Player = game:GetService("Players").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"] attack = false attacktype = 1 damage = 10 oridamage = 90 attackdebounce = false attackdebounce2 = false rapidslashing = false DarkRushing = false --player player = nil --save shoulders RSH, LSH = nil, nil --welds RW, LW = Instance.new("Weld"), Instance.new("Weld") if Character:findFirstChild("Dual Knives",true) ~= nil then Character:findFirstChild("Dual Knives",true).Parent = nil end if Player:findFirstChild("Team",true) ~= nil then Player:findFirstChild("Team",true).Parent = nil end if Player:findFirstChild("Team") then --the class thing give you a "class" already , so dont delete it for no reason :U Player:findFirstChild("Team").Value = "Magic Knight" else local s = Instance.new("StringValue") s.Parent = Player s.Value = "Spy" s.Name = "Team" end local knaifz = Instance.new("Model") knaifz.Parent = Character knaifz.Name = "Dual Knives" local part1 = Instance.new("Part") part1.formFactor = 1 part1.CanCollide = false part1.Name = "Sheath1" part1.Locked = true part1.Size = Vector3.new(1,1,1) part1.Parent = knaifz part1.BrickColor = BrickColor.new("Really red") local part2 = Instance.new("Part") part2.formFactor = 1 part2.CanCollide = false part2.Name = "Sheath2" part2.Locked = true part2.Size = Vector3.new(1,1,1) part2.Parent = knaifz part2.BrickColor = BrickColor.new("Really red") local part3 = Instance.new("Part") part3.formFactor = 1 part3.CanCollide = false part3.Name = "Knife1Handle1" part3.Locked = true part3.Size = Vector3.new(1,1,1) part3.Parent = knaifz part3.BrickColor = BrickColor.new("White") local part4 = Instance.new("Part") part4.formFactor = 1 part4.CanCollide = false part4.Name = "Knife1Handle2" part4.Locked = true part4.Size = Vector3.new(1,1,1) part4.Parent = knaifz part4.BrickColor = BrickColor.new("Bright green") local part5 = Instance.new("Part") part5.formFactor = 1 part5.CanCollide = false part5.Name = "Knife1Blade1" part5.Locked = true part5.Size = Vector3.new(1,1,1) part5.Parent = knaifz part5.Reflectance = 0.2 part5.BrickColor = BrickColor.new("New Yeller") local part6 = Instance.new("Part") part6.formFactor = 1 part6.CanCollide = false part6.Name = "Knife1Blade2" part6.Locked = true part6.Size = Vector3.new(1,1,1) part6.Parent = knaifz part6.Reflectance = 0.2 part6.BrickColor = BrickColor.new("New Yeller") local part7 = Instance.new("Part") part7.formFactor = 1 part7.CanCollide = false part7.Name = "Knife2Handle1" part7.Locked = true part7.Size = Vector3.new(1,1,1) part7.Parent = knaifz part7.BrickColor = BrickColor.new("White") local part8 = Instance.new("Part") part8.formFactor = 1 part8.CanCollide = false part8.Name = "Knife2Handle2" part8.Locked = true part8.Size = Vector3.new(1,1,1) part8.Parent = knaifz part8.BrickColor = BrickColor.new("Bright green") local part9 = Instance.new("Part") part9.formFactor = 1 part9.CanCollide = false part9.Name = "Knife2Blade1" part9.Locked = true part9.Size = Vector3.new(1,1,1) part9.Parent = knaifz part9.Reflectance = 0.2 part9.BrickColor = BrickColor.new("New Yeller") local part10 = Instance.new("Part") part10.formFactor = 1 part10.CanCollide = false part10.Name = "Knife2Blade2" part10.Locked = true part10.Size = Vector3.new(1,1,1) part10.Parent = knaifz part10.Reflectance = 0.2 part10.BrickColor = BrickColor.new("New Yeller") local msh1 = Instance.new("BlockMesh") msh1.Scale = Vector3.new(0.4,1,0.4) msh1.Parent = part1 local msh2 = Instance.new("BlockMesh") msh2.Scale = Vector3.new(0.4,1,0.4) msh2.Parent = part2 local msh3 = Instance.new("BlockMesh") msh3.Scale = Vector3.new(0.31,0.4,0.31) msh3.Parent = part3 local msh4 = Instance.new("BlockMesh") msh4.Scale = Vector3.new(0.3,0.9,0.3) msh4.Parent = part4 local msh5 = Instance.new("BlockMesh") msh5.Scale = Vector3.new(0.3,0.7,0.1) msh5.Parent = part5 local msh6 = Instance.new("SpecialMesh") msh6.Scale = Vector3.new(0.1,0.2,0.2) msh6.MeshType = "Wedge" msh6.Parent = part6 local msh7 = Instance.new("BlockMesh") msh7.Scale = Vector3.new(0.31,0.4,0.31) msh7.Parent = part7 local msh8 = Instance.new("BlockMesh") msh8.Scale = Vector3.new(0.3,0.9,0.3) msh8.Parent = part8 local msh9 = Instance.new("BlockMesh") msh9.Scale = Vector3.new(0.3,0.7,0.1) msh9.Parent = part9 local msh10 = Instance.new("SpecialMesh") msh10.Scale = Vector3.new(0.1,0.2,0.2) msh10.MeshType = "Wedge" msh10.Parent = part10 local weld1 = Instance.new("Weld") weld1.Parent = part1 weld1.Part0 = part1 weld1.Part1 = Torso weld1.C0 = CFrame.new(-0.6,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) local weld2 = Instance.new("Weld") weld2.Parent = part2 weld2.Part0 = part2 weld2.Part1 = Torso weld2.C0 = CFrame.new(0.6,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0,0,-math.rad(90)) local weld3 = Instance.new("Weld") weld3.Parent = part3 weld3.Part0 = part3 weld3.Part1 = part1 weld3.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld4 = Instance.new("Weld") weld4.Parent = part4 weld4.Part0 = part4 weld4.Part1 = part3 weld4.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld5 = Instance.new("Weld") weld5.Parent = part5 weld5.Part0 = part5 weld5.Part1 = part4 weld5.C0 = CFrame.new(0,-0.9,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld6 = Instance.new("Weld") weld6.Parent = part6 weld6.Part0 = part6 weld6.Part1 = part5 weld6.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(2.23,math.rad(90),0) weld6.C1 = CFrame.new(0,0.41,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld7 = Instance.new("Weld") weld7.Parent = part7 weld7.Part0 = part7 weld7.Part1 = part2 weld7.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld8 = Instance.new("Weld") weld8.Parent = part8 weld8.Part0 = part8 weld8.Part1 = part7 weld8.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld9 = Instance.new("Weld") weld9.Parent = part9 weld9.Part0 = part9 weld9.Part1 = part8 weld9.C0 = CFrame.new(0,-0.9,0) * CFrame.fromEulerAnglesXYZ(0,0,0) local weld10 = Instance.new("Weld") weld10.Parent = part10 weld10.Part0 = part10 weld10.Part1 = part9 weld10.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(2.23,math.rad(90),0) weld10.C1 = CFrame.new(0,0.41,0) * CFrame.fromEulerAnglesXYZ(0,0,0) if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "Dual Knives" script.Parent = Tool end Bin = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=45885030" SlashSound.Parent = Tool SlashSound.Volume = .7 SlashSound.Pitch = 1 local HitSound = Instance.new("Sound") HitSound.SoundId = "http://roblox.com/asset/?id=150229109" HitSound.Parent = Tool HitSound.Volume = .7 HitSound.Pitch = 1 function ss(parent,pitch) local SlashSoundeh1 = SlashSound:Clone() SlashSoundeh1.Parent = parent SlashSoundeh1.Pitch = pitch SlashSoundeh1.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSoundeh1.Parent = nil end)) end function hs(parent,pitch) local SlashSoundeh1 = HitSound:Clone() SlashSoundeh1.Parent = parent SlashSoundeh1.Pitch = pitch SlashSoundeh1.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSoundeh1.Parent = nil end)) end function cs(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=136007472" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = 1 SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function bs(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=149437369" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = 1 SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function unequipweld() weld3.Part1 = part1 weld3.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld7.Part1 = part2 weld7.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end function equipweld() weld3.Part1 = LeftArm weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) weld7.Part1 = RightArm weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) end function hideanim() for i = 0 , 1 , 0.1 do wait(0) LW.C0 = CFrame.new(-0.5*i+0.5-1.5,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.5*i+2.2,1*i-1,-1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0.5*i-0.5+1.5,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-3*i+2.7,-1*i+1,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end unequipweld() wait(0.1) for i = 0 , 1 , 0.1 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.3*i-0.3,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.3*i-0.3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function equipanim() for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*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(-0.3*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end equipweld() wait(0.1) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2.5*i-0.3,-1*i,1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(3*i-0.3,1*i,-1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function oneslash() attack = true for i = 0 , 1 , 0.1 do wait(0) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1*i-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.7*i+2.7,-1*i+1,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end R_Conv1=part5.Touched:connect(function1) ss(part5,1.2) for i = 0 , 1.2 , 0.4 do wait(0) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1*i,-0.1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.2) R_Conv1:disconnect() attack = false end function twoslash() attack = true for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.2*i+2.2,-1,-1.9*i+0.9) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.3*i-0.3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end R_Conv1=part9.Touched:connect(function1) ss(part9,1.2) for i = 0 , 1.2 , 0.4 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,-1,-1) 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+3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.1) R_Conv1:disconnect() for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,-0.57*i-1,1*i-1) 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-1+3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack = false end function threeslash() attack = true for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) 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(3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.1) R_Conv1=part5.Touched:connect(function1) ss(part5,1.2) for i = 0 , 1.2 , 0.4 do wait(0) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0.7*i-1,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.1) R_Conv1:disconnect() for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.7*i+0.7-1,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end attack = false end function attackone() attack = true con1=part5.Touched:connect(function(hit) Damagefunc1(hit,5,40) end) con2=part6.Touched:connect(function(hit) Damagefunc1(hit,5,40) end) con3=part9.Touched:connect(function(hit) Damagefunc2(hit,5,40) end) con4=part10.Touched:connect(function(hit) Damagefunc2(hit,5,40) end) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.63*i+2.2,-0.57*i-1,-1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.13*i+2.7,0.57*i+1,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)*i-math.rad(90),math.rad(90)*i,-math.rad(90)*i+math.rad(90)) * CFrame.new(0, 0.2*i+1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)*i-math.rad(90),math.rad(90)*i,-math.rad(90)*i+math.rad(90)) * CFrame.new(0, 0.2*i+1, 0) end ss(part5,1.3) ss(part9,1.3) coroutine.resume(coroutine.create(function() slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(1.5,2.9,0) * CFrame.new(1.5,0,-2),0,15,5) end)) coroutine.resume(coroutine.create(function() slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(1.5,2.9,0) * CFrame.new(1.5,0,-2),0,15,5) end)) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,-1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.3*i+2,0.8*i,-1*i) RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.57,1.57,1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.3*i+2,-0.8*i,1*i) end con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() end function attacktwo() attack = true con1=part5.Touched:connect(function(hit) Damagefunc1(hit,1,30) end) con2=part6.Touched:connect(function(hit) Damagefunc1(hit,1,30) end) con3=part9.Touched:connect(function(hit) Damagefunc2(hit,1,30) end) con4=part10.Touched:connect(function(hit) Damagefunc2(hit,1,30) end) for i = 0,1,0.1 do wait(0) LW.C0 = CFrame.new(0.5-1.5,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,-1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.random()+math.random()*i-2.3+2,-math.random()+math.random()*i+0.8,-math.random()+math.random()*i-1) RW.C0 = CFrame.new(-0.5+1.5,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(1.57,1.57,1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.random()+math.random()*i-2.3+2,-math.random()+math.random()*i-0.8,-math.random()+math.random()*i+1) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(180),math.rad(90),0) * CFrame.new(0, 1.2, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(180),math.rad(90),0) * CFrame.new(0, 1.2, 0) ss(part5,1.3) ss(part9,1.3) coroutine.resume(coroutine.create(function() slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(0,1,0),0,6,1) end)) coroutine.resume(coroutine.create(function() slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(0,1,0),0,6,1) end)) end con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() end function attackthree() attack = true for i = 0 , 1 , 0.1 do wait(0) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1*i-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.7*i+2.7,-1*i+1,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con1=part5.Touched:connect(function(hit) Damagefunc1(hit,30,90) end) con2=part6.Touched:connect(function(hit) Damagefunc1(hit,30,90) end) ss(part5,1.3) coroutine.resume(coroutine.create(function() wait(0) slasheffect(part6.CFrame * CFrame.fromEulerAnglesXYZ(1.4,0.5,0) * CFrame.new(0.2,-0.5,0.7),0,10,30) end)) for i = 0 , 1.2 , 0.4 do wait(0) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1*i,-0.1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.2) con1:disconnect() con2:disconnect() end function attackfour() attack = true for i = 0,1,0.1 do wait() LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.2*i+2.2,1*i-1,-1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(1.3*i+2.7,-1*i+1,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end con3=part9.Touched:connect(function(hit) Damagefunc2(hit,30,90) end) con4=part10.Touched:connect(function(hit) Damagefunc2(hit,30,90) end) ss(part9,1.3) coroutine.resume(coroutine.create(function() wait(0) slasheffect(part10.CFrame * CFrame.fromEulerAnglesXYZ(-0.5,0,0) * CFrame.new(0,-0.9,-4),0,10,30) end)) for i = 0,1.2,0.4 do wait(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(-2.5*i+4,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.2) con3:disconnect() con4:disconnect() end function attackfive() attack = true for i = 0,1,0.1 do wait() LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.7,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0) end coroutine.resume(coroutine.create(function() slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),-1,0) * CFrame.new(0,0,0),0,25,20) end)) coroutine.resume(coroutine.create(function() slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),-1,0) * CFrame.new(0,0,0),0,25,20) end)) con1=part5.Touched:connect(function(hit) Damagefunc1(hit,10,70) end) con2=part6.Touched:connect(function(hit) Damagefunc1(hit,10,70) end) con3=part9.Touched:connect(function(hit) Damagefunc2(hit,10,70) end) con4=part10.Touched:connect(function(hit) Damagefunc2(hit,10,70) end) ss(part5,1.3) ss(part9,1.3) local vel = Instance.new("BodyVelocity") vel.Parent = Player.Character.Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1 vel.velocity = Torso.CFrame.lookVector * 150 for i = 0,1,0.2 do wait() LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0) end vel.Parent = nil wait(0.2) con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() end function DarkRush() attack = true DarkRushing = true cs(Torso,1) coroutine.resume(coroutine.create(function() while DarkRushing == true do wait() 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(3,3,3) S.BrickColor=BrickColor.new("New Yeller") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part5.CFrame*CFrame.new(0,-1,0)*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) 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(3,3,3) S.BrickColor=BrickColor.new("New Yeller") S.Reflectance = 0 S.TopSurface=0 S.BottomSurface=0 S.Transparency=0 S.Anchored=true S.CanCollide=false S.CFrame=part9.CFrame*CFrame.new(0,-1,0)*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 end)) for i = 0,1,0.05 do wait() LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.7,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0) end wait(0.25) con1=part5.Touched:connect(function(hit) Damagefunc1(hit,50,100) end) con2=part6.Touched:connect(function(hit) Damagefunc1(hit,50,100) end) con3=part9.Touched:connect(function(hit) Damagefunc2(hit,50,100) end) con4=part10.Touched:connect(function(hit) Damagefunc2(hit,50,100) end) wait(0.25) coroutine.resume(coroutine.create(function() slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(90),-1,0) * CFrame.new(0,0,0),0,35,40) end)) coroutine.resume(coroutine.create(function() slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(90),-1,0) * CFrame.new(0,0,0),0,35,40) end)) ss(part5,1.3) ss(part9,1.3) bs(Torso,2.5) local vel = Instance.new("BodyVelocity") vel.Parent = Player.Character.Torso vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1 vel.velocity = Torso.CFrame.lookVector * 200 for i = 0,1,0.2 do wait() LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) end vel.Parent = nil wait(0.2) con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() wait(0.8) DarkRushing = false for i = 0,1,0.1 do wait() LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2.2,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0) RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(0.5*i+2.2,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0) end attack = false end function KnifeDance() attack = true rapidslashing = true for i = 0,1,0.1 do wait() LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.63*i+2.2,1*i-1,-2.57*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.13*i+2.7,-1*i+1,2.57*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0) end con1=part5.Touched:connect(function(hit) Damagefunc1(hit,10,80) end) con2=part6.Touched:connect(function(hit) Damagefunc1(hit,10,80) end) con3=part9.Touched:connect(function(hit) Damagefunc2(hit,10,80) end) con4=part10.Touched:connect(function(hit) Damagefunc2(hit,10,80) end) while rapidslashing == true do wait() ss(part5,1.3) ss(part9,1.3) coroutine.resume(coroutine.create(function() slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(math.random(),1+math.random(),math.random()),0,8,10) end)) coroutine.resume(coroutine.create(function() slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(math.random(),1+math.random(),math.random()),0,8,10) end)) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,-1.57) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.random()-math.random(),math.random()-math.random(),-1.57) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,1.57) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.random()-math.random(),math.random()-math.random(),1.57) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0) end LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.5-0.3,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3-0.3,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() attack = false end Damagefunc1=function(hit,Damage,Knockback) if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.2) attackdebounce = false end)) if hit.Parent==nil then return end CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~="grgrgry21" and hit.Name~="SlashEffect" and hit.Parent:FindFirstChild("Torso")~=nil then Damage=Damage --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] hs(hit,1.2) 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(1,5)==1 then CRIT=true Damage=Damage*2 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 s=Instance.new("Sound") s.SoundId="http://www.roblox.com/asset/?id=2801263" s.Volume=1 s.Pitch=2 s.Parent=hit s:Play() 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 attackdebounce2 == false then attackdebounce2 = true coroutine.resume(coroutine.create(function() wait(0.2) attackdebounce2 = false end)) if hit.Parent==nil then return end CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") if h~=nil and hit.Parent.Name~="grgrgry21" and hit.Parent:FindFirstChild("Torso")~=nil then Damage=Damage print(hit) --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] hs(hit,1.2) 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(1,5)==1 then CRIT=true Damage=Damage*2 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 s=Instance.new("Sound") s.SoundId="http://www.roblox.com/asset/?id=2801263" s.Volume=1 s.Pitch=2 s.Parent=hit s:Play() end]] Damage=Damage+math.random(3,7) -- 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 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("New Yeller") 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.Scale=Vector3.new(.8,.8,.8) if CRIT==true then ms.Scale=Vector3.new(1.25,1.5,1.25) 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 function slasheffect(cframe,waitin,size,efdam) wait(waitin) for l=1, 2 do wait() e=Instance.new("Part") coneffect=e.Touched:connect(function(hit) Damagefunc1(hit,efdam,1) end) e.Name="SlashEffect" e.TopSurface=0 e.BottomSurface=0 e.formFactor="Symmetric" e.Size=Vector3.new(1,1,size) e.Anchored=true e.BrickColor=BrickColor.new("New Yeller") 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 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 ob1d(mouse) if attack == true then return end hold = true --[[oneslash() if hold == true then twoslash() end if hold == true then threeslash() end ]] attackin = math.random(1,5) --attackin = 5 if attackin == 1 then attackone() elseif attackin == 2 then attacktwo() elseif attackin == 3 then attackthree() elseif attackin == 4 then attackfour() elseif attackin == 5 then attackfive() end wait(0.2) LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.5-0.3,-1,1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3-0.3,1,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0) attack = false end function ob1u(mouse) hold = false end buttonhold = false function key(key) if attack == true then return end if key == "q" then DarkRush() end if key == "e" then KnifeDance() end end function key2(key) if key == "e" then rapidslashing = 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) unsheathed = true player = Player ch = Character RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] -- RSH.Parent = nil LSH.Parent = nil -- 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) unsheathed = false hideanim() wait(0) 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) Game.Workspace.kash5.Humanoid.MaxHealth = 500