Armatae Script
Armatae Script
LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
bladecolor = BrickColor.new("Bright violet")
attack = false
attackdebounce = false
combo = 0
guarding = false
bashing = false
holddash = false
Modes = {"Normal", "Attack"}
Number = 1
mode = Modes[Number]
mana = 1000
element = "Light"
Style = "Normal"
hitbox = nil
target = nil
original = Head.CFrame
idleanimdelay = false
SwordRaging = false
barragehold = false
regening = false
--player
player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new("Weld"), Instance.new("Weld")
--what anim
anim = "none"
function unequipweld()
wait()
wld1.Parent = prt1
wld1.Part1 = Torso
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,-0.7)
wld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
if mode == "Attack" then
sheath(2.25)
weld1.Part0 = part1
weld1.Part1 = prt1
weld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1.7,0.2)
weld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
end
end
function equipweld()
wld1.Part1 = RightArm
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,0,0)
if mode == "Attack" then
sheath(2.25)
weld1.Part0 = part1
weld1.Part1 = LeftArm
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) *
CFrame.new(0,1,0)
weld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
end
end
function hideanim()
if Style ~= "WingBlade" then
for i = 0 , 1 , 0.085 do
wait(0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(math.rad(90)-math.rad(180)+math.rad(180)*i,0,0)
* CFrame.new(0,0,0)
if mode == "Normal" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
elseif mode == "Attack" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4*i,-0.5*i,0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
RW.C0 = CFrame.new(1.5-0.5*i,0.5,0.5*i) * CFrame.fromEulerAnglesXYZ(-1.57*i,0,-
1.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
unequipweld()
for i = 0 , 1 , 0.085 do
wait(0)
if mode == "Normal" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
elseif mode == "Attack" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4-4*i,-0.5+0.5*i,0.5-
0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(-
1.57+2.57*i,0,-1.2+1.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
end
function equipanim()
if Style ~= "WingBlade" then
for i = 0 , 1 , 0.085 do
wait(0)
if mode == "Normal" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
elseif mode == "Attack" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4*i,-0.5*i,0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
RW.C0 = CFrame.new(1.5-0.5*i,0.5,0.5*i) * CFrame.fromEulerAnglesXYZ(-1.57*i,0,-
1.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
equipweld()
for i = 0 , 1 , 0.085 do
wait(0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(math.rad(90)-math.rad(180)*i,0,0) *
CFrame.new(0,0,0)
if mode == "Normal" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
elseif mode == "Attack" then
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4-4*i,-0.5+0.5*i,0.5-
0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(-
1.57+2.57*i,0,-1.2+1.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
end
function changeequipleft()
if Number > 1 then
Number = Number - 1
mode = Modes[Number]
print(mode)
if Number == 1 then
NormalMode()
end
end
end
function changeequipright()
if Number < #Modes then
Number = Number + 1
mode = Modes[Number]
print(mode)
if Number == 2 then
AttackMode()
end
end
end
function findNearestTorso(pos)
local list = game.Workspace:children()
local torso = nil
local dist = 150
local temp = nil
local human = nil
local temp2 = nil
for x = 1, #list do
temp2 = list[x]
if (temp2.className == "Model") and (temp2 ~= Character) and (temp2.Name ~=
"outcast12345") then
temp = temp2:findFirstChild("Torso")
human = temp2:findFirstChild("Humanoid")
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
if (temp.Position - pos).magnitude < dist then
torso = temp
dist = (temp.Position - pos).magnitude
end
end
end
end
return torso
end
function ChangeElement()
attack = true
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57-0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
function NormalMode()
attack = true
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
function AttackMode()
attack = true
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
function onehit()
attack = true
combo = 1
ss(0.8)
con1=LeftArm.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,-1*i) * CFrame.fromEulerAnglesXYZ(1.3*i,1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
if mana >= 1 then
magicsound(2)
if element == "Light" then
MMMAGIC(LeftArm,2,2,2,0,-1,0,BrickColor.new("White"))
else
MMMAGIC(LeftArm,2,2,2,0,-1,0,BrickColor.new("Black"))
end
mana = mana - 1
end
wait(0.3)
con1:disconnect()
attack = false
end
function twohit()
attack = true
combo = 2
--con1=RightLeg.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,-1) * CFrame.fromEulerAnglesXYZ(1.3+1.7*i,1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.8)
con1=RightArm.Touched:connect(function(hit) Damagefunc1(hit,10,5) end)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,-1+1*i) * CFrame.fromEulerAnglesXYZ(3-2.5*i,1.57-
1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
if mana >= 5 then
magicsound(2)
if element == "Light" then
EVENMOARMAGIX(Torso,1,4,1,-1.5,-2,-1.3,0,0,0,BrickColor.new("White"))
WaveEffect(Torso,0.5,2,0.5,-1.5,-2,-1.3,0,0,0,BrickColor.new("White"))
else
EVENMOARMAGIX(Torso,1,4,1,-1.5,-2,-1.3,0,0,0,BrickColor.new("Black"))
WaveEffect(Torso,0.5,2,0.5,-1.5,-2,-1.3,0,0,0,BrickColor.new("Black"))
end
mana = mana - 5
end
wait(0.2)
con1:disconnect()
attack = false
end
function threehit()
attack = true
combo = 3
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
function fourhit()
attack = true
combo = 4
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-1.57+1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5-1.5*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
ss(1.2)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,20,10) end)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-4*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
wait(0.05)
attack = false
end
function fivehit()
attack = true
combo = 5
gairo.Parent = Head
gairo.cframe = Head.CFrame
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5*i) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.7*i,0.5,-0.7*i) * CFrame.fromEulerAnglesXYZ(0.2+1.37*i,0,-
1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
ss(0.7)
--shieldbash(1)
con1=prt1.Touched:connect(function(hit) Bash(hit,40) end)
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5-1*i) * CFrame.new(0,0,-0.5)
function oneslash()
attack = true
combo = 1
ss(1)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
con1:disconnect()
attack = false
end
function twoslash()
attack = true
combo = 2
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+1.1*i,0.5+0.5*i,-0.8*i) * CFrame.fromEulerAnglesXYZ(3-
1.43*i,0,1.57*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,1.57*i,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(1.2)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5+1.1-1.1*i,0.5+0.5-0.5*i,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(3-1.43,0,1.57)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,1.57,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
con1:disconnect()
attack = false
end
function threeslash()
attack = true
combo = 3
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) *
CFrame.fromEulerAnglesXYZ(1.57+0.5*i,0,1.57+2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3,1.57+2*i,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.8)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait(0)
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(90)*i,0,math.rad(90)-
math.rad(90)*i) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5+0.5,0.5,-0.5) *
CFrame.fromEulerAnglesXYZ(1.57+0.5,0,1.57+2)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3+1*i,1.57+2,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
con1:disconnect()
attack = false
end
function fourslash()
attack = true
combo = 4
for i = 0,1,0.1 do
wait(0)
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(90)-
math.rad(90)*i,0,math.rad(90)-math.rad(90)+math.rad(90)) * CFrame.new(0,1,0)
LW.C0 = CFrame.new(-1.5+0.5+0.6*i,0.5+0.5*i,-0.5-0.3*i) *
CFrame.fromEulerAnglesXYZ(1.57+0.5-0.5*i,0,1.57+2-2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3+1-4*i,1.57+2-2*i,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
local vel2 = Instance.new("BodyVelocity")
vel2.Parent = Player.Character.Torso
vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel2.velocity = Player.Character.Head.CFrame.lookVector * 30
local vel = Instance.new("BodyGyro")
vel.Parent = Torso
vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
vel.P = 20e+003
CF = Torso.CFrame
ss(0.7)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0 , 1 , 0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+1.1-0.55*i,0.5+0.5-0.25*i,-0.5-0.3+0.15*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,1.57)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5*i,1.57,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
end
ss(0.7)
for i = 0 , 1 , 0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.55-0.55*i,0.5+0.25-0.25*i,-0.5-0.15+0.15*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,1.57)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5+1.5*i,1.57,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
end
vel.Parent = nil
vel2.Parent = nil
wait(0.2)
con1:disconnect()
attack = false
end
function castone()
if mana >= 10 then
attack = true
combo = 1
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2*i,0,1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.8)
local testbrick = Instance.new("Part")
testbrick.Parent = Character
testbrick.Anchored = true
testbrick.Transparency = 1
testbrick.CFrame = Torso.CFrame * CFrame.new(0,0,-3)
coroutine.resume(coroutine.create(function()
for i = 0,5 do
wait(0.1)
mana = mana - 2
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - testbrick.Position;
local mag = targ.magnitude;
if mag <= 3 and c[i].Name ~= Player.Name then
Damagefunc1(head,5,1)
end
end
end
end
magicsound(1.5)
derp = math.random(1,2)
if derp == 1 then
MMMAGIC(Head,2,2,2,math.random()+math.random(),math.random()+math.random(),-
3,BrickColor.new("White"))
else
MMMAGIC(Head,2,2,2,-math.random()-math.random(),-math.random()-math.random(),-
3,BrickColor.new("White"))
end
end
testbrick.Parent = nil
end))
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(2-
1*i,0,1-2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1,0,1-1.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.3)
attack = false
end
end
function casttwo()
if mana >= 5 then
attack = true
combo = 2
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,-1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1+2*i,0,-0.5+0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
mana = mana - 5
local testbrick = Instance.new("Part")
testbrick.Parent = Character
testbrick.Anchored = true
testbrick.Transparency = 1
testbrick.CFrame = Torso.CFrame * CFrame.new(1.5,0,-3.6)
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - testbrick.Position;
local mag = targ.magnitude;
if mag <= 3 and c[i].Name ~= Player.Name then
-- Damagefunc1(head,5,1)
UpBlast(head,math.random(10,20))
end
end
end
end
magicsound(1.3)
EVENMOARMAGIX(Torso,1,6,1,1.5,-3,-3.6,0,0,0,BrickColor.new("Black"))
WaveEffect(Torso,1.5,3,1.5,1.5,-2,-3.6,0,0,0,BrickColor.new("Black"))
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-2*i,0,-1+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3-4.5*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
testbrick.Parent = nil
attack = false
end
end
function castthree()
if mana >= 20 then
attack = true
combo = 3
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
1+2.57*i,0,0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
1.5+3.07*i,0,-0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
local bawlofdewm1 = Instance.new("Part")
bawlofdewm1.formFactor = 1
bawlofdewm1.Parent = Character
bawlofdewm1.CanCollide = false
bawlofdewm1.BrickColor = BrickColor.new("White")
bawlofdewm1.Name = "Light Sphere"
bawlofdewm1.Size = Vector3.new(1,1,1)
bawlofdewm1.Position = Torso.Position
local bawlofdewm2 = Instance.new("Part")
bawlofdewm2.formFactor = 1
bawlofdewm2.Parent = Character
bawlofdewm2.CanCollide = false
bawlofdewm2.BrickColor = BrickColor.new("Black")
bawlofdewm2.Name = "Dark Sphere"
bawlofdewm2.Size = Vector3.new(1,1,1)
bawlofdewm2.Position = Torso.Position
local bawlmesh1 = Instance.new("SpecialMesh")
bawlmesh1.Parent = bawlofdewm1
bawlmesh1.MeshType = "Sphere"
bawlmesh1.Scale = Vector3.new(0.2,0,0.2)
local bawlmesh2 = Instance.new("SpecialMesh")
bawlmesh2.Parent = bawlofdewm2
bawlmesh2.MeshType = "Sphere"
bawlmesh2.Scale = Vector3.new(0.2,0,0.2)
local bawlweld1 = Instance.new("Weld")
bawlweld1.Parent = bawlofdewm1
bawlweld1.Part0 = bawlofdewm1
bawlweld1.Part1 = LeftArm
bawlweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.9) * CFrame.new(0,1,0)
bawlweld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
local bawlweld2 = Instance.new("Weld")
bawlweld2.Parent = bawlofdewm2
bawlweld2.Part0 = bawlofdewm2
bawlweld2.Part1 = bawlofdewm1
bawlweld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.2,0)
bawlweld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wait(0.5)
for i = 0,1,0.1 do
wait(0)
mana = mana - 2
bawlmesh1.Scale = bawlmesh1.Scale + Vector3.new(0.2,0.2,0.2)
bawlmesh2.Scale = bawlmesh2.Scale + Vector3.new(0.2,0.2,0.2)
end
abscond(0.8)
bawlweld1.Parent = nil
local vel2 = Instance.new("BodyVelocity")
vel2.Parent = bawlofdewm1
vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel2.velocity = Player.Character.Head.CFrame.lookVector * 10
coroutine.resume(coroutine.create(function()
for i = 0,3,0.1 do
wait()
MMMAGIC(bawlofdewm1,2,2,2,0,0,0,BrickColor.new("White"))
MMMAGIC(bawlofdewm2,2,2,2,0,0,0,BrickColor.new("Black"))
end
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - bawlofdewm1.Position;
local mag = targ.magnitude;
if mag <= 5 and c[i].Name ~= Player.Name then
-- Damagefunc1(head,5,1)
UpBlast(head,math.random(30,60))
end
end
end
end
magicsound(1)
EVENMOARMAGIX(bawlofdewm1,3,9,3,0,0,0,math.rad(90),0,0,BrickColor.new("Black"))
WaveEffect(bawlofdewm1,5,6,5,0,0,0,-math.rad(90),0,0,BrickColor.new("Black"))
BlastEffect(bawlofdewm1,5,9,5,0,0,0,-math.rad(90),0,0,BrickColor.new("White"))
bawlofdewm1.Parent = nil
bawlofdewm2.Parent = nil
end))
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,0.5-1.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,-0.5+1.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(1)
--[[bawlofdewm1.Parent = nil
bawlofdewm2.Parent = nil ]]
attack = false
end
end
function castfour()
if mana >= 5 then
attack = true
combo = "castfour"
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+2.5*i,0,-1+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1,0,0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
mana = mana - 5
local testbrick = Instance.new("Part")
testbrick.Parent = Character
testbrick.Anchored = true
testbrick.Transparency = 1
testbrick.CFrame = Torso.CFrame * CFrame.new(-1.5,0,-3.6)
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - testbrick.Position;
local mag = targ.magnitude;
if mag <= 3 and c[i].Name ~= Player.Name then
-- Damagefunc1(head,5,1)
UpBlast(head,math.random(10,20))
end
end
end
end
magicsound(1.3)
EVENMOARMAGIX(Torso,1,6,1,-1.5,-3,-3.6,0,0,0,BrickColor.new("White"))
WaveEffect(Torso,1.5,3,1.5,-1.5,-2,-3.6,0,0,0,BrickColor.new("White"))
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5-5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-2*i,0,0.5-0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
testbrick.Parent = nil
attack = false
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end))
end
end
function castfive()
attack = true
combo = "castfive"
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,-1-0.57*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1+0.57*i,0,0.5+1.07*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
--[[local vel2 = Instance.new("BodyVelocity")
vel2.Parent = Player.Character.Torso
vel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel2.velocity = Player.Character.Head.CFrame.lookVector * 15 ]]
local vel = Instance.new("BodyGyro")
vel.Parent = Torso
vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
vel.P = 20e+003
CF = Torso.CFrame
for i = 0,1,0.1 do
wait(0.05)
magicsound(2)
vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(720)*i,0)
--[[MMMAGIC(LeftArm,3,3,3,0,-1,0,BrickColor.new("White"))
MMMAGIC(RightArm,3,3,3,0,-1,0,BrickColor.new("Black")) ]]
EVENMOARMAGIX(LeftArm,3,3,3,0,-1,0,0,0,0,BrickColor.new("White"))
EVENMOARMAGIX(RightArm,3,3,3,0,-1,0,0,0,0,BrickColor.new("Black"))
end
vel.Parent = nil
--vel2.Parent = nil
wait(1)
combo = 0
attack = false
end
function wingbladeslashone()
attack = true
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,3*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = LeftArm
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld5.Parent = wingblade5
wingweld5.Part0 = wingblade5
wingweld5.Part1 = RightArm
wingweld5.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
con1=wingblade5.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
ss(1)
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-0.57*i,0,-3+2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57+0.33*i,-1*i,3-5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
con1:disconnect()
con1=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
ss(1.2)
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,1.57*i,-1+3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2-1*i,-1+1*i,-2+3*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
con1:disconnect()
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+2*i,1.57-1.57*i,2-
1.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+2*i,0,1-1.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,40,10) end)
con2=wingblade5.Touched:connect(function(hit) Damagefunc1(hit,40,10) end)
wait(0.1)
ss(0.8)
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3-4*i,0,0.5-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3-4*i,0,-0.5+1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
con2:disconnect()
WingBladeEffect(0,1,0,1,0,0)
wingblade2.Transparency = 1
wingblade5.Transparency = 1
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = Torso
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,0,-3)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,-0.2,0) * CFrame.new(0,0,0)
wingweld5.Parent = wingblade5
wingweld5.Part0 = wingblade5
wingweld5.Part1 = Torso
wingweld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,-math.rad(90)) * CFrame.new(-1,0,-3)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(0,0.2,0) * CFrame.new(0,0,0)
attack = false
end
function wingbladeslashtwo()
attack = true
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1+0.5*i,0,-0.5+0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1+0.5*i,0,0.5-0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = LeftArm
wingweld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld3.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld6.Parent = wingblade6
wingweld6.Part0 = wingblade6
wingweld6.Part1 = RightArm
wingweld6.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld6.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wait(0.1)
ss(1)
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
0.5+2.5*i,0,1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1+0.5,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld3.Parent = nil
coroutine.resume(coroutine.create(function()
local wingvel = Instance.new("BodyGyro")
wingvel.Parent = wingblade3
wingvel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
wingvel.P = 20e+003
wingCF = wingblade3.CFrame
local wingvel2 = Instance.new("BodyVelocity")
wingvel2.Parent = wingblade3
wingvel2.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
wingvel2.velocity = Player.Character.Head.CFrame.lookVector * 70
con1=wingblade3.Touched:connect(function(hit) Damagefunc1(hit,40,10) end)
for i = 0,1,0.05 do
wait()
wingvel.cframe = wingCF * CFrame.fromEulerAnglesXYZ(math.rad(360)*i,0,0)
end
con1:disconnect()
WingBladeEffect(0,0,1,0,0,0)
wingvel2.Parent = nil
wingblade3.Parent = nil
wingvel.Parent = nil
wingvel2.Parent = nil
wait(0.5)
wingblade3.Parent = modelzorz
wingblade3.Transparency = 1
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = Torso
wingweld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,0.5,-3.3)
function wingbladeslashthree()
attack = true
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5-1.5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-
0.5+2.5-4*i,0,-1+1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = LeftArm
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld4.Parent = wingblade4
wingweld4.Part0 = wingblade4
wingweld4.Part1 = RightArm
wingweld4.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
3+4.57*i,0,1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-3+4.57*i,0,-
1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1,0)
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1,0)
con1=wingblade1.Touched:connect(function(hit) Damagefunc1(hit,10,10) end)
con2=wingblade4.Touched:connect(function(hit) Damagefunc1(hit,10,10) end)
wait(0.1)
for i = 0,1,0.1 do
wait()
ss(1.5)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-
3+4.57,0,1-3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-
3+4.57,0,-1+3*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld4.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(600)*i,0) * CFrame.new(0,1,0)
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(0,math.rad(600)*i,0) * CFrame.new(0,1,0)
end
con1:disconnect()
con2:disconnect()
wingblade1.Transparency = 1
wingblade4.Transparency = 1
WingBladeEffect(1,0,0,1,0,0)
wait(0.1)
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = Torso
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,-0.5,-
3.3)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(-0.5,-0.2,0) * CFrame.new(0,0,0)
wingweld4.Parent = wingblade4
wingweld4.Part0 = wingblade4
wingweld4.Part1 = Torso
wingweld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,-math.rad(90)) * CFrame.new(-1,-0.5,-
3.3)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(-0.5,0.2,0) * CFrame.new(0,0,0)
attack = false
end
function wingbladeslashfour()
attack = true
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,0,-
2+3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,2-0.43*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingblade1.Transparency = 0.4
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = Torso
wingweld1.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(math.rad(180),0,0) * CFrame.new(0,0,0)
wingblade2.Transparency = 0.4
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = Torso
wingweld2.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(math.rad(180),1,0) * CFrame.new(0,0,0)
wingblade3.Transparency = 0.4
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = Torso
wingweld3.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld3.C1 = CFrame.fromEulerAnglesXYZ(math.rad(180),2,0) * CFrame.new(0,0,0)
wingblade4.Transparency = 0.4
wingweld4.Parent = wingblade4
wingweld4.Part0 = wingblade4
wingweld4.Part1 = Torso
wingweld4.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(math.rad(180),3,0) * CFrame.new(0,0,0)
wingblade5.Transparency = 0.4
wingweld5.Parent = wingblade5
wingweld5.Part0 = wingblade5
wingweld5.Part1 = Torso
wingweld5.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(math.rad(180),4,0) * CFrame.new(0,0,0)
wingblade6.Transparency = 0.4
wingweld6.Parent = wingblade6
wingweld6.Part0 = wingblade6
wingweld6.Part1 = Torso
wingweld6.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,0,0)
wingweld6.C1 = CFrame.fromEulerAnglesXYZ(math.rad(180),5,0) * CFrame.new(0,0,0)
WingBladeEffect(1,1,1,1,1,1)
wait(0.2)
con1=wingblade1.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con2=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con3=wingblade3.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con4=wingblade4.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con5=wingblade5.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
con6=wingblade6.Touched:connect(function(hit) Damagefunc1(hit,10,15) end)
for i = 0,1,0.1 do
wait()
ss(1.2)
wingweld1.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
wingweld2.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
wingweld3.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
wingweld4.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
wingweld5.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
wingweld6.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(0,math.rad(360)*i,0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,-2+3-3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,0,1.57-
2.43*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
con4:disconnect()
con5:disconnect()
con6:disconnect()
wait(0.3)
wingblade1.Transparency = 1
wingblade2.Transparency = 1
wingblade3.Transparency = 1
wingblade4.Transparency = 1
wingblade5.Transparency = 1
wingblade6.Transparency = 1
WingBladeEffect(1,1,1,1,1,1)
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = Torso
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,-0.5,-
3.3)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(-0.5,-0.2,0) * CFrame.new(0,0,0)
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = Torso
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,0,-3)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,-0.2,0) * CFrame.new(0,0,0)
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = Torso
wingweld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,0.5,-3.3)
function ArsSolum()
attack = true
ss(1)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3-0.3*i,3.14,0) * CFrame.new(0,0,-
0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90)-0.5+0.5*i,0,0) *
CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(0.5+1,-1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.7+2.2*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.7-0.5*i,1-1*i,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5+3*i,-1.57+1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5-1.5*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.9)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4.5-5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
for i = 0,1,0.1 do
wait()
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(180)*i,0,math.rad(90))
* CFrame.new(0,1,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4.5-5,0,-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(1.1)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait()
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(180),0,math.rad(90)) *
CFrame.new(0,1,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+3.5*i,-
1*i,-1+2.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
for i = 0,1,0.1 do
wait()
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(180)-
math.rad(180)*i,0,math.rad(90)) * CFrame.new(0,1,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) *
CFrame.fromEulerAnglesXYZ(3+1*i,-1+1*i,1.5-1.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.8)
con1=part13.Touched:connect(function(hit) Damagefunc1(hit,30,10) end)
for i = 0,1,0.2 do
wait()
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) *
CFrame.new(0,1,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
wld1.C0 = CFrame.fromEulerAnglesXYZ(0,-math.rad(90),0) * CFrame.new(-0.7,0,0)
wld1.C1 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,0) * CFrame.new(0,0,0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(4-5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1:disconnect()
wait(0.5)
attack = false
end
function ShieldDash()
if mana >= 20 then
attack = true
gairo.Parent = Head
gairo.cframe = Head.CFrame
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5*i) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.7*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.9*i,0,1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,-
1.2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
mana = mana - 20
ss(0.5)
con1=prt1.Touched:connect(function(hit) Bash(hit,40) end)
local vel = Instance.new("BodyVelocity")
vel.Parent = Player.Character.Torso
vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel.velocity = Player.Character.Head.CFrame.lookVector * 100
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(prt19,3,3,3,0,0,0,BrickColor.new("White"))
MOREMAGIX(prt19,0,2,2,2,BrickColor.new("White"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("White"))
else
MMMAGIC(prt19,3,3,3,0,0,0,BrickColor.new("Black"))
MOREMAGIX(prt19,0,2,2,2,BrickColor.new("Black"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("Black"))
end
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.7,0.5,-0.5-0.3*i) * CFrame.fromEulerAnglesXYZ(1.9,0,1-
0.3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5,0.5,-0.5-0.3*i) * CFrame.fromEulerAnglesXYZ(1+0.57,0,-
1.2+0.3*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(prt19,3,3,3,0,0,0,BrickColor.new("White"))
MOREMAGIX(prt19,0,2,2,2,BrickColor.new("White"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("White"))
else
MMMAGIC(prt19,3,3,3,0,0,0,BrickColor.new("Black"))
MOREMAGIX(prt19,0,2,2,2,BrickColor.new("Black"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("Black"))
end
end
vel.Parent = nil
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(prt19,3,3,3,0,0,0,BrickColor.new("White"))
MOREMAGIX(prt19,0,2,2,2,BrickColor.new("White"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("White"))
else
MMMAGIC(prt19,3,3,3,0,0,0,BrickColor.new("Black"))
MOREMAGIX(prt19,0,2,2,2,BrickColor.new("Black"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("Black"))
end
end
if mode == "Normal" then
wait(0.3)
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5-0.5*i) * CFrame.new(0,0,-
0.5)
LW.C0 = CFrame.new(-1.5+0.7-0.7*i,0.5,-0.5-0.3+0.8*i) *
CFrame.fromEulerAnglesXYZ(1.9-1.9*i,0,1-0.3-0.7*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5-0.3+0.8*i) *
CFrame.fromEulerAnglesXYZ(1+0.57-0.57*i,0,-1.2+0.3+0.9*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
gairo.Parent = nil
wait(0.2)
con1:disconnect()
elseif mode == "Attack" then
if holddash == true and mana >= 20 then
con1:disconnect()
gairo.Parent = nil
wait(0.5)
gairo.Parent = Head
gairo.cframe = Head.CFrame
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5-1*i) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.7-0.7*i,0.5,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(1.9,0,0.7-1.6*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,-0.9+2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(0.8)
con1=part13.Touched:connect(function(hit) Damagefunc2(hit,40,25) end)
mana = mana - 20
local vel = Instance.new("BodyVelocity")
vel.Parent = Player.Character.Torso
vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel.velocity = Player.Character.Head.CFrame.lookVector * 100
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(part14,3,3,3,0,0,0,BrickColor.new("White"))
MOREMAGIX(part14,0,2,2,2,BrickColor.new("White"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("White"))
else
MMMAGIC(part14,3,3,3,0,0,0,BrickColor.new("Black"))
MOREMAGIX(part14,0,2,2,2,BrickColor.new("Black"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("Black"))
end
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(90)*i,0,math.rad(90)-
math.rad(90)*i) * CFrame.new(0,1,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5-1) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.9-0.33*i,0,0.7-
1.5+0.4*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,-0.9+2)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(part14,3,3,3,0,0,0,BrickColor.new("White"))
MOREMAGIX(part14,0,2,2,2,BrickColor.new("White"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("White"))
else
MMMAGIC(part14,3,3,3,0,0,0,BrickColor.new("Black"))
MOREMAGIX(part14,0,2,2,2,BrickColor.new("Black"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("Black"))
end
end
vel.Parent = nil
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(part14,3,3,3,0,0,0,BrickColor.new("White"))
MOREMAGIX(part14,0,2,2,2,BrickColor.new("White"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("White"))
else
MMMAGIC(part14,3,3,3,0,0,0,BrickColor.new("Black"))
MOREMAGIX(part14,0,2,2,2,BrickColor.new("Black"))
DashEf(Head.CFrame *
CFrame.fromEulerAnglesXYZ(math.rad(90),0,0),BrickColor.new("Black"))
end
end
wait(0.3)
con1:disconnect()
for i = 0,1,0.1 do
wait()
weld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)+math.rad(90)-
math.rad(90)*i,0,math.rad(90)-math.rad(90)+math.rad(90)*i) * CFrame.new(0,1,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,-0.5+0.5*i) * CFrame.new(0,0,-
0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.9-0.33-1.57*i,0,1.2-
1.2*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-0.57*i,0,1.1-1.1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
gairo.Parent = nil
else
wait(0.3)
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0.5-0.5*i) * CFrame.new(0,0,-
0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.9-0.33-1.57*i,0,1.2-
1.2*i)
--LW.C0 = CFrame.new(-1.5+0.7-0.7*i,0.5,-0.5-0.3+0.8*i) *
CFrame.fromEulerAnglesXYZ(1.9-1.9*i,0,1-0.3-0.7*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5-0.3+0.8*i) *
CFrame.fromEulerAnglesXYZ(1+0.57-0.57*i,0,-1.2+0.3+0.9*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
gairo.Parent = nil
wait(0.2)
con1:disconnect()
end
end
attack = false
end
end
function guard()
attack = true
guarding = true
Character.Humanoid.WalkSpeed = 20
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.8*i,0.5+0.2*i,-0.8*i) *
CFrame.fromEulerAnglesXYZ(2.07*i,0,1.4*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.8*i,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(0.7+0.87*i,0,-
1.4*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
humanoid = Character.Humanoid
lhh = humanoid.Health
print(lhh - humanoid.Health)
test = lhh - humanoid.Health
if mana < 400 then
mana = mana + math.random(test, test*50)
end
if mana > 400 then
mana = 400
end
if mode == "Normal" then
humanoid.Health = lhh - (test * 50)
elseif mode == "Attack" then
humanoid.Health = lhh - (test * 50)
end
lhh = humanoid.Health
shieldbash(1)
local vel = Instance.new("BodyVelocity")
vel.Parent = Player.Character.Torso
vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1000
vel.velocity = Player.Character.Torso.CFrame.lookVector * -20
velo = -20
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.8,0.5+0.2,-0.8) *
CFrame.fromEulerAnglesXYZ(2.07,0,1.4+0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.8,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(0.7+0.87,0,-1.4-
0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
end
for i = 0,1,0.05 do
wait()
LW.C0 = CFrame.new(-1.5+0.8,0.5+0.2,-0.8) *
CFrame.fromEulerAnglesXYZ(2.07,0,1.4+0.5-0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.8,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(0.7+0.87,0,-1.4-
0.5+0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3-0.3*i,3.14,0) * CFrame.new(0,0,-
0.5)
velo = velo + 0.5
vel.velocity = Player.Character.Torso.CFrame.lookVector * velo
end
vel.Parent = nil
end
wait(0.1)
end
Character.Humanoid.WalkSpeed = 16
if bashing == false then
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.8-0.8*i,0.5+0.2-0.2*i,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(2.07-2.07*i,0,1.4-1.4*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.8+0.8*i,0.5,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(0.7+0.87-0.87*i,0,-1.4+1.4*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.7,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
attack = false
end
end
function Bashem()
attack = true
bashing = true
guarding = false
if mode == "Normal" then
ss(0.7)
con1=prt1.Touched:connect(function(hit) Bash(hit,40) end)
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.8-0.8*i,0.5+0.2-0.2*i,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(2.07,0,1.4-3*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.8+0.8*i,0.5,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(0.7+0.87,0,-1.4+3*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.15)
con1:disconnect()
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2.07-2.07*i,0,-
1.6+1.6*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-0.87*i,0,1.6-1.6*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
elseif mode == "Attack" then
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+0.8+0.3*i,0.5+0.2+0.3*i,-0.8) *
CFrame.fromEulerAnglesXYZ(2.07-0.5*i,0,1.4+0.17*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,1.57*i,0)
RW.C0 = CFrame.new(1.5-0.8+0.8*i,0.5,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(1.57,0,-1.4+2*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1=part13.Touched:connect(function(hit) Damagefunc2(hit,40,25) end)
ss(1.1)
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5+1.1-1.1*i,0.5+0.5-0.5*i,-0.8+0.8*i) *
CFrame.fromEulerAnglesXYZ(2.07-0.5,0,1.4+0.17)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(4*i,1.57,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,-1.4+2)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.15)
con1:disconnect()
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-1.57*i,0,1.57-
1.57*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(4-4*i,1.57-1.57*i,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-0.57*i,0,-1.4+2-
0.6*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
bashing = false
attack = false
end
function WingBladeStance(seeing)
wingblade1.Parent = modelzorz
wingblade2.Parent = modelzorz
wingblade3.Parent = modelzorz
wingblade4.Parent = modelzorz
wingblade5.Parent = modelzorz
wingblade6.Parent = modelzorz
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = Torso
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,-0.5,-
3.3)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(-0.5,-0.2,0) * CFrame.new(0,0,0)
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = Torso
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,0,-3)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,-0.2,0) * CFrame.new(0,0,0)
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = Torso
wingweld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(1,0.5,-3.3)
function StyleChange()
attack = true
if mode == "Normal" then
Character.Humanoid.WalkSpeed = 0
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57-0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
function idleanim()
if attack == false then
--print("MOARDERP")
for i = 0,1,0.05 do
wait()
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(-0.5+0.3*i,-0.2,0) * CFrame.new(0,0,0)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0.2*i,-0.2,0) * CFrame.new(0,0,0)
wingweld3.C1 = CFrame.fromEulerAnglesXYZ(0.5+0.1*i,-0.2,0) * CFrame.new(0,0,0)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(-0.5+0.3*i,0.2,0) * CFrame.new(0,0,0)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(0.2*i,0.2,0) * CFrame.new(0,0,0)
wingweld6.C1 = CFrame.fromEulerAnglesXYZ(0.5+0.1*i,0.2,0) * CFrame.new(0,0,0)
end
wait(0.5)
for i = 0,1,0.05 do
wait()
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(-0.5+0.3-0.5*i,-0.2,0) * CFrame.new(0,0,0)
function MegaHit()
if mana >= 5 then
attack = true
gairo.Parent = Head
gairo.cframe = Head.CFrame
Charge(2)
for i = 0,1,0.1 do
wait()
if element == "Light" then
MMMAGIC(LeftArm,3,3,3,0,-1,0,BrickColor.new("White"))
elseif element == "Dark" then
MMMAGIC(LeftArm,3,3,3,0,-1,0,BrickColor.new("Black"))
end
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,-0.5*i) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2*i,0,-0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
for i = 0,1,0.2 do
wait()
if element == "Light" then
MMMAGIC(LeftArm,3,3,3,0,-1,0,BrickColor.new("White"))
elseif element == "Dark" then
MMMAGIC(LeftArm,3,3,3,0,-1,0,BrickColor.new("Black"))
end
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,-0.5) * CFrame.new(0,0,-0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2-3*i,0,-0.5)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
mana = mana - 5
local testbrick = Instance.new("Part")
testbrick.Parent = modelzorz
testbrick.Anchored = true
testbrick.Transparency = 1
testbrick.CFrame = Torso.CFrame * CFrame.new(-3,0,-2)
coroutine.resume(coroutine.create(function()
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - testbrick.Position;
local mag = targ.magnitude;
if mag <= 3 and c[i].Name ~= Player.Name then
UpBlast(head,math.random(20,30))
end
end
end
end
end))
magicsound(2)
if element == "Light" then
EVENMOARMAGIX(Torso,1,6,1,-3,-2,-2,0,0,0,BrickColor.new("White"))
WaveEffect(Torso,2.5,3,2.5,-3,-2,-2,0,0,0,BrickColor.new("White"))
else
EVENMOARMAGIX(Torso,2,5,2,-3,-2,-2,0,0,0,BrickColor.new("Black"))
WaveEffect(Torso,1.5,4,1.5,-3,-2,-2,0,0,0,BrickColor.new("Black"))
end
wait(0.2)
for i = 0,1,0.1 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,-0.5+0.5*i) * CFrame.new(0,0,-
0.5)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1+1*i,0,-0.5+0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
testbrick.Parent = nil
gairo.Parent = nil
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
attack = false
end
end
function SwordRaid()
if mana >= 20 then
attack = true
local UltimaPart = Instance.new("Part")
UltimaPart.Parent = modelzorz
UltimaPart.CanCollide = false
UltimaPart.Position = Torso.Position
UltimaPart.Transparency = 1
local UltimaWeld = Instance.new("Weld")
UltimaWeld.Parent = UltimaPart
UltimaWeld.Part0 = UltimaPart
UltimaWeld.Part1 = Torso
UltimaWeld.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
UltimaWeld.C1 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(0,0,0)
local wingvel2 = Instance.new("BodyVelocity")
wingvel2.Parent = UltimaPart
WingBladeEffect(1,1,1,1,1,1)
wingblade1.Transparency = 1
wingblade2.Transparency = 1
wingblade3.Transparency = 1
wingblade4.Transparency = 1
wingblade5.Transparency = 1
wingblade6.Transparency = 1
wait(0.4)
wingblade1.Transparency = 0.4
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = UltimaPart
wingweld1.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(0,math.rad(90),0) * CFrame.new(0,0,0)
wingblade2.Transparency = 0.4
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = UltimaPart
wingweld2.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(1,math.rad(90),0) * CFrame.new(0,0,0)
wingblade3.Transparency = 0.4
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = UltimaPart
wingweld3.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
wingweld3.C1 = CFrame.fromEulerAnglesXYZ(2,math.rad(90),0) * CFrame.new(0,0,0)
wingblade4.Transparency = 0.4
wingweld4.Parent = wingblade4
wingweld4.Part0 = wingblade4
wingweld4.Part1 = UltimaPart
wingweld4.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(3,math.rad(90),0) * CFrame.new(0,0,0)
wingblade5.Transparency = 0.4
wingweld5.Parent = wingblade5
wingweld5.Part0 = wingblade5
wingweld5.Part1 = UltimaPart
wingweld5.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(4,math.rad(90),0) * CFrame.new(0,0,0)
wingblade6.Transparency = 0.4
wingweld6.Parent = wingblade6
wingweld6.Part0 = wingblade6
wingweld6.Part1 = UltimaPart
wingweld6.C0 = CFrame.new(0,0,-4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
wingweld6.C1 = CFrame.fromEulerAnglesXYZ(5,math.rad(90),0) * CFrame.new(0,0,0)
WingBladeEffect(1,1,1,1,1,1)
con1=wingblade1.Touched:connect(function(hit) Damagefunc1(hit,20,15) end)
con2=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,20,15) end)
con3=wingblade3.Touched:connect(function(hit) Damagefunc1(hit,20,15) end)
con4=wingblade4.Touched:connect(function(hit) Damagefunc1(hit,20,15) end)
con5=wingblade5.Touched:connect(function(hit) Damagefunc1(hit,20,15) end)
con6=wingblade6.Touched:connect(function(hit) Damagefunc1(hit,20,15) end)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i)
function SwordRage()
attack = true
SwordRaging = true
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-2*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-3*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = LeftArm
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld4.Parent = wingblade4
wingweld4.Part0 = wingblade4
wingweld4.Part1 = RightArm
wingweld4.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
con1=wingblade1.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con4=wingblade4.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
ss(1.2)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
2+4*i,0,0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-2+3*i,0,0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
ss(1.2)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(-2+4-
1*i,0,0.5-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
2+3+1*i,0,0.5-1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.05)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,-0.5-0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(2-
1*i,0,-0.5+1.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
ss(1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,-1+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,1-1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
WingBladeEffect(1,0,0,1,0,0)
wingblade1.Transparency = 1
wingblade4.Transparency = 1
con1:disconnect()
con4:disconnect()
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-2.57*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57-2.57*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = LeftArm
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld5.Parent = wingblade5
wingweld5.Part0 = wingblade5
wingweld5.Part1 = RightArm
wingweld5.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
con2=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con5=wingblade5.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
ss(1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
1+4*i,0,0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-1+4*i,0,-
0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(3-
2.5*i,0,0.5-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(3-
2.5*i,0,-0.5+1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con2:disconnect()
con5:disconnect()
WingBladeEffect(0,1,0,0,1,0)
wingblade2.Transparency = 1
wingblade5.Transparency = 1
wait(0.05)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5-1*i,0,-0.5+0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5-1*i,0,0.5-0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = LeftArm
wingweld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,2,-0.5)
wingweld3.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld6.Parent = wingblade6
wingweld6.Part0 = wingblade6
wingweld6.Part1 = RightArm
wingweld6.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,2,-0.5)
wingweld6.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+2.07*i,-1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+2.07*i,1.57*i,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
end
wait(0.1)
con3=wingblade3.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con6=wingblade6.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
ss(1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+2.07,-
1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1-1.5*i,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(-
0.5+2.07,1.57,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1-1.5*i,0,0)
end
con3:disconnect()
con6:disconnect()
WingBladeEffect(0,0,1,0,0,1)
wingblade3.Transparency = 1
wingblade6.Transparency = 1
wait(0.1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.57-
1.57*i,-1.57+1.57*i,-0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.57-
1.57*i,1.57-1.57*i,0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
end
attack = false
end
function SwordRageZ()
attack = true
WingBladeEffect(1,1,0,1,1,0)
wingblade1.Transparency = 0.4
wingblade2.Transparency = 0.4
wingblade4.Transparency = 0.4
wingblade5.Transparency = 0.4
wingweld1.Parent = wingblade1
wingweld1.Part0 = wingblade1
wingweld1.Part1 = LeftArm
wingweld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0.5)
wingweld1.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld4.Parent = wingblade4
wingweld4.Part0 = wingblade4
wingweld4.Part1 = RightArm
wingweld4.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0.5)
wingweld4.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = LeftArm
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,-0.5)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld5.Parent = wingblade5
wingweld5.Part0 = wingblade5
wingweld5.Part1 = RightArm
wingweld5.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,-0.5)
wingweld5.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2*i,0,-0.5)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2*i,0,0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1=wingblade1.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con2=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con4=wingblade4.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con5=wingblade5.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
ss(1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2-0.43*i,0,-0.5+1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2-0.43*i,0,0.5-1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
ss(1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,0,-
0.5+1-0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,0,0.5-
1+0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
con1:disconnect()
con2:disconnect()
con4:disconnect()
con5:disconnect()
WingBladeEffect(1,1,0,1,1,0)
wingblade1.Transparency = 1
wingblade2.Transparency = 1
wingblade4.Transparency = 1
wingblade5.Transparency = 1
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.57-
1.57*i,0,-0.5+1-0.5-0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,-0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.57-
1.57*i,0,0.5-1+0.5+0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
attack = false
end
function SwordRageX()
attack = true
WingBladeEffect(0,1,1,0,1,1)
wingblade3.Transparency = 0.4
wingblade6.Transparency = 0.4
wingblade2.Transparency = 0.4
wingblade5.Transparency = 0.4
wingweld2.Parent = wingblade2
wingweld2.Part0 = wingblade2
wingweld2.Part1 = LeftArm
wingweld2.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,3,0)
wingweld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wingweld3.Parent = wingblade3
wingweld3.Part0 = wingblade3
wingweld3.Part1 = LeftArm
wingweld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90),0) *
CFrame.new(0,2,-0.5)
wingweld3.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,-1.57*i,-
0.5+0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con2=wingblade2.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
con3=wingblade3.Touched:connect(function(hit) Damagefunc1(hit,20,5) end)
ss(1.2)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
function EndSwordRage()
attack = true
wait(0.1)
WingBladeStance(true)
WingBladeEffect(1,1,1,1,1,1)
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,-0.5+0.5*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i,0,0.5-0.5*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
attack = false
end
function MagicBarrage()
attack = true
if element == "Light" then
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5+0.5*i,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2*i,0,1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
while barragehold == true and mana >= 0 do
wait(0.1)
mana = mana - math.random(0,10)
ss(1+math.random())
LW.C0 = CFrame.new(-1.5+0.5,0.5,-0.5) *
CFrame.fromEulerAnglesXYZ(1+math.random(),0,math.random(-1,0)+math.random())
coroutine.resume(coroutine.create(function()
slasheffect(LeftArm.CFrame*CFrame.new(0,-
3,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-
50,50),math.random(-50,50)),0,10,nil)
end))
end
if mana <= 0 then
mana = 0
end
else
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
local p = Instance.new("Part")
p.Parent = Character
p.Name = "TestBrick"
p.CFrame = RightArm.CFrame*CFrame.new(0,1,0)
p.CanCollide = false
p.Transparency = 1
local pweld = Instance.new("Weld")
pweld.Parent = p
pweld.Part0 = p
pweld.Part1 = RightArm
pweld.C0 = CFrame.new(0,1,0)
coroutine.resume(coroutine.create(function()
while p.Parent ~= nil do
wait(0.05)
MMMAGIC(p,4,4,4,0,0,0,BrickColor.new("Black"))
EVENMOARMAGIX(p,3,3,3,0,0,0,math.random(-50,50),math.random(-50,50),math.random(-
50,50),BrickColor.new("Black"))
MOREMAGIX(p,0,2,2,2,BrickColor.new("Black"))
end
end))
DarkRiftF(p)
p.Parent = nil
end
attack = false
end
function Regening()
attack = true
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1.57*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1+0.57*i,0,1.57*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
while regening == true do
wait(0.1)
DifferentEffect()
if mana >= 400 then
mana = 400
else
Character.Humanoid.Health = Character.Humanoid.Health + 0.01
mana = mana + 100
end
end
attack = false
end
function Ultima()
attack = true
if mana == 400 then
if Style == "MagicMayhem" then
print("LOLOL ECLIPSE TIEM")
for i = 0,1,0.05 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57-0.5*i,3.14,0) * CFrame.new(0,0,-0.5)
function ULTRAUltima()
attack = true
--if Style == "MagicMayhem" and mana >= 400 then
if Style == "MagicMayhem" then
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - Torso.Position;
local mag = targ.magnitude;
if mag <= 60 and c[i].Name ~= Player.Name then
UltimaMagicMayhemDamage(head,math.random(200,500))
end
end
end
end
Style = "Normal"
MagicMayhemUltimaSounds()
for i = 0,9,0.2 do
wait()
MMMAGIC(Torso,90,90,90,0,0,0,BrickColor.new("White"))
MMMAGIC(Torso,90,90,90,0,0,0,BrickColor.new("Black"))
EVENMOARMAGIX(Torso,80,80,80,0,0,0,0,0,0,BrickColor.new("White"))
EVENMOARMAGIX(Torso,80,80,80,0,0,0,0,0,0,BrickColor.new("Black"))
WaveEffect(Torso,70,70,70,0,0,0,0,math.random(-50,50),0,BrickColor.new("White"))
WaveEffect(Torso,70,70,70,0,0,0,0,math.random(-50,50),0,BrickColor.new("Black"))
MMMAGIC(Torso,5,5,5,math.random(-35,35),0,math.random(-
35,35),BrickColor.new("White"))
MMMAGIC(Torso,5,5,5,math.random(-35,35),0,math.random(-
35,35),BrickColor.new("Black"))
end
coroutine.resume(coroutine.create(function()
local clone = Instance.new("Part")
clone.Parent = workspace
clone.CFrame = Torso.CFrame
clone.CanCollide = false
clone.Transparency = 1
clone.Anchored = true
for i = 0,10,0.2 do
wait(0.1)
MMMAGIC(clone,1,1,1,math.random(-30,30),0,math.random(-
30,30),BrickColor.new("White"))
MMMAGIC(clone,1,1,1,math.random(-30,30),0,math.random(-
30,30),BrickColor.new("Black"))
end
clone.Parent = nil
end))
end
attack = false
end
function WingBladeEffect(one,two,three,four,five,six)
if one == 1 then
EVENMOARMAGIX(wingblade1,3,3,3,0,0,0,math.rad(90),0,0,BrickColor.new("White"))
end
if two == 1 then
EVENMOARMAGIX(wingblade2,3,3,3,0,0,0,math.rad(90),0,0,BrickColor.new("White"))
end
if three == 1 then
EVENMOARMAGIX(wingblade3,3,3,3,0,0,0,math.rad(90),0,0,BrickColor.new("White"))
end
if four == 1 then
EVENMOARMAGIX(wingblade4,3,3,3,0,0,0,math.rad(90),0,0,BrickColor.new("White"))
end
if five == 1 then
EVENMOARMAGIX(wingblade5,3,3,3,0,0,0,math.rad(90),0,0,BrickColor.new("White"))
end
if six == 1 then
EVENMOARMAGIX(wingblade6,3,3,3,0,0,0,math.rad(90),0,0,BrickColor.new("White"))
end
end
function MMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
local msh1 = Instance.new("BlockMesh")
msh1.Scale = Vector3.new(0.5,0.5,0.5)
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(x1,y1,z1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1)
Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-
50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil
end),S,S.CFrame)
end
function UltimaMMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
local msh1 = Instance.new("BlockMesh")
msh1.Scale = Vector3.new(x1,y1,z1)
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(1,1,1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1)
Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-
50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil
end),S,S.CFrame)
end
function MOREMAGIX(part,cframe,x,y,z,color)
p2=Instance.new("Part")
p2.Name="Blast"
p2.TopSurface=0
p2.BottomSurface=0
p2.CanCollide=false
p2.Anchored=true
p2.BrickColor=color
p2.Size=Vector3.new(x,y,z)
p2.formFactor="Symmetric"
p2.CFrame=part.CFrame*CFrame.new(0,cframe,0)
p2.Parent=workspace
m=Instance.new("BlockMesh")
m.Parent=p2
m.Name="BlastMesh"
coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do
part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09)
part.Transparency=loll/20
part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-
100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end
part.Parent=nil
end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-
10,10)/10))
end
function EVENMOARMAGIX(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
local msh1 = Instance.new("SpecialMesh")
msh1.Scale = Vector3.new(0.5,0.5,0.5)
msh1.MeshType = "Sphere"
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(x1,y1,z1)
S.BrickColor=color
if Style == "WingBlade" and element == "Dark" then
S.BrickColor=BrickColor.new("Black")
end
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15)
Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
function WaveEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
local msh1 = Instance.new("SpecialMesh")
msh1.Scale = Vector3.new(x1,y1,z1)
msh1.MeshId = "http://www.roblox.com/asset/?id=20329976"
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(1,1,1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15)
Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
function BlastEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
local msh1 = Instance.new("SpecialMesh")
msh1.Scale = Vector3.new(x1,y1,z1)
msh1.MeshId = "http://www.roblox.com/asset/?id=1323306"
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(1,1,1)
S.BrickColor=color
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do
Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15)
Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
function DifferentEffect()
p=Instance.new("Part")
p.Name="FlameEm"
p.Shape=0
p.TopSurface=0
p.BottomSurface=0
derp = math.random(1,2)
if derp == 1 then
p.BrickColor=BrickColor.new("White")
else
p.BrickColor=BrickColor.new("Black")
end
p.Anchored=true
p.CanCollide=false
p.Size=Vector3.new(1,1,1)
p.CFrame=CFrame.new(Character["Torso"].CFrame.p+Vector3.new(0,-3,0))
+Vector3.new(math.random(-10,10)/3,0,math.random(-10,10)/3)
p.Parent=workspace
m=Instance.new("SpecialMesh")
m.MeshType="Sphere"
m.Parent=p
m.Scale=Vector3.new(1,1,1)
coroutine.resume(coroutine.create(function(p) for i=1, 9 do
p.Mesh.Scale=p.Mesh.Scale+Vector3.new(0,1.5,0) p.Transparency=p.Transparency+1/9
wait(0) end p.Parent=nil end),p)
end
function DashEf(P,color)
local m = Instance.new("Part")
m.Parent = workspace
m.BrickColor = color
m.Transparency = 0
m.Anchored = true
m.CFrame = P
m.CanCollide = false
local me = Instance.new("SpecialMesh")
me.Parent = m
me.MeshType = "FileMesh"
me.MeshId = "http://www.roblox.com/asset/?id=20329976"
me.Scale = Vector3.new(2.5,2.5,2.5)
coroutine.resume(coroutine.create(function(part,mesh)
for i = 0,5 do
wait(0.1)
part.CFrame = part.CFrame * CFrame.fromEulerAnglesXYZ(0, math.random(0,2), 0)
mesh.Scale = mesh.Scale + Vector3.new(0.5,0.4,0.5)
part.Transparency = part.Transparency + 0.20
end
m:Remove()
end),m,me)
end
function slasheffect(cframe,waitin,size,efdam)
wait(waitin)
for l=1, 2 do
wait()
e=Instance.new("Part")
e.Name="SlashEffect"
e.TopSurface=0
e.BottomSurface=0
e.formFactor="Symmetric"
e.Size=Vector3.new(2,2,size)
e.Anchored=true
e.BrickColor=BrickColor.new("White")
e.Reflectance=0
e.CanCollide=false
m=Instance.new("SpecialMesh")
m.MeshType="Sphere"
m.Scale=Vector3.new(.25,.25,1)
m.Parent=e
e.CFrame = cframe
e.Parent=workspace
local c = game.Workspace:GetChildren();
for i = 1, #c do
local hum = c[i]:findFirstChild("Humanoid")
if hum ~= nil and hum.Health ~= 0 then
local head = c[i]:findFirstChild("Head");
if head ~= nil then
local targ = head.Position - e.Position;
local mag = targ.magnitude;
if mag <= 5 and c[i].Name ~= Player.Name then
Damagefunc1(head,5,1)
end
end
end
end
coroutine.resume(coroutine.create(function(m) for i=1, 9 do m.Transparency=i*.1
m.Mesh.Scale=m.Mesh.Scale-Vector3.new(.01,.01,.05)*2 wait() end m.Parent=nil
coneffect:disconnect() end),e)
end
end
function ss(pitch)
--[[function ss(pitch) -- No sound mode (for all those noobs who can't handle the
earraep. Umad, noobs?)
end
function critsound(pitch)
end
function sheath(pitch)
end
function shieldbash(pitch)
end
function magicsound(pitch)
end
function abscond(pitch)
end
function Charge(pitch)
end
function MagicMayhemUltimaSounds()
end ]]
Damagefunc1=function(hit,Damage,Knockback)
if attackdebounce == false then
attackdebounce = true
coroutine.resume(coroutine.create(function()
wait(0.1)
attackdebounce = false
end))
if hit.Parent==nil then
return
end
CPlayer=Bin
h=hit.Parent:FindFirstChild("Humanoid")
if h~=nil and hit.Parent.Name~=Character.Name and
hit.Parent:FindFirstChild("Torso")~=nil then
if mana < 400 then
mana = mana + math.random(5,15)
end
if mana > 400 then
mana = 400
end
Damage=Damage
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
-- print(c.Value)
if math.random(0,99)+math.random()<=7.8 then
CRIT=true
Damage=Damage*3
--[[ Knockback=Knockback*2
r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-
20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
critsound(2)
end
Damage=Damage+math.random(0,10)
-- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/
10,0),math.floor(Damage/2))
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
if Knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.25)
--[[ r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-
20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
game:GetService("Debris"):AddItem(r,.5)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
Damagefunc2=function(hit,Damage,Knockback)
if attackdebounce == false then
attackdebounce = true
coroutine.resume(coroutine.create(function()
wait(0.1)
attackdebounce = false
end))
if hit.Parent==nil then
return
end
CPlayer=Bin
h=hit.Parent:FindFirstChild("Humanoid")
if h~=nil and hit.Parent.Name~=Character.Name and
hit.Parent:FindFirstChild("Torso")~=nil then
if mana < 400 then
mana = mana + math.random(5,15)
end
if mana > 400 then
mana = 400
end
Damage=Damage
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
-- print(c.Value)
if math.random(0,99)+math.random()<=7.8 then
CRIT=true
Damage=Damage*3
--[[ Knockback=Knockback*2
r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-
20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
critsound(2)
end
Damage=Damage+math.random(0,10)
-- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/
10,0),math.floor(Damage/2))
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vl=Instance.new("BodyVelocity")
vl.P=4500
vl.maxForce=Vector3.new(math.huge,math.huge,math.huge)
--
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,30,
0)
vl.velocity=Head.CFrame.lookVector*Knockback+Head.Velocity/1.05
if Knockback>0 then
vl.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vl,.2)
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-
10,10),math.random(-10,10))
if Knockback>0 then
rl.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(rl,.2)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
end
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vl=Instance.new("BodyVelocity")
vl.P=4500
vl.maxForce=Vector3.new(math.huge,math.huge,math.huge)
--
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,30,
0)
vl.velocity=Head.CFrame.lookVector*35+Head.Velocity/1.05
vl.Parent=t
game:GetService("Debris"):AddItem(vl,.2)
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-
10,10),math.random(-10,10))
rl.Parent=t
game:GetService("Debris"):AddItem(rl,.2)
else
if hit.CanCollide==false then
return
end
MagicCom:disconnect()
-- DBExplode(DB)
end
end
end
end
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vl=Instance.new("BodyVelocity")
vl.P=4500
vl.maxForce=Vector3.new(math.huge,math.huge,math.huge)
--
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,3,0
)
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,45,
0)
vl.Parent=t
game:GetService("Debris"):AddItem(vl,.2)
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
-- rl.angularvelocity=Vector3.new(math.random(-40,40),math.random(-
40,40),math.random(-40,40))
local tes = math.random(1,2)
if tes == 1 then
rl.angularvelocity=Vector3.new(0,0,math.random(-40,40))
elseif tes == 2 then
rl.angularvelocity=Vector3.new(math.random(-40,40),0,0)
end
rl.Parent=t
game:GetService("Debris"):AddItem(rl,.2)
else
if hit.CanCollide==false then
return
end
MagicCom:disconnect()
-- DBExplode(DB)
end
end
end
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vl=Instance.new("BodyVelocity")
vl.P=4500
vl.maxForce=Vector3.new(math.huge,math.huge,math.huge)
--
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,3,0
)
vl.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)*1.05+Vector3.new(0,600
,0)
vl.Parent=t
game:GetService("Debris"):AddItem(vl,.2)
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
-- rl.angularvelocity=Vector3.new(math.random(-40,40),math.random(-
40,40),math.random(-40,40))
local tes = math.random(1,2)
if tes == 1 then
rl.angularvelocity=Vector3.new(0,0,math.random(-40,40))
elseif tes == 2 then
rl.angularvelocity=Vector3.new(math.random(-40,40),0,0)
end
rl.Parent=t
game:GetService("Debris"):AddItem(rl,.2)
else
if hit.CanCollide==false then
return
end
MagicCom:disconnect()
-- DBExplode(DB)
end
end
showDamage=function(Char,Dealt,du)
m=Instance.new("Model")
m.Name=tostring(Dealt)
h=Instance.new("Humanoid")
h.Health=0
h.MaxHealth=0
h.Parent=m
c=Instance.new("Part")
c.Transparency=0
c.BrickColor=BrickColor:Red()
if CRIT==true then
c.BrickColor=BrickColor.new("Really red")
end
c.Name="Head"
c.TopSurface=0
c.BottomSurface=0
c.formFactor="Plate"
c.Size=Vector3.new(1,.4,1)
ms=Instance.new("CylinderMesh")
ms.Bevel=.1
ms.Scale=Vector3.new(.8,.8,.8)
if CRIT==true then
ms.Scale=Vector3.new(1.25,1.5,1.25)
ms.Bevel=.2
end
ms.Parent=c
c.Reflectance=0
Instance.new("BodyGyro").Parent=c
c.Parent=m
c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
f=Instance.new("BodyPosition")
f.P=2000
f.D=100
f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
f.position=c.Position+Vector3.new(0,3,0)
f.Parent=c
game:GetService("Debris"):AddItem(m,.5+du)
c.CanCollide=false
m.Parent=workspace
c.CanCollide=false
end
hold = false
function ob1d(mouse)
if guarding == true then
if bashing == true then return end
Bashem()
return
end
if attack == true then return end
hold = true
if Style == "Normal" then
if mode == "Normal" then
if combo == 0 then
onehit()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,-1+1*i) * CFrame.fromEulerAnglesXYZ(1.3-1.3*i,1.57-
1.57*i,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5+1.5*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
end))
elseif combo == 1 then
twohit()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5-0.5*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-1.5+1.5*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
end))
elseif combo == 2 then
threehit()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
combo = 0
for i = 0,1,0.2 do
wait()
Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0) * CFrame.new(0,0,-0.5)
function ob1u(mouse)
hold = false
end
buttonhold = false
function key(key)
if attack == true then return end
if Style == "Normal" then
if key == "q" then
changeequipleft()
end
if key == "e" then
changeequipright()
end
if key == "h" then
if mana >= 200 then
mana = 400
StyleChange()
end
end
if key == "z" then
holddash = true
ShieldDash()
end
if mode == "Normal" then
if key == "x" then
MegaHit()
end
elseif mode == "Attack" then
if key == "x" then
ArsSolum()
end
end
end
if Style == "WingBlade" then
if key == "z" and SwordRaging == true then
SwordRageZ()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
SwordRaging = false
EndSwordRage()
end
end))
end
if key == "x" and SwordRaging == true then
SwordRageX()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
SwordRaging = false
EndSwordRage()
end
end))
end
if key == "c" and SwordRaging == true then
SwordRageC()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
SwordRaging = false
EndSwordRage()
end
end))
end
if SwordRaging == false then
if key == "z" then
SwordRaid()
end
if key == "x" then
SwordRage()
coroutine.resume(coroutine.create(function()
wait(0.5)
if attack == false then
SwordRaging = false
EndSwordRage()
end
end))
end
end
end
if Style == "MagicMayhem" then
if combo == 0 then
if key == "z" then
barragehold = true
MagicBarrage()
end
if key == "x" then
regening = true
Regening()
end
end
if key == "z" then
if combo == 1 then
castfour()
end
end
if key == "x" then
if combo == 1 then
casttwo()
end
end
if key == "c" then
if combo == 1 then
castfive()
end
end
end
if key == "f" then
if Style ~= "WingBlade" then
guard()
end
end
if key == "g" then
ChangeElement()
end
if key == "j" and Style ~= "Normal" then
Ultima()
--ULTRAUltima()
end
if key == "k" then
if Style == "WingBlade" then
wingblade1.Parent = nil
wingblade2.Parent = nil
wingblade3.Parent = nil
wingblade4.Parent = nil
wingblade5.Parent = nil
wingblade6.Parent = nil
equipweld()
end
Style = "Normal"
end
end
function key2(key)
if key == "f" then
guarding = false
end
if key == "z" then
holddash = false
barragehold = false
end
if key == "x" then
regening = false
end
end
function s(mouse)
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
player = Player
ch = Character
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
--
RW.Part0 = ch.Torso
RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
RW.C1 = CFrame.new(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
--_G.R = RW
--
LW.Part0 = ch.Torso
LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1 = CFrame.new(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
--_G.L = LW
--
equipanim()
end
function ds(mouse)
hideanim()
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
function onRunning(speed)
if attack == true then return end
if speed>0 then
walking = true
for i = 0,1,0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.8*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-0.8*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
else
walking = false
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.8+0.8*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1-0.8+0.8*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
end
Character.Humanoid.Running:connect(onRunning)
while true do
wait(0)
fentext3.Size = UDim2.new(mana*0.007,0,0.200000006,0)
fentext.Text = "Mana("..mana..")"
if element == "Light" then
fentext3.BackgroundColor3 = Color3.new(1,1,1)
elseif element == "Dark" then
fentext3.BackgroundColor3 = Color3.new(0,0,0)
end
if Style == "WingBlade" then
wait(0.1)
coroutine.resume(coroutine.create(function()
if idleanimdelay == false and SwordRaging == false then
idleanimdelay = true
for i = 0,math.random(10,25),0.1 do
wait()
if attack == false and SwordRaging == false then
willidleanim = true
else
willidleanim = false
end
end
if willidleanim == true then
idleanim()
end
idleanimdelay = false
end
end))
meh = findNearestTorso(Character.Torso.Position)
local target = findNearestTorso(Character.Torso.Position)
if element == "Light" then
wingblade1.BrickColor = BrickColor.new("White")
wingblade2.BrickColor = BrickColor.new("White")
wingblade3.BrickColor = BrickColor.new("White")
wingblade4.BrickColor = BrickColor.new("White")
wingblade5.BrickColor = BrickColor.new("White")
wingblade6.BrickColor = BrickColor.new("White")
elseif element == "Dark" then
wingblade1.BrickColor = BrickColor.new("Black")
wingblade2.BrickColor = BrickColor.new("Black")
wingblade3.BrickColor = BrickColor.new("Black")
wingblade4.BrickColor = BrickColor.new("Black")
wingblade5.BrickColor = BrickColor.new("Black")
wingblade6.BrickColor = BrickColor.new("Black")
end