run' then _sheathe_weld.Parent = Handle _sheathe_weld2.Parent = nil sheathe_weld2.C1 = CFrame.new(0, 0, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 1)*CFrame.new(0,0.3,0)*CFrame.Angles(math.rad(90),math.rad(-88),math.rad(0)) if enabled[ls] then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-7),math.rad(15),math.rad(110))*CFrame.new(0,0,0),anim_speed) end if enabled[rs] then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(1),math.rad(20),math.rad(-80))*CFrame.new(0.3,0.1,0),anim_speed) end end end end if (fallvel > 1) and falling and not k then if dancing then dance(false) end anim = 'jump' if blocking and not carrying and not attacking and not attacking2 and not k and (blockhealth >= 25) and (0 >= block_stun_cooldown) then blocking2 = blocking _blockingval.Parent = hum end if enabled[rh] then rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(15))*CFrame.new(-0.5,-0.7,0),anim_speed/2) end if enabled[lh] then lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-15))*CFrame.new(0.5,-0.7,0),anim_speed/2) end if enabled[rj] then rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,0)*CFrame.Angles(math.rad(lookvel*-4),math.rad(rightvel*-4),math.rad(0)),anim_speed) end elseif (fallvel < -1) and falling and not k then anim = 'fall' if blocking and not carrying and not k and (blockhealth >= 25) and (0 >= block_stun_cooldown) then blocking2 = blocking _blockingval.Parent = hum end if enabled[rh] then rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-10))*CFrame.new(-0.2,-0.4,0),anim_speed/2) end if enabled[lh] then lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(10))*CFrame.new(0.2,-0.4,0),anim_speed/2) end if enabled[rj] then rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,0)*CFrame.Angles(math.rad(lookvel*-3),math.rad(rightvel*-4),math.rad(0)),anim_speed) end end if bodyvel >= 1 and dancing then dance(false) end if crouching and not k then anim = 'crouch' if blocking and not carrying and not attacking and not attacking2 and not k and (blockhealth >= 25) and (0 >= block_stun_cooldown) then blocking2 = blocking _blockingval.Parent = hum end if enabled[ls] and not fists and not katana then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-1 * math.cos(sine*speed_val)),0,math.rad(-1 * math.cos(sine*speed_val))),anim_speed) end if enabled[rs] and not fists and not katana then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(1 * math.cos(sine*speed_val)),0,math.rad(-1 * math.cos(sine*speed_val))),anim_speed) end if enabled[neck] then neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) end if enabled[rh] and not falling then rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))*CFrame.new(-0.5,-1,0),anim_speed) end if enabled[lh] and not falling then lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-75))*CFrame.new(0.5,0.2,0),anim_speed) end if enabled[rj] and not falling then rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,-1),anim_speed) end end if 0 >= bodyvel and not crouching then anim = 'idle' if blocking and not carrying and not attacking and not attacking2 and not k and (blockhealth >= 25) and (0 >= block_stun_cooldown) then blocking2 = blocking _blockingval.Parent = hum end if enabled[ls] and not fists and not katana then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-1 * math.cos(sine*speed_val)),0,math.rad(-1 * math.cos(sine*speed_val))),anim_speed) end if enabled[rs] and not fists and not katana then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(1 * math.cos(sine*speed_val)),0,math.rad(-1 * math.cos(sine*speed_val))),anim_speed) end if enabled[neck] then neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) end if enabled[rh] and not falling then rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.new(0,-0.01 * math.cos(sine*speed_val),0),anim_speed) end if enabled[lh] and not falling then lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.new(0,-0.01 * math.cos(sine*speed_val),0),anim_speed) end if enabled[rj] and not falling then rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,-0.01 * math.cos(sine*speed_val)),anim_speed) end elseif bodyvel >= 1 and not k then if sprinting2 and not crouching then anim = 'run' blocking2 = false _blockingval.Parent = nil stamina = stamina - 0.1 stamina_counter = 1 if enabled[ls] and not katana then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(lookvel*-15 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2*80 * math.sin(sine*speed_val)))*CFrame.new(lookvel2*-0.1 + 0.2 * math.cos(sine*speed_val),0,0),anim_speed) end if enabled[rs] and not katana then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(lookvel*15 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2*80 * math.sin(sine*speed_val)))*CFrame.new(lookvel2*0.1 - 0.2 * math.cos(sine*speed_val),0,0),anim_speed) end if enabled[neck] then neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) end if enabled[rh] and not falling then rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(rightvel*-2 + 4 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2 * -75 * math.sin(sine*speed_val)))*CFrame.new(lookvel2 * -0.3 + 0.6 * math.cos(sine*speed_val),lookvel2 * 0.2 - 0.4 * math.sin(sine*speed_val),0),anim_speed) end if enabled[lh] and not falling then lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(rightvel*-2 - 4 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2 * -75 * math.sin(sine*speed_val)))*CFrame.new(lookvel2 * -0.3 + 0.6 * math.cos(sine*speed_val),lookvel2 * 0.2 + 0.4 * math.sin(sine*speed_val),0),anim_speed) end if enabled[rj] and not falling then rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,-0.02+(0.02 * math.sin(sine*1.5*speed_val)))*CFrame.Angles(math.rad(lookvel*-15),math.rad(rightvel*-4),math.rad(0)),anim_speed) end else if not crouching then anim = 'walk' end if blocking and not carrying and not attacking and not attacking2 and not k and (blockhealth >= 25) and (0 >= block_stun_cooldown) then blocking2 = blocking _blockingval.Parent = hum end if enabled[ls] and not fists and not katana then if not crouching then ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(lookvel*-7.5 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2*40 * math.sin(sine*speed_val)))*CFrame.new(lookvel2*-0.05 + 0.1 * math.cos(sine*speed_val),0,0),anim_speed) else ls.C0 = clerp(ls.C0,CFrame.new(-1,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) ls.C1 = clerp(ls.C1,CFrame.new(.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-4 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel*20 * math.sin(sine*speed_val)))*CFrame.new(-0.025 * math.cos(sine*speed_val),0,0),anim_speed) end end if enabled[rs] and not fists and not katana then if not crouching then rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(lookvel*7.5 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2*40 * math.sin(sine*speed_val)))*CFrame.new(lookvel2*0.05 - 0.1 * math.cos(sine*speed_val),0,0),anim_speed) else rs.C0 = clerp(rs.C0,CFrame.new(1,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rs.C1 = clerp(rs.C1,CFrame.new(-.5,.5,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(4 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel*20 * math.sin(sine*speed_val)))*CFrame.new(0.025 * math.cos(sine*speed_val),0,0),anim_speed) end end if enabled[neck] and not crouching then neck.C0 = clerp(neck.C0,CFrame.new(0,1,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) neck.C1 = clerp(neck.C1,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) end if enabled[rh] and not falling then if not crouching then rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(-1 + 2 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2 * -30 * math.sin(sine*speed_val)))*CFrame.new(lookvel2 * -0.1 + 0.2 * math.cos(sine*speed_val),lookvel2 * 0.1 - 0.2 * math.sin(sine*speed_val),0),anim_speed) else rh.C0 = clerp(rh.C0,CFrame.new(1,-1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),anim_speed) rh.C1 = clerp(rh.C1,CFrame.new(.5,1,0)*CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))*CFrame.new(-0.5,-1,0)*CFrame.Angles(math.rad(rightvel*-0.5 + 1 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2*-15 * math.sin(sine*speed_val)))*CFrame.new(lookvel2*-0.025 + 0.05 * math.cos(sine*speed_val),lookvel2*0.025 - 0.05 * math.cos(sine*speed_val),0),anim_speed) end end if enabled[lh] and not falling then if not crouching then lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(-1 - 2 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2 * -30 * math.sin(sine*speed_val)))*CFrame.new(lookvel2 * -0.1 + 0.2 * math.cos(sine*speed_val),lookvel2 * 0.1 + 0.2 * math.sin(sine*speed_val),0),anim_speed) else lh.C0 = clerp(lh.C0,CFrame.new(-1,-1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),anim_speed) lh.C1 = clerp(lh.C1,CFrame.new(-.5,1,0)*CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))*CFrame.Angles(math.rad(0),math.rad(0),math.rad(-75))*CFrame.new(0.5,0.2,0)*CFrame.Angles(math.rad(rightvel*-0.5 - 1 * math.sin(sine*speed_val)),math.rad(0),math.rad(lookvel2*-15 * math.sin(sine*speed_val)))*CFrame.new(lookvel2*0.025 + 0.05 * math.cos(sine*speed_val),lookvel2*-0.025 + 0.05 * math.cos(sine*speed_val),0),anim_speed) end end if enabled[rj] and not falling then rj.C0 = clerp(rj.C0,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0)),anim_speed) if not crouching then rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,-0.025+(0.025 * math.sin(sine*1.5*speed_val)))*CFrame.Angles(math.rad(lookvel*-5),math.rad(rightvel*-2),math.rad(0)),anim_speed) else rj.C1 = clerp(rj.C1,CFrame.new(0,0,0)*CFrame.Angles(math.rad(-90),math.rad(-180),math.rad(0))*CFrame.new(0,0,-1+(-0.025+(0.025 * math.sin(sine*speed_val))))*CFrame.Angles(math.rad(lookvel*-1),math.rad(rightvel*-0.4),math.rad(0)),anim_speed) end end end end end)
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