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Choochbo

Hebablazin | PRO | 05/31/16 12:31:40 PM UTC | 0 ⭐ | 804 👁️ | Never ⏰ | []
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--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

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