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Soal Sword

Hebablazin | PRO | 05/31/16 12:51:53 AM UTC | 0 ⭐ | 701 👁️ | Never ⏰ | []
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--Soal Sword Gifted by machontz, Regular Script!
 local name = "TheMoonlightGlows"
local me = game.Players.TheMoonlightGlows
local char = me.Character
selected = false
attacking = false
attack = false
dela = 0.4
normdmg = 9
avgdmg = normdmg
normal = 14
speed = 14
normchance = 9333333333333
criticalchance = normchance
splashdist = 14333333333333333333333333333333333333333333333333
plat = 1
healcols = {"Bright blue", "Light blue", "Medium blue", "White"}
if char:findFirstChild("Sword",true) ~= nil then
char:findFirstChild("Sword",true).Parent = nil
end
function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form)
part.Parent = parent
part.formFactor = form
part.CanCollide = collide
part.Transparency = tran
part.Reflectance = ref
part.Size = Vector3.new(x,y,z)
part.BrickColor = BrickColor.new(color)
part.TopSurface = 0
part.BottomSurface = 0
part.Anchored = anchor
part.Locked = true
part:BreakJoints()
end
function weld(w, p, p1, a, b, c, x, y, z)
w.Parent = p
w.Part0 = p
w.Part1 = p1
w.C1 = CFrame.fromEulerAnglesXYZ(a,b,c) * CFrame.new(x,y,z)
end
function mesh(mesh, parent, x, y, z, type)
mesh.Parent = parent
mesh.Scale = Vector3.new(x, y, z)
mesh.MeshType = type
end
function getcharparts(path)
local objs = {}
for _,v in pairs(path:children()) do
if v:IsA("Model") and v.Name ~= name then
for _,k in pairs(v:children()) do
if k.Name == "Torso" then
table.insert(objs,k)
end
end
end
end
return objs
end
sword = Instance.new("Model",me.Character)
sword.Name = "Sword"
--Parts-------------------------Parts-------------------------Parts-------------------------Parts----------------------
rarm = char:findFirstChild("Right Arm")
larm = char:findFirstChild("Left Arm")
torso = char:findFirstChild("Torso")
hum = char:findFirstChild("Humanoid")
main = Instance.new("Part")
prop(main, sword, false, 0, 0, 0.38, 2.2, 0.38, "White", false, "Custom")
mme = Instance.new("SpecialMesh")
mesh(mme,main,1,1,1,"Head")
part1 = Instance.new("Part")
prop(part1, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
p1m = Instance.new("BlockMesh",part1)
w1 = Instance.new("Weld")
weld(w1, main, part1, 0, 0, 0, 0, 0.9, 0)
part2 = Instance.new("Part")
prop(part2, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
p2m = Instance.new("BlockMesh",part2)
w2 = Instance.new("Weld")
weld(w2, main, part2, 0, 0, 0.8, 0.5, 0.85, 0)
part3 = Instance.new("Part")
prop(part3, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
p3m = Instance.new("BlockMesh",part3)
w3 = Instance.new("Weld")
weld(w3, main, part3, 0, 0, -0.8, -0.5, 0.85, 0)
part4 = Instance.new("Part")
prop(part4, sword, false, 0, 0, 1.3, 0.45, 0.4, "Medium blue", false, "Custom")
p4m = Instance.new("BlockMesh",part4)
w4 = Instance.new("Weld")
weld(w4, main, part4, 0, 0, -1.25, 0.8, 1, 0)
part5 = Instance.new("Part")
prop(part5, sword, false, 0, 0, 1.3, 0.45, 0.4, "Medium blue", false, "Custom")
p5m = Instance.new("BlockMesh",part5)
w5 = Instance.new("Weld")
weld(w5, main, part5, 0, 0, 1.25, -0.8, 1, 0)
part6 = Instance.new("Part")
prop(part6, sword, false, 0, 0, 0.45, 0.6, 0.45, "Light blue", false, "Custom")
p6m = Instance.new("SpecialMesh")
mesh(p6m,part6,1.3,1.2,1.3,"Sphere")
w6 = Instance.new("Weld")
weld(w6, main, part6, 0, 0, 0, 0, -0.9, 0)
blade1 = Instance.new("Part")
prop(blade1, sword, false, 0, 0.2, 0.85, 2, 0.1, "Light blue", false, "Custom")
b1m = Instance.new("SpecialMesh")
mesh(b1m,blade1,1,1,1,"Torso")
bw1 = Instance.new("Weld")
weld(bw1, main, blade1, 0, 0, 0, 0, 2, 0)
uns = Instance.new("Sound",blade1)
uns.Volume = 1
uns.Pitch = 1
uns.SoundId = "rbxasset://sounds\\unsheath.wav"
slash = Instance.new("Sound",blade1)
slash.Volume = 1
slash.Pitch = 1
slash.SoundId = "rbxasset://sounds\\swordslash.wav"
shea = Instance.new("Sound",blade1)
shea.Volume = 1
shea.Pitch = -0.9
shea.SoundId = "rbxasset://sounds\\unsheath.wav"
spi = Instance.new("Sound",blade1)
spi.Volume = 1
spi.Pitch = 1
spi.SoundId = "http://www.roblox.com/asset/?id=28144268"
charge = Instance.new("Sound",blade1)
charge.Volume = 1
charge.Pitch = 0.5
charge.SoundId = "http://www.roblox.com/asset/?id=2692844"
boom = Instance.new("Sound",blade1)
boom.Volume = 1
boom.Pitch = 2.2
boom.SoundId = "rbxasset://sounds\\Rocket shot.wav"
blade2 = Instance.new("Part")
prop(blade2, sword, false, 0, 0.2, 1.2, 1.2, 0.1, "Light blue", false, "Custom")
b2m = Instance.new("BlockMesh",blade2)
bw2 = Instance.new("Weld")
weld(bw2, main, blade2, 0, 0, math.pi/4, 0, 3, 0)
blade3 = Instance.new("Part")
prop(blade3, sword, false, 0, 0.2, 0.1, 4.5, 0.6, "Light blue", false, "Custom")
b3m = Instance.new("SpecialMesh")
mesh(b3m,blade3,1,1,1,"Wedge")
bw3 = Instance.new("Weld")
weld(bw3, main, blade3, math.pi, math.pi/2, 0, 0.3, 5.2, 0)
blade4 = Instance.new("Part")
prop(blade4, sword, false, 0, 0.2, 0.1, 4.5, 0.6, "Light blue", false, "Custom")
b4m = Instance.new("SpecialMesh")
mesh(b4m,blade4,1,1,1,"Wedge")
bw4 = Instance.new("Weld")
weld(bw4, main, blade4, math.pi, -math.pi/2, 0, -0.3, 5.2, 0)
blade5 = Instance.new("Part")
prop(blade5, sword, false, 0, 0.2, 0.6, 0.6, 0.1, "Light blue", false, "Custom")
b5m = Instance.new("BlockMesh",blade5)
bw5 = Instance.new("Weld")
weld(bw5, main, blade5, 0, 0, math.pi/4, 0, 6.6, 0)
part7 = Instance.new("Part")
prop(part7, sword, false, 0.2, 0.2, 0.7, 1.6, 0.22, "Medium blue", false, "Custom")
p7m = Instance.new("SpecialMesh")
mesh(p7m,part7,1.3,1.2,1.3,"Sphere")
w7 = Instance.new("Weld")
weld(w7, main, part7, 0, 0, 0, 0, 3, 0)
tup1 = Instance.new("Part")
prop(tup1, sword, false, 0, 0.4, 1.2, 0.7, 0.4, "Bright blue", false, "Custom")
tw1 = Instance.new("Weld")
weld(tw1, torso, tup1, -0.3+(math.pi/2), -0.3, 0.2+(math.pi/2), 1.1, 1.2, 0)
holdpart = Instance.new("Part")
prop(holdpart, char, false, 1, 0, 0.5, 0.5, 0.5, "White", false, "Custom")
hu = Instance.new("Weld")
weld(hu, rarm, holdpart, 0, 0, 0, 0, 1, 0)
holdweld = Instance.new("Weld")
weld(holdweld, main, tup1, 0, 0, 0, 0, 1.5, 0)
weaponweld = Instance.new("Weld")
weld(weaponweld, holdpart, nil, -(math.pi/2), 0, (math.pi/2), 0, 0, 0)
--Arm connections----------Arm connections----------Arm connections----------Arm connections--------
rb = Instance.new("Part")
prop(rb, char, false, 1, 0, 1, 1, 1, "White", false, "Symmetric")
rh = Instance.new("Weld")
weld(rh, rb, torso, 0, 0, 0, 1.5, 0.5, 0)
lb = Instance.new("Part")
prop(lb, char, false, 1, 0, 1, 1, 1, "White", false, "Symmetric")
lh = Instance.new("Weld")
weld(lh, lb, torso, 0, 0, 0, -1.5, 0.5, 0)
rw = Instance.new("Weld")
weld(rw, rb, nil, 0, 0, 0, 0, 0.5, 0)
lw = Instance.new("Weld")
weld(lw, lb, nil, 0, 0, 0, 0, 0.5 ,0)
neck = torso.Neck
neor = neck.C1
rightfight = CFrame.fromEulerAnglesXYZ(0.85,0.7,0) * CFrame.new(-0.23,-0.25,-0.1)
leftfight = CFrame.fromEulerAnglesXYZ(0.3,0,0.4) * CFrame.new(0.2,-0.4,0.1)
function selectmotion()
weaponweld.C0 = CFrame.new(0,0,0)
rw.C0 = CFrame.new(0,0,0)
lw.C0 = CFrame.new(0,0,0)
rw.Part1 = rarm
lw.Part1 = larm
for i=1, 15 do
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.04,0,-0.07) * CFrame.new(0,0,0)
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.07,0.16,0.04) * CFrame.new(-0.01,-0.05,-0.04)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.04,0.08,0.01) * CFrame.new(0,0,0)
wait()
end
weaponweld.Part1 = main
holdweld.Part1 = nil
wait(0.14)
uns:play()
for i=1, 4 do
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03) * CFrame.new(0,0,0)
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.12,-0.03,0.26)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0.04,0.03) * CFrame.new(0,0,0)
wait()
end
for i=1, 10 do
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0.15) * CFrame.new(0,0,0)
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.15,-0.22,0.1) * CFrame.new(0.05,0.1,0.05)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0.07,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0.06,0.03) * CFrame.new(0,0,0)
wait()
end
wait(0.1)
for i=1, 6 do
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,-0.04,-0.09) * CFrame.new(0,0,0)
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0.18,-0.14) * CFrame.new(-0.08,0.05,0.05)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.2,0,0) * CFrame.new(0,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0,0,-0.12) * CFrame.new(0,-0.04,0)
wait()
end
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
selected = true
end
function deselmotion()
for i=1, 12 do
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.04,0,-0.07) * CFrame.new(0,0,0)
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.07,0.16,0.04) * CFrame.new(0.02,-0.05,-0.04)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0,-0.05) * CFrame.new(-0.02,0.03,0)
wait()
end
shea:play()
weaponweld.Part1 = nil
holdweld.Part1 = tup1
wait(0.1)
for i=1, 8 do
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.09) * CFrame.new(0,0,0)
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.12,0,-0.12) * CFrame.new(-0.07,0.11,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0.04) * CFrame.new(0,0,0)
wait()
end
rw.Part1 = nil
lw.Part1 = nil
rw.C0 = CFrame.new(0,0,0)
lw.C0 = CFrame.new(0,0,0)
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
selected = false
end
----Effects--------------------------Effects--------------------------Effects--------------------------Effects----------------------
function fade(brick,mesh,scale,tran,speed)
coroutine.resume(coroutine.create(function()
for i=tran,1,speed do
wait()
brick.Transparency = i
mesh.Scale = mesh.Scale - Vector3.new(scale,scale,scale)
end
brick:remove()
end))
end
function block(part,avg,cols)
for i=1, math.random(1,3) do
local s = (avg*1.4)*100
local s2 = (avg/5)*100
local size = math.random(s2,s)/100
local p = Instance.new("Part",me.Character)
prop(p,me.Character,false,math.random(15,50)/100,0,size,size,size,cols[math.random(1,#cols)],true,"Custom")
p.CFrame = CFrame.new(part.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
coroutine.resume(coroutine.create(function()
for i=p.Transparency, 1, 0.2 do
wait(0.15)
p.Transparency = i
local cf = p.CFrame
p.Size = Vector3.new(size,size,size)
p.CFrame = cf * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
size = size - 0.2
end
p:remove()
end))
end
end
function blocks(part,avg,cols)
for i=1, math.random(1,3) do
local s = (avg*1.4)*100
local s2 = (avg/5)*100
local size = math.random(s2,s)/100
local p = Instance.new("Part",me.Character)
local pos = p.CFrame
local pos2 = pos * CFrame.new(0,12,-15)
local pos3 = pos2 * CFrame.new(0,-12,-12)
local bv = Instance.new("BodyPosition",p)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.position = pos2.p
local bg = Instance.new("BodyGyro",p)
bg.cframe = CFrame.new(pos.p,pos3.p)
bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bg.P = 30000
prop(p,me.Character,false,math.random(15,50)/100,0,size,size,size,cols[math.random(1,#cols)],true,"Custom")
p.CFrame = CFrame.new(part.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
coroutine.resume(coroutine.create(function()
for i=p.Transparency, 1, 0.2 do
wait(0.15)
p.Transparency = i
local cf = p.CFrame
p.Size = Vector3.new(size,size,size)
p.CFrame = cf * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
size = size - 0.2
end
p:remove()
end))
end
end
function blading(part,color)
local p = Instance.new("Part",me.Character)
prop(p,me.Character,false,0.4,0,0.2,1.4,3.8,color,true,"Custom")
p.CFrame = part.CFrame
coroutine.resume(coroutine.create(function()
for i=p.Transparency, 1, 0.04 do
wait()
p.Transparency = i
end
p:remove()
end))
end
function spikes(part,color)
local p = Instance.new("Part",me.Character)
prop(p,me.Character,false,0.4,0,0.2,0.2,0.2,color,true,"Custom")
p.CFrame = part.CFrame * CFrame.new(0,-3,0)
local mww = Instance.new("SpecialMesh")
mesh(mww,p,6,5,6,"FileMesh")
mww.MeshId = "http://www.roblox.com/asset/?id=20329976"
fade(p,mww,0.55,p.Transparency,0.08)
end
function spikes2(part,color)
local p = Instance.new("Part",me.Character)
prop(p,me.Character,false,0.4,0,0.2,0.2,0.2,color,true,"Custom")
p.CFrame = part.CFrame * CFrame.new(0,0,6) * CFrame.Angles(math.pi/2,0,0)
local mww = Instance.new("SpecialMesh")
mesh(mww,p,8,7,8,"FileMesh")
mww.MeshId = "http://www.roblox.com/asset/?id=20329976"
fade(p,mww,0.55,p.Transparency,0.06)
end
function bal(part,color,dist)
local p = Instance.new("Part",me.Character)
prop(p,me.Character,false,0.4,0,1,1,1,color,true,"Custom")
p.CFrame = part.CFrame
local mww = Instance.new("SpecialMesh")
mesh(mww,p,dist,dist,dist,"Sphere")
fade(p,mww,3,p.Transparency,0.06)
end
--Kill function----------------------Kill function----------------------Kill function--------------------
function blast(dmg,part,crit)
local randomposx = math.random(-30,30)
local randomposy = math.random(-50,-10)
local bil = Instance.new("BillboardGui",part)
bil.Adornee = bil.Parent
bil.Size = UDim2.new(0,110,0,70)
local img = Instance.new("ImageLabel",bil)
img.Size = UDim2.new(1,0,1,0)
img.Image = "http://www.roblox.com/asset/?id=42621332"
img.Position = UDim2.new(0,randomposx,0,randomposy)
img.BackgroundTransparency = 1
local txt = Instance.new("TextLabel",img)
txt.Size = UDim2.new(1,0,1,0)
txt.BackgroundTransparency = 1
txt.Text = dmg
txt.TextColor3 = Color3.new(0,0,0)
txt.FontSize = "Size18"
if crit then
img.Image = "http://www.roblox.com/asset/?id=42621315"
txt.FontSize = "Size24"
txt.TextColor3 = Color3.new(0.6,0,0)
end
coroutine.resume(coroutine.create(function()
wait(0.2)
for i=1, math.random(30,50) do
img.Position = UDim2.new(0,randomposx,0,randomposy)
randomposy = randomposy - 4
wait()
end
bil:remove()
end))
end
deb = true
function kill(hit,mod)
if deb and attack and hit.Parent.Name ~= name then
local ch = hit.Parent
if ch:findFirstChild("Humanoid") and ch:findFirstChild("Head") and ch:findFirstChild("Torso") then
deb = false
local dm = math.random(0,avgdmg*2)
local cri = false
local cripro = math.random(1,criticalchance)
if cripro == 1 then
cri = true
dm = math.random(avgdmg*1.5,avgdmg*4.5)
end
ch["Humanoid"].Health = ch["Humanoid"].Health - dm
blast(dm,ch.Head,cri)
if cri then
coroutine.resume(coroutine.create(function()
local lol = math.random(1,plat)
if lol == 1 then
ch["Humanoid"].PlatformStand = true
ch.Torso.RotVelocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
wait(0.9)
ch["Humanoid"].PlatformStand = false
if mod == true then
ch.Torso.RotVelocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
ch.Torso.Velocity = Vector3.new(math.random(-30,30),math.random(15,70),math.random(-30,30))
end
end
end))
end
wait(dela)
deb = true
end
end
end
function ris(hit,mod)
if deb and attack and hit.Parent.Name ~= name then
local ch = hit.Parent
if ch:findFirstChild("Humanoid") and ch:findFirstChild("Head") and ch:findFirstChild("Torso") then
deb = false
local dm = math.random(0,avgdmg*2)
local cri = false
local cripro = math.random(1,criticalchance)
if cripro == 1 then
cri = true
dm = math.random(avgdmg*1.5,avgdmg*4.5)
end
ch["Humanoid"].Health = ch["Humanoid"].Health - dm
blast(dm,ch.Head,cri)
if cri then
coroutine.resume(coroutine.create(function()
local lol = math.random(1,plat)
if lol == 1 then
ch["Humanoid"].PlatformStand = true
ch.Torso.RotVelocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
wait(0.9)
ch["Humanoid"].PlatformStand = false
if mod == true then
ch.Torso.RotVelocity = Vector3.new(math.random(-100,100),math.random(-100,100),math.random(-100,100))
ch.Torso.Velocity = Vector3.new(math.random(-100,100),math.random(105,170),math.random(-100,100))
end
end
end))
end
wait(dela)
deb = true
end
end
end
blade3.Touched:connect(kill)
blade4.Touched:connect(kill)
blade2.Touched:connect(kill)
blade1.Touched:connect(kill)
blade5.Touched:connect(kill)
blade5.Touched:connect(ris)
----Attacks----------------------Attacks----------------------Attacks----------------------Attacks------------------
-- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
-- blading(blade2,"Bright red")
function att()
attacking = true
for i=1,8 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
wait()
end
slash:play()
wait(0.13)
attack = true
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait()
end
attack = false
wait(0.08)
for i=1,3 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
wait()
end
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
end
function stab()
attacking = true
for i=1,8 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
wait()
end
slash:play()
avgdmg = 15
criticalchance = 95
wait(0.13)
attack = true
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,-0.44,-0.8) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
bal(blade5,"Tr. Blue",25)
wait()
end
attack = false
wait(0.08)
for i=1,3 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
blocks(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
bal(blade5,"Tr. Blue",25)
wait()
end
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
end
function attas()
attacking = true
local pos = torso.CFrame
local pos2 = pos * CFrame.new(0,12,-15)
local pos3 = pos2 * CFrame.new(0,-12,-12)
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
spikes(torso,"Light blue")
spikes2(torso,"Bright blue")
bal(torso,"Tr. Blue",25)
wait()
end
slash:play()
avgdmg = 15
criticalchance = 65
wait(0.13)
attack = true
local bv = Instance.new("BodyPosition",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.position = pos2.p
local bg = Instance.new("BodyGyro",torso)
bg.cframe = CFrame.new(pos.p,pos3.p)
bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bg.P = 30000
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.54,0.08,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.24,0,0)
block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait()
end
attack = false
wait(0.08)
for i=1,3 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
wait()
end
rw.C0 = rightfight
lw.C0 = leftfight
bv:remove()
bg:remove()
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
end
function spin()
attacking = true
hum.WalkSpeed = 0
for i=1,7 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wait()
end
spi:play()
wait(0.3)
spi:play()
dela = 0.1
avgdmg = 6
criticalchance = 12
local bv = Instance.new("BodyVelocity",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.velocity = torso.CFrame.lookVector * 22
local bav = Instance.new("BodyAngularVelocity",torso)
bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bav.angularvelocity = Vector3.new(0,36,0)
bav.P = 15000
attack = true
for i=1, 30 do
wait()
spikes(torso,"Medium blue")
end
bv:remove()
bav:remove()
hum.WalkSpeed = normal
attack = false
avgdmg = normdmg
for i=1,5 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wait()
end
dela = 0.4
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
criticalchance = normchance
end
function spins()
attacking = true
hum.WalkSpeed = 0
for i=1,7 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
bal(torso,"Tr. Blue",25)
wait()
end
spi:play()
wait(0.3)
spi:play()
dela = 0.1
avgdmg = 6
criticalchance = 12
local bv = Instance.new("BodyVelocity",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.velocity = torso.CFrame.lookVector * 22
local bav = Instance.new("BodyAngularVelocity",torso)
bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bav.angularvelocity = Vector3.new(0,36,0)
bav.P = 15000
attack = true
for i=1, 30 do
wait()
spikes(torso,"Medium blue")
end
bv:remove()
bav:remove()
hum.WalkSpeed = normal
attack = false
avgdmg = normdmg
for i=1,5 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wait()
end
dela = 0.4
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
criticalchance = normchance
end
function rise()
attacking = true
local pos = torso.CFrame
local pos2 = pos * CFrame.new(0,5,-15)
local pos3 = pos2 * CFrame.new(0,-3,-12)
hum.WalkSpeed = 0
for i=1,7 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
bal(torso,"Tr. Blue",25)
wait()
end
spi:play()
wait(0.3)
spi:play()
dela = 0.1
avgdmg = 6
criticalchance = 12
local bv = Instance.new("BodyPosition",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.position = pos2.p
local bg = Instance.new("BodyGyro",torso)
bg.cframe = CFrame.new(pos.p,pos3.p)
bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bg.P = 30000
attack = true
for i=1, 30 do
wait()
spikes2(torso,"Medium blue")
end
bv:remove()
bg:remove()
hum.WalkSpeed = normal
attack = false
avgdmg = normdmg
for i=1,5 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
wait()
end
dela = 0.4
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
criticalchance = normchance
end
function sprint()
attacking = true
hum.WalkSpeed = 0
local pos = torso.CFrame
local pos2 = pos * CFrame.new(0,12,-15)
local pos3 = pos2 * CFrame.new(0,-12,-12)
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,0) * CFrame.new(0,0,0)
wait()
end
avgdmg = 14
local bv = Instance.new("BodyPosition",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.position = pos2.p
local bg = Instance.new("BodyGyro",torso)
bg.cframe = CFrame.new(pos.p,pos3.p)
bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bg.P = 30000
for i=1, 7 do
wait()
spikes2(torso,"Medium blue")
end
wait(0.1)
coroutine.resume(coroutine.create(function()
for i=1, 17 do
wait()
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.15,0,-0.04)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.16,0,0.05)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.02,0,0) * CFrame.new(0,0,0)
end
end))
coroutine.resume(coroutine.create(function()
for i=0.4, 5.3,0.07 do
wait(0.04)
block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
end
end))
charge:play()
coroutine.resume(coroutine.create(function()
wait(2.5)
for i=1, 11 do
wait()
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0,-(math.pi/11),0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.03,0,0) * CFrame.new(0,0,0)
end
end))
criticalchance = 1
plat = 1
dela = 0
wait(3.8)
boom:play()
attack = true
coroutine.resume(coroutine.create(function()
for i=1, 5 do
wait()
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
end
end))
bv.position = pos3.p
for i=1, 7 do
wait()
spikes2(torso,"Medium blue")
end
coroutine.resume(coroutine.create(function()
for i=1, 12 do
wait()
bal(blade5,"Medium blue",splashdist*2)
end
end))
local parts = getcharparts(workspace)
for _,v in pairs(parts) do
if (v.Position - blade5.Position).magnitude < 14 then
kill(v,true)
end
end
wait(0.3)
attack = false
bv:remove()
bg:remove()
hum.WalkSpeed = normal
avgdmg = normdmg
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
criticalchance = normchance
plat = 2
end
function sprint2()
attacking = true
hum.WalkSpeed = 0
local pos = torso.CFrame
local pos2 = pos * CFrame.new(0,15,-15)
local pos3 = pos2 * CFrame.new(0,-13,-12)
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,0) * CFrame.new(0,0,0)
wait()
end
avgdmg = 14
local bv = Instance.new("BodyPosition",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.position = pos2.p
local bg = Instance.new("BodyGyro",torso)
bg.cframe = CFrame.new(pos.p,pos3.p)
bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bg.P = 30000
for i=1, 4 do
wait()
spikes2(torso,"Medium blue")
spikes2(torso,"Light blue")
spikes2(torso,"Bright blue")
end
wait(0.1)
coroutine.resume(coroutine.create(function()
for i=1, 34 do
wait()
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.15,0,-0.04)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.16,0,0.05)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.02,0,0) * CFrame.new(0,0,0)
end
end))
coroutine.resume(coroutine.create(function()
for i=0.4, 5.3,0.07 do
wait(0.04)
block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
end
end))
charge:play()
coroutine.resume(coroutine.create(function()
wait(2.5)
for i=1, 11 do
wait()
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0,-(math.pi/11),0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.03,0,0) * CFrame.new(0,0,0)
end
end))
criticalchance = 1
plat = 1
dela = 0
wait(3.8)
boom:play()
attack = true
coroutine.resume(coroutine.create(function()
for i=1, 5 do
wait()
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
end
end))
bv.position = pos3.p
for i=1, 7 do
wait()
spikes2(torso,"Medium blue")
end
coroutine.resume(coroutine.create(function()
for i=1, 12 do
wait()
bal(blade5,"Medium blue",splashdist*2)
end
end))
local parts = getcharparts(workspace)
for _,v in pairs(parts) do
if (v.Position - blade5.Position).magnitude < 14 then
kill(v,true)
end
end
wait(0.3)
attack = false
bv:remove()
bg:remove()
hum.WalkSpeed = normal
avgdmg = normdmg
rw.C0 = rightfight
lw.C0 = leftfight
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
criticalchance = normchance
plat = 2
end
function combo()
att()
attas()
sprint()
spin()
end
function run()
spin()
spin()
spin()
end
function rush()
attacking = true
for i=1,8 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.03,0.1,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-(math.pi/2)/12,0.03,0.07) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
wait(0.1)
end
slash:play()
wait(0.13)
attack = true
local bv = Instance.new("BodyVelocity",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.velocity = torso.CFrame.lookVector * 220
local bav = Instance.new("BodyAngularVelocity",torso)
bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bav.angularvelocity = Vector3.new(0,36,0)
bav.P = 15000
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait()
end
attack = false
wait(0.08)
for i=1,3 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait()
end
rw.C0 = rightfight
lw.C0 = leftfight
bv:remove()
bav:remove()
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
end
function masta()
attacking = true
for i=1,8 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.03,0.1,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-(math.pi/2)/12,0.03,0.07) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
bal(torso,"Tr. Blue",25)
spikes2(torso,"Medium blue")
block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait(0.1)
end
slash:play()
avgdmg = 37
criticalchance = 125
wait(0.13)
attack = true
local bv = Instance.new("BodyVelocity",torso)
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bv.velocity = torso.CFrame.lookVector * 220
local bav = Instance.new("BodyAngularVelocity",torso)
bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
bav.angularvelocity = Vector3.new(0,36,0)
bav.P = 15000
for i=1,6 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
bal(torso,"Tr. Blue",25)
spikes2(torso,"Medium blue")
block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait()
end
attack = false
wait(0.08)
for i=1,3 do
rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
bal(torso,"Tr. Blue",25)
spikes2(torso,"Medium blue")
block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
wait()
end
rw.C0 = rightfight
lw.C0 = leftfight
bv:remove()
bav:remove()
neck.C1 = neor
weaponweld.C0 = CFrame.new(0,0,0)
attacking = false
end
if script.Parent.className ~= "HopperBin" then
local h = Instance.new("HopperBin",me.Backpack)
h.Name = "SoulSword"
script.Parent = h
end
local bin = script.Parent
function sel(mouse)
neck.C1 = neor
if (selected == false) then
selectmotion()
end
mouse.Button1Down:connect(function()
if (attacking == false) then
att()
end
end)
mouse.KeyDown:connect(function(kuu)
local kai = kuu:lower()
if attacking == false then
if (kai == "q") then
spin()
elseif (kai == "e") then
att()
elseif (kai == "r") then
sprint()
elseif (kai == "l") then
stab()
elseif (kai == "t") then
attas()
elseif (kai == "z") then
masta()
elseif (kai == "y") then
spins()
elseif (kai == "g") then
combo()
elseif (kai == "p") then
rise()
elseif (kai == "j") then
sprint2()
elseif (kai == "h") then
run()
elseif (kai == "f") then
rush()
end
end
end)
while selected do
wait(0.8)
local k = math.random(1,5)
if k == 1 then
if hum.Health < 50 then
for i=1, math.random(4,24) do
wait(0.1)
local col = healcols[math.random(1,#healcols)]
local sa = math.random(30,90)/100
local p = Instance.new("Part")
prop(p,me.Character,false,0.1,0.05,1,1,1,col,false,"Symmetric")
p.CFrame = CFrame.new(torso.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100) * CFrame.new(0,0,math.random(4,12))
local mes = Instance.new("SpecialMesh")
mesh(mes,p,sa,sa,sa,"Sphere")
local bg = Instance.new("BodyPosition",p)
bg.maxForce = Vector3.new(1000000,1000000,1000000)
bg.P = 100000
bg.position = torso.Position
coroutine.resume(coroutine.create(function()
repeat
bg.position = torso.Position
wait()
until (p.Position - torso.Position).magnitude < 1.8
hum.Health = hum.Health + 1.2
p:remove()
end))
end
end
end
end
end
function desel()
neck.C1 = neor
if selected then
deselmotion()
end
end
bin.Selected:connect(sel)
bin.Deselected:connect(desel)
print 'Hello world!'

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