--Chocobo Gifted by machontz, Regular Script! Player = game.Players.TheMoonlightGlows 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"] ModelName = "Chocobo" attack = false attacktype = 1 Hitdeb = 0 value1=0 Neck = Torso.Neck local neckcf0 = Neck.C0 ---------------------------- --Customize Energy = 200 MaxEnergy = 200 ChocoboHP = 500 Alive = false mindamage = 20 maxdamage = 40 crtmaxdamage = 50 omindamage = mindamage omaxdamage = maxdamage ocrtmaxdamage = crtmaxdamage crtrate = 100/5 --100%/critpercentage oblkbrkr = 2 blockbreaker = oblkbrkr speed = 30 jump = 60 if Character.Name=="Name" then ColorVariation = "Name her" elseif Character.Name=="DahNoob" then ColorVariation = "DahNoob" elseif Character.Name=="Robloxshathelper" then ColorVariation = "Robloxshathelper" else ColorVariation = "Yellow" end if ColorVariation == "Yellow" then handlecolor = BrickColor.new("Bright yellow") bcolor = BrickColor.new("Bright orange") beakcolor = BrickColor.new("Bright orange") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Bright blue") elseif ColorVariation == "Red" then handlecolor =BrickColor.new("Bright red") bcolor = BrickColor.new("Black") beakcolor = BrickColor.new("Really red") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Bright blue") elseif ColorVariation == "Black" then handlecolor = BrickColor.new("Black") bcolor = BrickColor.new("Brown") beakcolor = BrickColor.new("Bright orange") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Bright blue") elseif ColorVariation == "Purple" then handlecolor = BrickColor.new("Alder") bcolor = BrickColor.new("Bright violet") beakcolor = BrickColor.new("Bright orange") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Bright blue") elseif ColorVariation == "Name" then handlecolor =BrickColor.new("White") bcolor = BrickColor.new("Bright orange") beakcolor = BrickColor.new("Bright orange") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Navy blue") elseif ColorVariation == "Orange" then handlecolor =BrickColor.new("Neon orange") bcolor = BrickColor.new("Brown") beakcolor = BrickColor.new("Brown") ropecolor = BrickColor.new("Bright yellow") eyecolor = BrickColor.new("Royal purple") elseif ColorVariation == "DahNoob" then handlecolor = BrickColor.new("Black") bcolor = BrickColor.new("Medium stone grey") beakcolor = BrickColor.new("Medium stone grey") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Really black") elseif ColorVariation == "Robloxshathelper" then handlecolor = BrickColor.new("Bright blue") bcolor = BrickColor.new("Bright orange") beakcolor = BrickColor.new("Bright orange") ropecolor = BrickColor.new("Brown") eyecolor = BrickColor.new("Bright blue") else --Custom handlecolor =BrickColor.new("Bright blue") bcolor = BrickColor.new("Medium blue") beakcolor = BrickColor.new("Medium blue") ropecolor = BrickColor.new("White") end Ride = true Rope = true ToolName = "Chocobo" --------------------------------------------------------------------------------------------------------------------------------------- if Character:findFirstChild("EquippedVal",true) ~= nil then Character:findFirstChild("EquippedVal",true).Parent = nil end ev = Instance.new("BoolValue",Character) ev.Name = "EquippedVal" ev.Value = false if Character:findFirstChild("Block",true) ~= nil then Character:findFirstChild("Block",true).Parent = nil end --player player = nil --welds RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" --other var player = Player ch = Character --save shoulders AoETrue = {} RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"] function RWFunc() RW.Part1 = ch["Right Arm"] RSH.Part1 = nil end function LWFunc() LW.Part1 = ch["Left Arm"] LSH.Part1 = nil end function RWLFunc() RWL.Part1 = ch["Right Leg"] RHL.Part1 = nil RightLeg.CanCollide = false end function LWLFunc() LWL.Part1 = ch["Left Leg"] LHL.Part1 = nil LeftLeg.CanCollide = true end function RWLRem() RWL.Part1 = nil RHL.Part1 = ch["Right Leg"] RightLeg.CanCollide = false end function LWLRem() LWL.Part1 = nil LHL.Part1 = ch["Left Leg"] LeftLeg.CanCollide = false end function RWRem() RW.Part1 = nil RSH.Part1 = ch["Right Arm"] end function LWRem() LW.Part1 = nil LSH.Part1 = ch["Left Arm"] end if Character:findFirstChild(ModelName,true) ~= nil then Character:findFirstChild(ModelName,true).Parent = nil RHL.Part1 = ch["Right Leg"] LHL.Part1 = ch["Left Leg"] RSH.Part1 = ch["Right Arm"] LSH.Part1 = ch["Left Arm"] end local swordholder = Instance.new("Model") swordholder.Name = ModelName swordholder.Parent = Character --derp RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) RW.Parent = swordholder -- 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.Parent = swordholder -- RWL.Part0 = ch.Torso RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0) RWL.C1 = CFrame.new(0.5, 1, 0) RWL.Parent = swordholder -- LWL.Part0 = ch.Torso LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0) LWL.C1 = CFrame.new(-0.5, 1, 0) LWL.Parent = swordholder local msh1 = Instance.new("SpecialMesh") msh1.Scale = Vector3.new(1,1.2,1.2) msh1.MeshType = "Sphere" local msh2 = Instance.new("CylinderMesh") local msh3 = Instance.new("CylinderMesh") local msh4 = Instance.new("SpecialMesh") msh4.Scale = Vector3.new(1,1,1) msh4.MeshType = "Sphere" local msh5 = Instance.new("SpecialMesh") msh5.Scale = Vector3.new(1,0.75,1.2) msh5.MeshId = "http://www.roblox.com/asset/?id=1778999" local msh6 = Instance.new("SpecialMesh") msh6.Scale = Vector3.new(1,1,1) msh6.MeshType = "Sphere" local msh7 = Instance.new("SpecialMesh") msh7.Scale = Vector3.new(1,1,1) msh7.MeshType = "Sphere" local msh6a = Instance.new("SpecialMesh") msh6a.Scale = Vector3.new(1,1,1) msh6a.MeshType = "Sphere" local msh7a = Instance.new("SpecialMesh") msh7a.Scale = Vector3.new(1,1,1) msh7a.MeshType = "Sphere" local msh8 = Instance.new("SpecialMesh") msh8.Scale = Vector3.new(1,1,1) msh8.MeshType = "Sphere" local msh9 = Instance.new("SpecialMesh") msh9.Scale = Vector3.new(1,1,1) msh9.MeshType = "Sphere" local msh10 = Instance.new("SpecialMesh") msh10.Scale = Vector3.new(1,1,1) msh10.MeshType = "Sphere" local msh11 = Instance.new("SpecialMesh") msh11.Scale = Vector3.new(1,1,1) msh11.MeshType = "Sphere" local msh12 = Instance.new("SpecialMesh") msh12.Scale = Vector3.new(1,1,1) msh12.MeshType = "Sphere" local msh13 = Instance.new("SpecialMesh") msh13.Scale = Vector3.new(1,1,1) msh13.MeshType = "Sphere" local msh14 = Instance.new("SpecialMesh") msh14.Scale = Vector3.new(1,1,1) msh14.MeshType = "Sphere" local msh15 = Instance.new("SpecialMesh") msh15.Scale = Vector3.new(1,1,1) msh15.MeshType = "Sphere" local msh16 = Instance.new("SpecialMesh") msh16.Scale = Vector3.new(1,1,1) msh16.MeshType = "Sphere" local msh17 = Instance.new("SpecialMesh") msh17.Scale = Vector3.new(1,1,1) msh17.MeshType = "Sphere" local msh18 = Instance.new("SpecialMesh") msh18.Scale = Vector3.new(1,1,1) msh18.MeshType = "Sphere" local msh19 = Instance.new("SpecialMesh") msh19.Scale = Vector3.new(1,1,1) msh19.MeshType = "Sphere" local msh20 = Instance.new("SpecialMesh") msh20.Scale = Vector3.new(1,1,1) msh20.MeshType = "Sphere" local msh21 = Instance.new("SpecialMesh") msh21.Scale = Vector3.new(1,1,1) msh21.MeshType = "Sphere" local msh22 = Instance.new("CylinderMesh") local msh23 = Instance.new("CylinderMesh") local msh24 = Instance.new("BlockMesh") local msh25 = Instance.new("BlockMesh") local msh26 = Instance.new("BlockMesh") local msh27 = Instance.new("BlockMesh") local msh28 = Instance.new("CylinderMesh") local msh29 = Instance.new("CylinderMesh") local msh30 = Instance.new("BlockMesh") local msh31 = Instance.new("BlockMesh") local msh32 = Instance.new("BlockMesh") local msh33 = Instance.new("BlockMesh") local prt1 = Instance.new("Part") prt1.formFactor = 3 prt1.CanCollide = true prt1.Name = "ChocoboBody" prt1.Locked = true prt1.Size = Vector3.new(3.5,2.5,5) prt1.Parent = swordholder msh1.Parent = prt1 prt1.BrickColor = handlecolor local prt2 = Instance.new("Part") prt2.formFactor = 3 prt2.CanCollide = true prt2.Name = "ChocoboNeck" prt2.Locked = true prt2.Size = Vector3.new(1.25,2,1.25) prt2.Parent = swordholder msh2.Parent = prt2 prt2.BrickColor = handlecolor local prt3 = Instance.new("Part") prt3.formFactor = 3 prt3.CanCollide = true prt3.Name = "ChocoboNeck2" prt3.Locked = true prt3.Size = Vector3.new(1.25,2,1.25) prt3.Parent = swordholder msh3.Parent = prt3 prt3.BrickColor = handlecolor local prt3a = Instance.new("Part") prt3a.formFactor = 3 prt3a.CanCollide = false prt3a.Name = "ChocoboNeck2Joint" prt3a.Locked = true prt3a.Size = Vector3.new(0.2,0.2,0.2) prt3a.Parent = swordholder prt3a.Transparency = 1 local prt4 = Instance.new("Part") prt4.formFactor = 3 prt4.CanCollide = true prt4.Name = "Head" prt4.Locked = true prt4.Size = Vector3.new(2,2,3) prt4.Parent = swordholder msh4.Parent = prt4 prt4.BrickColor = handlecolor local trs = Instance.new("Part") trs.formFactor = 3 trs.CanCollide = true trs.Name = "Torso" trs.Locked = true trs.Size = Vector3.new(0.2,0.2,0.2) trs.Parent = swordholder trs.Transparency = 1 local wt = Instance.new("Weld") wt.Parent = trs wt.Part0 = trs wt.Part1 = prt4 wt.C0 = CFrame.Angles(math.rad(25),0,0) local prt5 = Instance.new("Part") prt5.formFactor = 3 prt5.CanCollide = false prt5.Name = "Beak" prt5.Locked = true prt5.Size = Vector3.new(1,1.5,1) prt5.Parent = swordholder msh5.Parent = prt5 prt5.BrickColor = beakcolor local prt6 = Instance.new("Part") prt6.formFactor = 3 prt6.CanCollide = false prt6.Name = "Eye1" prt6.Locked = true prt6.Size = Vector3.new(0.3,0.3,0.6) prt6.Parent = swordholder msh6.Parent = prt6 prt6.BrickColor = BrickColor.new("White") local prt7 = Instance.new("Part") prt7.formFactor = 3 prt7.CanCollide = false prt7.Name = "Eye2" prt7.Locked = true prt7.Size = Vector3.new(0.3,0.3,0.6) prt7.Parent = swordholder msh7.Parent = prt7 prt7.BrickColor = BrickColor.new("White") local prt6a = Instance.new("Part") prt6a.formFactor = 3 prt6a.CanCollide = false prt6a.Name = "Eye1a" prt6a.Locked = true prt6a.Size = Vector3.new(0.2,0.2,0.3) prt6a.Parent = swordholder msh6a.Parent = prt6a prt6a.BrickColor = eyecolor local prt7a = Instance.new("Part") prt7a.formFactor = 3 prt7a.CanCollide = false prt7a.Name = "Eye2a" prt7a.Locked = true prt7a.Size = Vector3.new(0.2,0.2,0.3) prt7a.Parent = swordholder msh7a.Parent = prt7a prt7a.BrickColor = eyecolor local prt8 = Instance.new("Part") prt8.formFactor = 3 prt8.CanCollide = false prt8.Name = "HeadFeathers" prt8.Locked = true prt8.Size = Vector3.new(1,0.2,3) prt8.Parent = swordholder msh8.Parent = prt8 prt8.BrickColor = handlecolor local prt9 = Instance.new("Part") prt9.formFactor = 3 prt9.CanCollide = false prt9.Name = "HeadFeathers" prt9.Locked = true prt9.Size = Vector3.new(1,0.2,3) prt9.Parent = swordholder msh9.Parent = prt9 prt9.BrickColor = handlecolor local prt10 = Instance.new("Part") prt10.formFactor = 3 prt10.CanCollide = false prt10.Name = "HeadFeathers" prt10.Locked = true prt10.Size = Vector3.new(1,0.2,3) prt10.Parent = swordholder msh10.Parent = prt10 prt10.BrickColor = handlecolor --Wings!! local prt11 = Instance.new("Part") prt11.formFactor = 3 prt11.CanCollide = false prt11.Name = "RightWing" prt11.Locked = true prt11.Size = Vector3.new(1,3,5) prt11.Parent = swordholder msh11.Parent = prt11 prt11.BrickColor = handlecolor local prt12 = Instance.new("Part") prt12.formFactor = 3 prt12.CanCollide = false prt12.Name = "RightWing1" prt12.Locked = true prt12.Size = Vector3.new(0.5,1,2) prt12.Parent = swordholder msh12.Parent = prt12 prt12.BrickColor = handlecolor local prt13 = Instance.new("Part") prt13.formFactor = 3 prt13.CanCollide = false prt13.Name = "RightWing2" prt13.Locked = true prt13.Size = Vector3.new(0.5,1,2) prt13.Parent = swordholder msh13.Parent = prt13 prt13.BrickColor = handlecolor local prt14 = Instance.new("Part") prt14.formFactor = 3 prt14.CanCollide = false prt14.Name = "RightWing3" prt14.Locked = true prt14.Size = Vector3.new(0.5,1,2) prt14.Parent = swordholder msh14.Parent = prt14 prt14.BrickColor = handlecolor local prt15 = Instance.new("Part") prt15.formFactor = 3 prt15.CanCollide = false prt15.Name = "RightWing4" prt15.Locked = true prt15.Size = Vector3.new(0.5,1,2) prt15.Parent = swordholder msh15.Parent = prt15 prt15.BrickColor = handlecolor local prt16 = Instance.new("Part") prt16.formFactor = 3 prt16.CanCollide = false prt16.Name = "LeftWing" prt16.Locked = true prt16.Size = Vector3.new(1,3,5) prt16.Parent = swordholder msh16.Parent = prt16 prt16.BrickColor = handlecolor local prt17 = Instance.new("Part") prt17.formFactor = 3 prt17.CanCollide = false prt17.Name = "LeftWing1" prt17.Locked = true prt17.Size = Vector3.new(0.5,1,2) prt17.Parent = swordholder msh17.Parent = prt17 prt17.BrickColor = handlecolor local prt18 = Instance.new("Part") prt18.formFactor = 3 prt18.CanCollide = false prt18.Name = "LeftWing2" prt18.Locked = true prt18.Size = Vector3.new(0.5,1,2) prt18.Parent = swordholder msh18.Parent = prt18 prt18.BrickColor = handlecolor local prt19 = Instance.new("Part") prt19.formFactor = 3 prt19.CanCollide = false prt19.Name = "LeftWing3" prt19.Locked = true prt19.Size = Vector3.new(0.5,1,2) prt19.Parent = swordholder msh19.Parent = prt19 prt19.BrickColor = handlecolor local prt20 = Instance.new("Part") prt20.formFactor = 3 prt20.CanCollide = false prt20.Name = "LeftWing4" prt20.Locked = true prt20.Size = Vector3.new(0.5,1,2) prt20.Parent = swordholder msh20.Parent = prt20 prt20.BrickColor = handlecolor --Tail local prt21 = Instance.new("Part") prt21.formFactor = 3 prt21.CanCollide = false prt21.Name = "Tail" prt21.Locked = true prt21.Size = Vector3.new(3,6,1) prt21.Parent = swordholder msh21.Parent = prt21 prt21.BrickColor = handlecolor --Legs local prt22 = Instance.new("Part") prt22.formFactor = 3 prt22.CanCollide = true prt22.Name = "RightLeg" prt22.Locked = true prt22.Size = Vector3.new(1,2,1) prt22.Parent = swordholder msh22.Parent = prt22 prt22.BrickColor = handlecolor local prt22a = Instance.new("Part") prt22a.formFactor = 3 prt22a.CanCollide = false prt22a.Name = "RightLega" prt22a.Locked = true prt22a.Size = Vector3.new(0.2,0.2,0.2) prt22a.Parent = swordholder prt22a.Transparency = 1 local prt23 = Instance.new("Part") prt23.formFactor = 3 prt23.CanCollide = false prt23.Name = "RightLeg2" prt23.Locked = true prt23.Size = Vector3.new(0.75,2,0.75) prt23.Parent = swordholder msh23.Parent = prt23 prt23.BrickColor = bcolor local prt24 = Instance.new("Part") prt24.formFactor = 3 prt24.CanCollide = false prt24.Name = "RightFeet" prt24.Locked = true prt24.Size = Vector3.new(1,0.75,2.5) prt24.Parent = swordholder msh24.Parent = prt24 prt24.BrickColor = bcolor local prt25 = Instance.new("Part") prt25.formFactor = 3 prt25.CanCollide = false prt25.Name = "RightFeet1" prt25.Locked = true prt25.Size = Vector3.new(0.3,0.3,1.5) prt25.Parent = swordholder msh25.Parent = prt25 prt25.BrickColor = bcolor local prt26 = Instance.new("Part") prt26.formFactor = 3 prt26.CanCollide = false prt26.Name = "RightFeet2" prt26.Locked = true prt26.Size = Vector3.new(0.5,0.5,1.5) prt26.Parent = swordholder msh26.Parent = prt26 prt26.BrickColor = bcolor local prt27 = Instance.new("Part") prt27.formFactor = 3 prt27.CanCollide = false prt27.Name = "RightFeet3" prt27.Locked = true prt27.Size = Vector3.new(0.5,0.5,1.5) prt27.Parent = swordholder msh27.Parent = prt27 prt27.BrickColor = bcolor local prt28 = Instance.new("Part") prt28.formFactor = 3 prt28.CanCollide = true prt28.Name = "LeftLeg" prt28.Locked = true prt28.Size = Vector3.new(1,2,1) prt28.Parent = swordholder msh28.Parent = prt28 prt28.BrickColor = handlecolor local prt28a = Instance.new("Part") prt28a.formFactor = 3 prt28a.CanCollide = false prt28a.Name = "LeftLega" prt28a.Locked = true prt28a.Size = Vector3.new(0.2,0.2,0.2) prt28a.Parent = swordholder prt28a.Transparency = 1 local prt29 = Instance.new("Part") prt29.formFactor = 3 prt29.CanCollide = false prt29.Name = "LeftLeg2" prt29.Locked = true prt29.Size = Vector3.new(0.75,2,0.75) prt29.Parent = swordholder msh29.Parent = prt29 prt29.BrickColor = bcolor local prt30 = Instance.new("Part") prt30.formFactor = 3 prt30.CanCollide = false prt30.Name = "LeftFeet" prt30.Locked = true prt30.Size = Vector3.new(1,0.75,2.5) prt30.Parent = swordholder msh30.Parent = prt30 prt30.BrickColor = bcolor local prt31 = Instance.new("Part") prt31.formFactor = 3 prt31.CanCollide = false prt31.Name = "LeftFeet1" prt31.Locked = true prt31.Size = Vector3.new(0.3,0.3,1.5) prt31.Parent = swordholder msh31.Parent = prt31 prt31.BrickColor = bcolor local prt32 = Instance.new("Part") prt32.formFactor = 3 prt32.CanCollide = false prt32.Name = "LeftFeet2" prt32.Locked = true prt32.Size = Vector3.new(0.5,0.5,1.5) prt32.Parent = swordholder msh32.Parent = prt32 prt32.BrickColor = bcolor local prt33 = Instance.new("Part") prt33.formFactor = 3 prt33.CanCollide = false prt33.Name = "RightFeet3" prt33.Locked = true prt33.Size = Vector3.new(0.5,0.5,1.5) prt33.Parent = swordholder msh33.Parent = prt33 prt33.BrickColor = bcolor --Backseat :D local prt34 = Instance.new("Seat") prt34.formFactor = 3 prt34.CanCollide = false prt34.Name = "Backseat" prt34.Locked = true prt34.Size = Vector3.new(0.2,1,0.2) prt34.Parent = swordholder prt34.Transparency = 1 -- local prt35 = Instance.new("Part") prt35.formFactor = 3 prt35.CanCollide = true prt35.Name = "Stand" prt35.Locked = true prt35.Size = Vector3.new(1,4,1) prt35.Parent = swordholder prt35.Transparency = 1 local w35 = Instance.new("Weld") w35.Parent = prt35 w35.Part0 = prt35 w35.Part1 = prt1 w35.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w35.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 2,0) --Torso local w1 = Instance.new("Weld") w1.Parent = prt1 w1.Part0 = prt1 w1.Part1 = Torso w1.C1 = CFrame.fromEulerAnglesXYZ(0, math.rad(0), math.rad(0)) * CFrame.new(0, 0,0) w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(-0), math.rad(0)) * CFrame.new(0, 3, -1) --Neck local w2 = Instance.new("Weld") w2.Parent = prt2 w2.Part0 = prt2 w2.Part1 = prt1 w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) local w3a = Instance.new("Weld") w3a.Parent = prt3a w3a.Part0 = prt3a w3a.Part1 = prt1 w3a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w3a.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -1.5,3) local w3 = Instance.new("Weld") w3.Parent = prt3 w3.Part0 = prt3 w3.Part1 = prt3a w3.C1 = CFrame.Angles(math.rad(-20), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) --Head local w4 = Instance.new("Weld") w4.Parent = prt4 w4.Part0 = prt4 w4.Part1 = prt3 w4.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w4.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -2.5/2,0.25) local w5 = Instance.new("Weld") w5.Parent = prt5 w5.Part0 = prt5 w5.Part1 = prt4 w5.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w5.C0 = CFrame.Angles(math.rad(100), 0, 0) * CFrame.new(0, 0.25,1.45) local w6 = Instance.new("Weld") w6.Parent = prt6 w6.Part0 = prt6 w6.Part1 = prt4 w6.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w6.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0.75, -0.25,0.75) local w7 = Instance.new("Weld") w7.Parent = prt7 w7.Part0 = prt7 w7.Part1 = prt4 w7.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w7.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(-0.75, -0.25,0.75) local w6a = Instance.new("Weld") w6a.Parent = prt6a w6a.Part0 = prt6a w6a.Part1 = prt4 w6a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w6a.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0.775, -0.25,0.91) local w7a = Instance.new("Weld") w7a.Parent = prt7a w7a.Part0 = prt7a w7a.Part1 = prt4 w7a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w7a.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(-0.775, -0.25,0.91) local w8 = Instance.new("Weld") w8.Parent = prt8 w8.Part0 = prt8 w8.Part1 = prt4 w8.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w8.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.9,-1) local w9 = Instance.new("Weld") w9.Parent = prt9 w9.Part0 = prt9 w9.Part1 = prt4 w9.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w9.C0 = CFrame.Angles(math.rad(0), math.rad(20), math.rad(-40)) * CFrame.new(0.75, -0.5,-1) local w10 = Instance.new("Weld") w10.Parent = prt10 w10.Part0 = prt10 w10.Part1 = prt4 w10.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w10.C0 = CFrame.Angles(math.rad(0), math.rad(-20), math.rad(40)) * CFrame.new(-0.75, -0.5,-1) --Right Wing local w11 = Instance.new("Weld") w11.Parent = prt11 w11.Part0 = prt11 w11.Part1 = prt1 w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-1.5, 0,0) local w12 = Instance.new("Weld") w12.Parent = prt12 w12.Part0 = prt12 w12.Part1 = prt11 w12.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w12.C0 = CFrame.Angles(math.rad(45), math.rad(0), math.rad(0)) * CFrame.new(0, 0,-2.5) local w13 = Instance.new("Weld") w13.Parent = prt13 w13.Part0 = prt13 w13.Part1 = prt11 w13.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w13.C0 = CFrame.Angles(math.rad(55), math.rad(0), math.rad(0)) * CFrame.new(0, -0.25,-2.25) local w14 = Instance.new("Weld") w14.Parent = prt14 w14.Part0 = prt14 w14.Part1 = prt11 w14.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w14.C0 = CFrame.Angles(math.rad(65), math.rad(0), math.rad(0)) * CFrame.new(0, -0.5,-2) local w15 = Instance.new("Weld") w15.Parent = prt15 w15.Part0 = prt15 w15.Part1 = prt11 w15.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w15.C0 = CFrame.Angles(math.rad(75), math.rad(0), math.rad(0)) * CFrame.new(0, -0.75,-1.5) --Left Wing local w16 = Instance.new("Weld") w16.Parent = prt16 w16.Part0 = prt16 w16.Part1 = prt1 w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(1.5, 0,0) local w17 = Instance.new("Weld") w17.Parent = prt17 w17.Part0 = prt17 w17.Part1 = prt16 w17.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w17.C0 = CFrame.Angles(math.rad(45), math.rad(0), math.rad(0)) * CFrame.new(0, 0,-2.5) local w18 = Instance.new("Weld") w18.Parent = prt18 w18.Part0 = prt18 w18.Part1 = prt16 w18.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w18.C0 = CFrame.Angles(math.rad(55), math.rad(0), math.rad(0)) * CFrame.new(0, -0.25,-2.25) local w19 = Instance.new("Weld") w19.Parent = prt19 w19.Part0 = prt19 w19.Part1 = prt16 w19.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w19.C0 = CFrame.Angles(math.rad(65), math.rad(0), math.rad(0)) * CFrame.new(0, -0.5,-2) local w20 = Instance.new("Weld") w20.Parent = prt20 w20.Part0 = prt20 w20.Part1 = prt16 w20.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w20.C0 = CFrame.Angles(math.rad(75), math.rad(0), math.rad(0)) * CFrame.new(0, -0.75,-1.5) --Tail local w21 = Instance.new("Weld") w21.Parent = prt21 w21.Part0 = prt21 w21.Part1 = prt1 w21.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w21.C0 = CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0)) * CFrame.new(0, -1.5,-3.5) --Right Leg local w22 = Instance.new("Weld") w22.Parent = prt22 w22.Part0 = prt22 w22.Part1 = prt1 w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) local w22a = Instance.new("Weld") w22a.Parent = prt22a w22a.Part0 = prt22a w22a.Part1 = prt22 w22a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22a.C0 = CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)) * CFrame.new(0, 1,0) local w23 = Instance.new("Weld") w23.Parent = prt23 w23.Part0 = prt23 w23.Part1 = prt22a w23.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) local w24 = Instance.new("Weld") w24.Parent = prt24 w24.Part0 = prt24 w24.Part1 = prt23 w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) local w25 = Instance.new("Weld") w25.Parent = prt25 w25.Part0 = prt25 w25.Part1 = prt24 w25.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w25.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.1,-1.5) local w26 = Instance.new("Weld") w26.Parent = prt26 w26.Part0 = prt26 w26.Part1 = prt24 w26.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w26.C0 = CFrame.Angles(math.rad(0), math.rad(45), math.rad(0)) * CFrame.new(-0.75, 0.1,1.5) local w27 = Instance.new("Weld") w27.Parent = prt27 w27.Part0 = prt27 w27.Part1 = prt24 w27.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w27.C0 = CFrame.Angles(math.rad(0), math.rad(-45), math.rad(0)) * CFrame.new(0.75, 0.1,1.5) --Left Leg local w28 = Instance.new("Weld") w28.Parent = prt28 w28.Part0 = prt28 w28.Part1 = prt1 w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) local w28a = Instance.new("Weld") w28a.Parent = prt28a w28a.Part0 = prt28a w28a.Part1 = prt28 w28a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28a.C0 = CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)) * CFrame.new(0, 1,0) local w29 = Instance.new("Weld") w29.Parent = prt29 w29.Part0 = prt29 w29.Part1 = prt28a w29.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) local w30 = Instance.new("Weld") w30.Parent = prt30 w30.Part0 = prt30 w30.Part1 = prt29 w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) local w31 = Instance.new("Weld") w31.Parent = prt31 w31.Part0 = prt31 w31.Part1 = prt30 w31.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w31.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.1,-1.5) local w32 = Instance.new("Weld") w32.Parent = prt32 w32.Part0 = prt32 w32.Part1 = prt30 w32.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w32.C0 = CFrame.Angles(math.rad(0), math.rad(45), math.rad(0)) * CFrame.new(-0.75, 0.1,1.5) local w33 = Instance.new("Weld") w33.Parent = prt33 w33.Part0 = prt33 w33.Part1 = prt30 w33.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w33.C0 = CFrame.Angles(math.rad(0), math.rad(-45), math.rad(0)) * CFrame.new(0.75, 0.1,1.5) --Backseat local w34 = Instance.new("Weld") w34.Parent = prt1 w34.Part0 = prt34 w34.Part1 = prt1 w34.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w34.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, -1,-1.5) if Alive then local hum = Instance.new("Humanoid") hum.Parent = swordholder hum.MaxHealth = ChocoboHP hum.Health = ChocoboHP hum.PlatformStand = true end local w36 = Instance.new("Weld") local w37 = Instance.new("Weld") --[[if Rope then local msh36 = Instance.new("BlockMesh") local prt36 = Instance.new("Part") prt36.formFactor = 3 prt36.CanCollide = true prt36.Name = "MouthRope" prt36.Locked = true prt36.Size = Vector3.new(1,0.2,0.2) prt36.Parent = swordholder msh36.Parent = prt36 prt36.BrickColor = ropecolor w36.Parent = prt36 w36.Part0 = prt36 w36.Part1 = prt5 w36.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w36.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0,0) local msh37 = Instance.new("BlockMesh") local prt37 = Instance.new("Part") prt37.formFactor = 3 prt37.CanCollide = true prt37.Name = "MouthRope2" prt37.Locked = true prt37.Size = Vector3.new(3,0.2,0.2) prt37.Parent = swordholder msh37.Parent = prt37 prt37.BrickColor = ropecolor w37.Parent = prt37 w37.Part0 = prt37 w37.Part1 = Torso w37.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w37.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0,-1) local prt38a = Instance.new("Part") prt38a.formFactor = 3 prt38a.CanCollide = false prt38a.Name = "MouthRope3Joint" prt38a.Locked = true prt38a.Size = Vector3.new(0.2,0.2,0.2) prt38a.Parent = swordholder prt38a.Transparency = 1 local w38a = Instance.new("Weld") w38a.Parent = prt38a w38a.Part0 = prt38a w38a.Part1 = prt3 w38a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w38a.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0.5, 1.5,0.5) local prt39a = Instance.new("Part") prt39a.formFactor = 3 prt39a.CanCollide = false prt39a.Name = "MouthRope4Joint" prt39a.Locked = true prt39a.Size = Vector3.new(0.2,0.2,0.2) prt39a.Parent = swordholder prt39a.Transparency = 1 local w39a = Instance.new("Weld") w39a.Parent = prt39a w39a.Part0 = prt39a w39a.Part1 = prt3 w39a.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w39a.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-0.5, 1.5,0.5) local msh38 = Instance.new("BlockMesh") local prt38 = Instance.new("Part") prt38.formFactor = 3 prt38.Name = "MouthRope3" prt38.Locked = true prt38.Size = Vector3.new(0.2,0.2,0.2) prt38.Parent = swordholder msh38.Parent = prt38 prt38.BrickColor = ropecolor prt38.CanCollide = false prt38.Anchored = true local msh39 = Instance.new("BlockMesh") local prt39 = Instance.new("Part") prt39.formFactor = 3 prt39.Name = "MouthRope4" prt39.Locked = true prt39.Size = Vector3.new(0.2,0.2,0.2) prt39.Parent = swordholder msh39.Parent = prt39 prt39.BrickColor = ropecolor prt39.CanCollide = false prt39.Anchored = true local msh40 = Instance.new("BlockMesh") local prt40 = Instance.new("Part") prt40.formFactor = 3 prt40.Name = "MouthRope5" prt40.Locked = true prt40.Size = Vector3.new(0.2,0.2,0.2) prt40.Parent = swordholder msh40.Parent = prt40 prt40.BrickColor = ropecolor prt40.CanCollide = false prt40.Anchored = true local msh41 = Instance.new("BlockMesh") local prt41 = Instance.new("Part") prt41.formFactor = 3 prt41.Name = "MouthRope6" prt41.Locked = true prt41.Size = Vector3.new(0.2,0.2,0.2) prt41.Parent = swordholder msh41.Parent = prt41 prt41.BrickColor = ropecolor prt41.CanCollide = false prt41.Anchored = true coroutine.resume(coroutine.create(function() repeat wait() local ll = prt37.CFrame * CFrame.new(prt37.Size.x/-2,0,0) local rr = prt37.CFrame * CFrame.new(prt37.Size.x/2,0,0) local oristrpos1 = prt38a.CFrame local oristrpos2 = prt39a.CFrame local oristrpos3 = prt36.CFrame*CFrame.new((prt36.Size.x/-2)+0.1,0,0) local oristrpos4 = prt36.CFrame*CFrame.new((prt36.Size.x/2)-0.1,0,0) local mg1 = (ll.p - oristrpos1.p).magnitude local mg2 = (rr.p - oristrpos2.p).magnitude local mg3 = (oristrpos1.p - oristrpos3.p).magnitude local mg4 = (oristrpos2.p - oristrpos4.p).magnitude prt38.Size = Vector3.new(0.2,mg1,0.2) prt38.CFrame = CFrame.new((ll.p+oristrpos1.p)/2,oristrpos1.p) * CFrame.Angles(math.rad(90),0,0) prt39.Size = Vector3.new(0.2,mg2,0.2) prt39.CFrame = CFrame.new((rr.p+oristrpos2.p)/2,oristrpos2.p) * CFrame.Angles(math.rad(90),0,0) prt40.Size = Vector3.new(0.2,mg3,0.2) prt40.CFrame = CFrame.new((oristrpos1.p+oristrpos3.p)/2,oristrpos3.p) * CFrame.Angles(math.rad(90),0,0) prt41.Size = Vector3.new(0.2,mg3,0.2) prt41.CFrame = CFrame.new((oristrpos2.p+oristrpos4.p)/2,oristrpos4.p) * CFrame.Angles(math.rad(90),0,0) until false end)) end]] local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local bg = Instance.new("BodyGyro") bg.maxTorque = bg.maxTorque * math.huge local bp = Instance.new("BodyPosition") bp.maxForce = Vector3.new(math.huge,0,math.huge) bp.P = bp.p * 10 function unequipweld() w1.Part1 = nil bg.Parent = prt1 bg.cframe = prt1.CFrame local hit,pos = rayCast(Torso.Position+Vector3.new(0,10,0), Vector3.new(0,-2,0), 1000, Character) bp.position = pos + Vector3.new(0,4,0) bp.Parent = prt1 w37.Part1 = prt2 w37.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.5,-0.6) end unequipweld() bp.position = (Head.CFrame*CFrame.new(10,0,0)).p bg.cframe = Head.CFrame function equipweld() w1.Part1 = Torso bg.Parent = nil bp.Parent = nil w37.Part1 = Torso w37.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,1.25) end function ss(parent,p) --Slash local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function uss(parent,p) --unsheath local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function fs(parent,p) --Fire Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ms(parent,p) --Metal Cling Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\metal.ogg" SlashSound.Parent = parent SlashSound.Volume = 5 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ws(parent,p) --Walk Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\bfsl-minifigfoots1.mp3" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end -- -- function returndmg() mindamage = omindamage maxdamage = omaxdamage crtmaxdamage = ocrtmaxdamage end function subdmg(sub) mindamage = omindamage - sub maxdamage = omaxdamage - sub crtmaxdamage = ocrtmaxdamage - sub end function prcntdmg(sub) mindamage = math.floor(omindamage - (omindamage*(sub/100))) maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100))) crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100))) end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function hideanim() attack = true RWRem() LWRem() RWLRem() LWLRem() unequipweld() attack = false end function equipanim() attack = true RWFunc() RWLFunc() LWLFunc() LWFunc() equipweld() for i = 0.1 ,1 ,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45*i),math.rad(0),math.rad(-20*i)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45*i),math.rad(0),math.rad(20*i)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(45*i), 0, math.rad(25*i)) RWL.C1 = CFrame.new(0.5, 1, 0) LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(45*i), 0, math.rad(-25*i)) LWL.C1 = CFrame.new(-0.5, 1, 0) Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,math.rad(0)) end attack = false end function noarms() RWRem() LWRem() w37.Part1 = prt2 w37.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.5,-0.6) end function arms() RWFunc() LWFunc() w37.Part1 = Torso w37.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,1.25) end function faketors() local T = Instance.new("Part") T.formFactor = 0 T.CanCollide = false T.Name = "FakeTorso" T.Locked = true T.Size = Torso.Size T.Parent = swordholder T.Transparency = 1 T.BrickColor = Torso.BrickColor for i,z in pairs(Character:GetChildren()) do if z.className == "CharacterMesh" then if z.BodyPart == Enum.BodyPart.Torso then local SM = Instance.new("SpecialMesh",T) SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId if z.BaseTextureId ~= 0 then SM.TextureId = z.BaseTextureId elseif z.OverlayTextureId ~= 0 then SM.TextureId = z.OverlayTextureId else SM.TextureId = "" end end end end local wt = Instance.new("Weld") wt.Parent = T wt.Part0 = T wt.Part1 = Torso RW.Part0 = T LW.Part0 = T T.Transparency = 0 Torso.Transparency = 1 RHL.Part0 = T LHL.Part0 = T return wt,T end if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = ToolName script.Parent = Tool end Bin = script.Parent function damagesplat(dmg,hit,crit,blocked) local mo = Instance.new("Model") mo.Name = dmg local pa = Instance.new("Part",mo) pa.formFactor = 3 pa.Size = Vector3.new(0.8,0.3,0.8) if crit then pa.BrickColor = BrickColor.new("Bright yellow") elseif not crit then pa.BrickColor = BrickColor.new("Bright red") end if blocked then pa.BrickColor = BrickColor.new("Bright blue") end pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0) pa.Name = "Head" local hah = Instance.new("Humanoid") hah.Parent = mo hah.MaxHealth = 0 hah.Health = 0 local bp = Instance.new("BodyPosition") bp.P = 14000 bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = hit.Position + Vector3.new(0, 5, 0) coroutine.resume(coroutine.create(function() wait() mo.Parent = workspace bp.Parent = pa wait(1.4) mo:remove() end)) return pa end function damage(hum,dmg,critornot) local pa = damagesplat(dmg,hum.Torso,critornot) hum:TakeDamage(dmg) coroutine.resume(coroutine.create(function() tagHumanoid(hum,Player) wait(1) untagHumanoid(hum) end)) return pa end function AddEnergy(add) Energy = Energy + add if Energy > MaxEnergy then Energy = MaxEnergy end end function OT(hit) --Normal Damage if Hitdeb == 1 then return end if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then if hum.Health <= 0 then return end if hit.Parent:findFirstChild("Block") ~= nil then if hit.Parent.Block.Value then damagesplat(0,hum.Torso,false,true) Hitdeb = 1 if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then if hit.Parent.Block.BlockPower.Value <= 1 then hit.Parent.Block.Value = false elseif hit.Parent.Block.BlockPower.Value > 1 then local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker elseif critrandomizer == 1 then hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2 end end end return end end local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(hum,rndmdamage,true) end Hitdeb = 1 end end function AoE(p,magnitude) 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 mag = (head.Position - p).magnitude; if mag <= magnitude and c[i].Name ~= Character.Name then local foundd = false for ii = 1 , #AoETrue do if AoETrue[ii] == c[i].Name then foundd = true end end if foundd then end -- if not foundd then local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(hum,rndmdamage,true) end table.insert(AoETrue,c[i].Name) end end end end end for ii = 1 , #AoETrue do table.remove(AoETrue,#AoETrue) end end -- -- function effect(Color,Ref,LP,P1) local effectsmsh = Instance.new("BlockMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.2,1,0.2) effectsg.Parent = swordholder effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new(Color) effectsg.Reflectance = Ref local point1 = P1 local mg = (LP.p - point1.p).magnitude effectsg.Size = Vector3.new(0.2,mg,0.2) effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.1 do wait() effectsg.Transparency = 1*i effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i) end wait() effectsg.Parent = nil end)) end -- con = nil function dmgcnnct() if con ~= nil then con:disconnect() Hitdeb = 0 end con = prt4.Touched:connect(OT) end function dmgdc() if con ~= nil then con:disconnect() Hitdeb = 0 end end function rptddmg(value,des,inc) coroutine.resume(coroutine.create(function() repeat wait(inc) Hitdeb = 0 until value == des end)) end function atktype(s,e) coroutine.resume(coroutine.create(function () attacktype = e wait(0.25) attacktype = s end)) end jumping = false walking = false function Walk() if walking or jumping then return end walking = true for i = 0.2 , 1, 0.2 do wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20-80*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80-40*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2-0.2*i) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20+60*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80-100*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2-0.2*i) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-1.5, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(1.5, 0,0) end repeat for i = 0.1 , 1, 0.1 do if not walking or jumping then break end wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(-60+140*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(40-60*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(80-140*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(-20+60*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-1.5, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(1.5, 0,0) end for i = 0.1 , 1, 0.1 do if not walking or jumping then break end wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(80-140*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(-20+60*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(-60+140*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(40-60*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-1.5, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(1.5, 0,0) end until not walking or jumping for i = 0.2 , 1, 0.2 do if not walking or jumping then break end wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(-60+80*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(40+40*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2*i) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(80-60*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(-20+100*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2*i) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-1.5, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(1.5, 0,0) end w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) end function Jump() if jumping then return end jumping = true local vel = Instance.new("BodyVelocity",prt1) vel.maxForce = Vector3.new(0,1,0) * math.huge vel.P = vel.P * 5 vel.velocity = Vector3.new(0,jump,0) coroutine.resume(coroutine.create(function() wait() wait() wait() wait() vel.Parent=nil end)) ss(Head,1) for i = 0.2 , 1 , 0.2 do wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80-80*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2-0.2*i) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80-80*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2-0.2*i) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) --Neck w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-20+20*i), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) --Wings w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-45*i)) * CFrame.new(-1.5-0.5*i, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(45*i)) * CFrame.new(1.5+0.5*i, 0,0) end wait(0.5) for i = 0.2 , 1 , 0.2 do wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2*i) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2*i) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) --Neck w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-20*i), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) --Wings w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-45+45*i)) * CFrame.new(-2+0.5*i, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(45-45*i)) * CFrame.new(2-0.5*i, 0,0) end jumping = false if prt1.Velocity.magnitude > 5 then walking = true for i = 0.2 , 1, 0.2 do wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20-80*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80-40*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2-0.2*i) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20+60*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80-100*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2-0.2*i) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) end repeat for i = 0.1 , 1, 0.1 do if not walking or jumping then break end wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(-60+140*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(40-60*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(80-140*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(-20+60*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) end for i = 0.1 , 1, 0.1 do if not walking or jumping then break end wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(80-140*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(-20+60*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(-60+140*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(40-60*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) end until not walking or jumping for i = 0.2 , 1, 0.2 do if jumping then break end wait() w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(-60+80*i), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(40+40*i), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2*i) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(80-60*i), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(-20+100*i), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2*i) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) end w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) end end dashing = false function Dash() dashing = true for i = 0.1 ,1 , 0.1 do wait() --Neck w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-20-60*i), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) end dmgcnnct() rptddmg(dashing,false,1) LastPoint = prt4.CFrame * CFrame.new(0,0,prt4.Size.Y/2) repeat local Point = prt4.CFrame * CFrame.new(0,0,prt4.Size.Y/2) effect("White",0.5,LastPoint,Point) LastPoint = Point wait(0.1) if Energy >= 1 then Energy = Energy - 1 end until not buttonhold or Energy < 3 dmgdc() dashing = false for i = 0.1 ,1 , 0.1 do wait() --Neck w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-80+60*i), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) end end idleez = false function Idle() if idleez then return end idleez = true local rndm = math.random(1,3) for i = 0.05, 1 , 0.05 do if not walking and not dashing and not jumping then wait() w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-20+5*i), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) if rndm ~= 1 then w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10*i)) * CFrame.new(-1.5-0.2*i, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(10*i)) * CFrame.new(1.5+0.2*i, 0,0) else w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-45*i)) * CFrame.new(-1.5-0.5*i, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(45*i)) * CFrame.new(1.5+0.5*i, 0,0) end end end if rndm == 1 then for i = 0.1 , 1 , 0.1 do if not walking and not dashing and not jumping then wait() w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-15+5*i) ,math.rad(0), 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-45-45*i)) * CFrame.new(-2, -1*i,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(45+45*i)) * CFrame.new(2, -1*i,0) end end for i = 0.2 , 1 , 0.2 do if not walking and not dashing and not jumping then wait() w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-10+5*i),math.rad(0), 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90+30*i)) * CFrame.new(-2, -1,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(90-30*i)) * CFrame.new(2, -1,0) end end for i = 0.2 , 1 , 0.2 do if not walking and not dashing and not jumping then wait() w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-5+5*i),math.rad(0), 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-60-30*i)) * CFrame.new(-2, -1,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(60+30*i)) * CFrame.new(2, -1,0) end end for i = 0.1 , 1 , 0.1 do if not walking and not dashing and not jumping then wait() w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-15*i),math.rad(0), 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90+45*i)) * CFrame.new(-2, -1+1*i,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(90-45*i)) * CFrame.new(2, -1+1*i,0) end end end for i = 0.025, 1 , 0.025 do if not walking and not dashing and not jumping then wait() w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0) w2.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(0, -1,2.5) w3.C1 = CFrame.Angles(math.rad(-15-5*i), 0, 0) * CFrame.new(0, 0.465,0) w3.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.465,0) if rndm ~= 1 then w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10+10*i)) * CFrame.new(-1.7+0.2*i, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(10-10*i)) * CFrame.new(1.7-0.2*i, 0,0) else w11.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(-45+45*i)) * CFrame.new(-2+0.5*i, 0,0) w16.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w16.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(45-45*i)) * CFrame.new(2-0.5*i, 0,0) end end end idleez = false end function returnwelds() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(-20)) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(20)) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(45), 0, math.rad(25)) RWL.C1 = CFrame.new(0.5, 1, 0) LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)) LWL.C1 = CFrame.new(-0.5, 1, 0) Neck.C0 = neckcf0 -- w22.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w22.C0 = CFrame.Angles(math.rad(20), math.rad(10), math.rad(0)) * CFrame.new(-0.75, 1.5,0) w23.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w23.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w24.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w24.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- w28.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0,0) w28.C0 = CFrame.Angles(math.rad(20), math.rad(-10), math.rad(0)) * CFrame.new(0.75, 1.5,0) w29.C1 = CFrame.Angles(math.rad(80), 0, 0) * CFrame.new(0, -0.25,0) w29.C0 = CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.25,0.2) w30.C1 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, -0.725,0) w30.C0 = CFrame.Angles(math.rad(40), math.rad(0), math.rad(0)) * CFrame.new(0, 0.725,0.25) -- end function ride() Ride = true equipanim() end function unride() Ride = false hideanim() end function RemoveSeater() if #prt34:GetChildren() > 0 then prt34:GetChildren()[1].Parent = nil end end function onFreeFall() unride() print("Fell") value1=value1+1 end keyhold = false function ob1d(mouse) hold = true if attack then return end keyhold = true end function ob1u(mouse) keyhold = false end buttonhold = false function key(key,mouse) if attack then return end if Ride then if key == "f" then buttonhold = true Dash() end if key == " " then coroutine.resume(coroutine.create(Jump)) end end if key == "q" then if Ride then unride() else --prt4 mag=Torso.Position-prt4.Position magni=mag.magnitude if magni <=3 then swordholder:MoveTo(Head.Position+Vector3.new(0,5,0)) ride() end end end if key == "x" then RemoveSeater() end end function key2(key) if key == "f" then buttonhold = false end end function s(mouse) repeat wait() until not attack repeat wait() until not ev.Value arms() mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(function(ke) key(ke,mouse) end) mouse.KeyUp:connect(key2) ev.Value = true end function ds(mouse) keyhold = false repeat wait() until not attack repeat wait() until ev.Value noarms() wait(0.1) ev.Value = false end Bin.Selected:connect(s) Bin.Deselected:connect(ds) if PlayerGui:findFirstChild("EnergyMeter") ~= nil then PlayerGui:findFirstChild("EnergyMeter").Parent = nil end coroutine.resume(coroutine.create(function() repeat wait(0.1) if Ride then if dashing then Character.Humanoid.WalkSpeed = speed * 1.5 else Character.Humanoid.WalkSpeed = speed end if (prt1.Velocity * Vector3.new(1,0,1)).magnitude > 5 then coroutine.resume(coroutine.create(Walk)) walking = true elseif (prt1.Velocity * Vector3.new(1,0,1)).magnitude < 5 then walking = false AddEnergy(1) coroutine.resume(coroutine.create(function() Idle() end)) end else Character.Humanoid.WalkSpeed = 16 coroutine.resume(coroutine.create(function() Idle() end)) walking = false end until false end)) coroutine.resume(coroutine.create(function() local SG = Instance.new("ScreenGui",PlayerGui) SG.Name = "EnergyMeter" local frame = Instance.new("Frame",SG) frame.Size = UDim2.new(0.2,0,0.1,0) frame.Position = UDim2.new(0.6,0,0.05,0) frame.BackgroundColor3 = BrickColor.new("Bright blue").Color local Energytext = Instance.new("TextLabel",frame) Energytext.Size = UDim2.new(1,0,0.35,0) Energytext.BackgroundTransparency = 1 Energytext.Text = "Energy" Energytext.FontSize = "Size18" Energytext.TextColor3 = BrickColor.new("White").Color local backing = Instance.new("ImageLabel",frame) backing.Size = UDim2.new(0.8,0,0.45,0) backing.Image = "http://www.roblox.com/asset/?id=48965808" backing.Position = UDim2.new(0.1,0,0.45,0) backing.BackgroundColor3 = BrickColor.new("Black").Color local img = Instance.new("ImageLabel",backing) img.Size = UDim2.new(1,0,1,0) img.Image = "http://www.roblox.com/asset/?id=48965808" img.Position = UDim2.new(0,0,0,0) img.BackgroundColor3 = BrickColor.new("Bright blue").Color local percent = Instance.new("TextLabel",backing) percent.Size = UDim2.new(1,0,1,0) percent.BackgroundTransparency = 1 percent.TextColor3 = BrickColor.new("White").Color percent.Text = Energy.."/".. MaxEnergy percent.FontSize = "Size18" repeat wait() pcall(function() img.Size = UDim2.new(1*(Energy/MaxEnergy),0,1,0) percent.Text = Energy.."/".. MaxEnergy end) until SG.Parent == nil end)) --Character.Humanoid.FreeFalling:connect(onFreeFall) Character:MoveTo(Head.Position+Vector3.new(0,5,0)) Character.Torso.CFrame = Character.Torso.CFrame + Vector3.new(0,5,0) swordholder:MoveTo(Head.Position+Vector3.new(0,5,0)) ride() noarms() -- mediafire