Player = game:GetService("Players").LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
attack = false
attacktype = 1
damage = 10
oridamage = 90
attackdebounce = false
attackdebounce2 = false
rapidslashing = false
DarkRushing = false
--player
player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new("Weld"), Instance.new("Weld")
if Character:findFirstChild("Dual Knives",true) ~= nil then
Character:findFirstChild("Dual Knives",true).Parent = nil
end
if Player:findFirstChild("Team",true) ~= nil then
Player:findFirstChild("Team",true).Parent = nil
end
if Player:findFirstChild("Team") then --the class thing give you a "class" already , so dont delete it for no reason :U
Player:findFirstChild("Team").Value = "Magic Knight"
else
local s = Instance.new("StringValue")
s.Parent = Player
s.Value = "Spy"
s.Name = "Team"
end
local knaifz = Instance.new("Model")
knaifz.Parent = Character
knaifz.Name = "Dual Knives"
local part1 = Instance.new("Part")
part1.formFactor = 1
part1.CanCollide = false
part1.Name = "Sheath1"
part1.Locked = true
part1.Size = Vector3.new(1,1,1)
part1.Parent = knaifz
part1.BrickColor = BrickColor.new("Really red")
local part2 = Instance.new("Part")
part2.formFactor = 1
part2.CanCollide = false
part2.Name = "Sheath2"
part2.Locked = true
part2.Size = Vector3.new(1,1,1)
part2.Parent = knaifz
part2.BrickColor = BrickColor.new("Really red")
local part3 = Instance.new("Part")
part3.formFactor = 1
part3.CanCollide = false
part3.Name = "Knife1Handle1"
part3.Locked = true
part3.Size = Vector3.new(1,1,1)
part3.Parent = knaifz
part3.BrickColor = BrickColor.new("White")
local part4 = Instance.new("Part")
part4.formFactor = 1
part4.CanCollide = false
part4.Name = "Knife1Handle2"
part4.Locked = true
part4.Size = Vector3.new(1,1,1)
part4.Parent = knaifz
part4.BrickColor = BrickColor.new("Bright green")
local part5 = Instance.new("Part")
part5.formFactor = 1
part5.CanCollide = false
part5.Name = "Knife1Blade1"
part5.Locked = true
part5.Size = Vector3.new(1,1,1)
part5.Parent = knaifz
part5.Reflectance = 0.2
part5.BrickColor = BrickColor.new("New Yeller")
local part6 = Instance.new("Part")
part6.formFactor = 1
part6.CanCollide = false
part6.Name = "Knife1Blade2"
part6.Locked = true
part6.Size = Vector3.new(1,1,1)
part6.Parent = knaifz
part6.Reflectance = 0.2
part6.BrickColor = BrickColor.new("New Yeller")
local part7 = Instance.new("Part")
part7.formFactor = 1
part7.CanCollide = false
part7.Name = "Knife2Handle1"
part7.Locked = true
part7.Size = Vector3.new(1,1,1)
part7.Parent = knaifz
part7.BrickColor = BrickColor.new("White")
local part8 = Instance.new("Part")
part8.formFactor = 1
part8.CanCollide = false
part8.Name = "Knife2Handle2"
part8.Locked = true
part8.Size = Vector3.new(1,1,1)
part8.Parent = knaifz
part8.BrickColor = BrickColor.new("Bright green")
local part9 = Instance.new("Part")
part9.formFactor = 1
part9.CanCollide = false
part9.Name = "Knife2Blade1"
part9.Locked = true
part9.Size = Vector3.new(1,1,1)
part9.Parent = knaifz
part9.Reflectance = 0.2
part9.BrickColor = BrickColor.new("New Yeller")
local part10 = Instance.new("Part")
part10.formFactor = 1
part10.CanCollide = false
part10.Name = "Knife2Blade2"
part10.Locked = true
part10.Size = Vector3.new(1,1,1)
part10.Parent = knaifz
part10.Reflectance = 0.2
part10.BrickColor = BrickColor.new("New Yeller")
local msh1 = Instance.new("BlockMesh")
msh1.Scale = Vector3.new(0.4,1,0.4)
msh1.Parent = part1
local msh2 = Instance.new("BlockMesh")
msh2.Scale = Vector3.new(0.4,1,0.4)
msh2.Parent = part2
local msh3 = Instance.new("BlockMesh")
msh3.Scale = Vector3.new(0.31,0.4,0.31)
msh3.Parent = part3
local msh4 = Instance.new("BlockMesh")
msh4.Scale = Vector3.new(0.3,0.9,0.3)
msh4.Parent = part4
local msh5 = Instance.new("BlockMesh")
msh5.Scale = Vector3.new(0.3,0.7,0.1)
msh5.Parent = part5
local msh6 = Instance.new("SpecialMesh")
msh6.Scale = Vector3.new(0.1,0.2,0.2)
msh6.MeshType = "Wedge"
msh6.Parent = part6
local msh7 = Instance.new("BlockMesh")
msh7.Scale = Vector3.new(0.31,0.4,0.31)
msh7.Parent = part7
local msh8 = Instance.new("BlockMesh")
msh8.Scale = Vector3.new(0.3,0.9,0.3)
msh8.Parent = part8
local msh9 = Instance.new("BlockMesh")
msh9.Scale = Vector3.new(0.3,0.7,0.1)
msh9.Parent = part9
local msh10 = Instance.new("SpecialMesh")
msh10.Scale = Vector3.new(0.1,0.2,0.2)
msh10.MeshType = "Wedge"
msh10.Parent = part10
local weld1 = Instance.new("Weld")
weld1.Parent = part1
weld1.Part0 = part1
weld1.Part1 = Torso
weld1.C0 = CFrame.new(-0.6,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0,0,math.rad(90))
local weld2 = Instance.new("Weld")
weld2.Parent = part2
weld2.Part0 = part2
weld2.Part1 = Torso
weld2.C0 = CFrame.new(0.6,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0,0,-math.rad(90))
local weld3 = Instance.new("Weld")
weld3.Parent = part3
weld3.Part0 = part3
weld3.Part1 = part1
weld3.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld4 = Instance.new("Weld")
weld4.Parent = part4
weld4.Part0 = part4
weld4.Part1 = part3
weld4.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld5 = Instance.new("Weld")
weld5.Parent = part5
weld5.Part0 = part5
weld5.Part1 = part4
weld5.C0 = CFrame.new(0,-0.9,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld6 = Instance.new("Weld")
weld6.Parent = part6
weld6.Part0 = part6
weld6.Part1 = part5
weld6.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(2.23,math.rad(90),0)
weld6.C1 = CFrame.new(0,0.41,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld7 = Instance.new("Weld")
weld7.Parent = part7
weld7.Part0 = part7
weld7.Part1 = part2
weld7.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld8 = Instance.new("Weld")
weld8.Parent = part8
weld8.Part0 = part8
weld8.Part1 = part7
weld8.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld9 = Instance.new("Weld")
weld9.Parent = part9
weld9.Part0 = part9
weld9.Part1 = part8
weld9.C0 = CFrame.new(0,-0.9,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
local weld10 = Instance.new("Weld")
weld10.Parent = part10
weld10.Part0 = part10
weld10.Part1 = part9
weld10.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(2.23,math.rad(90),0)
weld10.C1 = CFrame.new(0,0.41,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
if (script.Parent.className ~= "HopperBin") then
Tool = Instance.new("HopperBin")
Tool.Parent = Backpack
Tool.Name = "Dual Knives"
script.Parent = Tool
end
Bin = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://roblox.com/asset/?id=45885030"
SlashSound.Parent = Tool
SlashSound.Volume = .7
SlashSound.Pitch = 1
local HitSound = Instance.new("Sound")
HitSound.SoundId = "http://roblox.com/asset/?id=150229109"
HitSound.Parent = Tool
HitSound.Volume = .7
HitSound.Pitch = 1
function ss(parent,pitch)
local SlashSoundeh1 = SlashSound:Clone()
SlashSoundeh1.Parent = parent
SlashSoundeh1.Pitch = pitch
SlashSoundeh1.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSoundeh1.Parent = nil
end))
end
function hs(parent,pitch)
local SlashSoundeh1 = HitSound:Clone()
SlashSoundeh1.Parent = parent
SlashSoundeh1.Pitch = pitch
SlashSoundeh1.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSoundeh1.Parent = nil
end))
end
function cs(parent,pitch)
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=136007472"
SlashSound.Parent = parent
SlashSound.Volume = 1
SlashSound.Pitch = 1
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function bs(parent,pitch)
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://roblox.com/asset/?id=149437369"
SlashSound.Parent = parent
SlashSound.Volume = 1
SlashSound.Pitch = 1
SlashSound.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
SlashSound.Parent = nil
end))
end
function unequipweld()
weld3.Part1 = part1
weld3.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
weld7.Part1 = part2
weld7.C0 = CFrame.new(0,1.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
function equipweld()
weld3.Part1 = LeftArm
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.Part1 = RightArm
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
end
function hideanim()
for i = 0 , 1 , 0.1 do
wait(0)
LW.C0 = CFrame.new(-0.5*i+0.5-1.5,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.5*i+2.2,1*i-1,-1*i+1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(0.5*i-0.5+1.5,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-3*i+2.7,-1*i+1,1*i-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
unequipweld()
wait(0.1)
for i = 0 , 1 , 0.1 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.3*i-0.3,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.3*i-0.3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
function equipanim()
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
equipweld()
wait(0.1)
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2.5*i-0.3,-1*i,1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(3*i-0.3,1*i,-1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
end
function oneslash()
attack = true
for i = 0 , 1 , 0.1 do
wait(0)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1*i-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.7*i+2.7,-1*i+1,1*i-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
R_Conv1=part5.Touched:connect(function1)
ss(part5,1.2)
for i = 0 , 1.2 , 0.4 do
wait(0)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1*i,-0.1*i+1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
R_Conv1:disconnect()
attack = false
end
function twoslash()
attack = true
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.2*i+2.2,-1,-1.9*i+0.9)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.3*i-0.3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
R_Conv1=part9.Touched:connect(function1)
ss(part9,1.2)
for i = 0 , 1.2 , 0.4 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,-1,-1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i+3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
R_Conv1:disconnect()
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57*i,-0.57*i-1,1*i-1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i-1+3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
attack = false
end
function threeslash()
attack = true
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
R_Conv1=part5.Touched:connect(function1)
ss(part5,1.2)
for i = 0 , 1.2 , 0.4 do
wait(0)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0.7*i-1,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.1)
R_Conv1:disconnect()
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.7*i+0.7-1,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
attack = false
end
function attackone()
attack = true
con1=part5.Touched:connect(function(hit) Damagefunc1(hit,5,40) end)
con2=part6.Touched:connect(function(hit) Damagefunc1(hit,5,40) end)
con3=part9.Touched:connect(function(hit) Damagefunc2(hit,5,40) end)
con4=part10.Touched:connect(function(hit) Damagefunc2(hit,5,40) end)
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.63*i+2.2,-0.57*i-1,-1*i+1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.13*i+2.7,0.57*i+1,1*i-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)*i-math.rad(90),math.rad(90)*i,-math.rad(90)*i+math.rad(90)) * CFrame.new(0, 0.2*i+1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90)*i-math.rad(90),math.rad(90)*i,-math.rad(90)*i+math.rad(90)) * CFrame.new(0, 0.2*i+1, 0)
end
ss(part5,1.3)
ss(part9,1.3)
coroutine.resume(coroutine.create(function()
slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(1.5,2.9,0) * CFrame.new(1.5,0,-2),0,15,5)
end))
coroutine.resume(coroutine.create(function()
slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(1.5,2.9,0) * CFrame.new(1.5,0,-2),0,15,5)
end))
for i = 0 , 1 , 0.2 do
wait(0)
LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,-1*i)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.3*i+2,0.8*i,-1*i)
RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.57,1.57,1*i)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.3*i+2,-0.8*i,1*i)
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
con4:disconnect()
end
function attacktwo()
attack = true
con1=part5.Touched:connect(function(hit) Damagefunc1(hit,1,30) end)
con2=part6.Touched:connect(function(hit) Damagefunc1(hit,1,30) end)
con3=part9.Touched:connect(function(hit) Damagefunc2(hit,1,30) end)
con4=part10.Touched:connect(function(hit) Damagefunc2(hit,1,30) end)
for i = 0,1,0.1 do
wait(0)
LW.C0 = CFrame.new(0.5-1.5,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(1.57,-1.57,-1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.random()+math.random()*i-2.3+2,-math.random()+math.random()*i+0.8,-math.random()+math.random()*i-1)
RW.C0 = CFrame.new(-0.5+1.5,0.5,-0.8) * CFrame.fromEulerAnglesXYZ(1.57,1.57,1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.random()+math.random()*i-2.3+2,-math.random()+math.random()*i-0.8,-math.random()+math.random()*i+1)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(180),math.rad(90),0) * CFrame.new(0, 1.2, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(180),math.rad(90),0) * CFrame.new(0, 1.2, 0)
ss(part5,1.3)
ss(part9,1.3)
coroutine.resume(coroutine.create(function()
slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(0,1,0),0,6,1)
end))
coroutine.resume(coroutine.create(function()
slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(0,1,0),0,6,1)
end))
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
con4:disconnect()
end
function attackthree()
attack = true
for i = 0 , 1 , 0.1 do
wait(0)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1*i-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.7*i+2.7,-1*i+1,1*i-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con1=part5.Touched:connect(function(hit) Damagefunc1(hit,30,90) end)
con2=part6.Touched:connect(function(hit) Damagefunc1(hit,30,90) end)
ss(part5,1.3)
coroutine.resume(coroutine.create(function()
wait(0)
slasheffect(part6.CFrame * CFrame.fromEulerAnglesXYZ(1.4,0.5,0) * CFrame.new(0.2,-0.5,0.7),0,10,30)
end))
for i = 0 , 1.2 , 0.4 do
wait(0)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1*i,-0.1*i+1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
con1:disconnect()
con2:disconnect()
end
function attackfour()
attack = true
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-2.2*i+2.2,1*i-1,-1*i+1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(1.3*i+2.7,-1*i+1,1*i-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
con3=part9.Touched:connect(function(hit) Damagefunc2(hit,30,90) end)
con4=part10.Touched:connect(function(hit) Damagefunc2(hit,30,90) end)
ss(part9,1.3)
coroutine.resume(coroutine.create(function()
wait(0)
slasheffect(part10.CFrame * CFrame.fromEulerAnglesXYZ(-0.5,0,0) * CFrame.new(0,-0.9,-4),0,10,30)
end))
for i = 0,1.2,0.4 do
wait(0)
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-2.5*i+4,0,0)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
end
wait(0.2)
con3:disconnect()
con4:disconnect()
end
function attackfive()
attack = true
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.7,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
end
coroutine.resume(coroutine.create(function()
slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),-1,0) * CFrame.new(0,0,0),0,25,20)
end))
coroutine.resume(coroutine.create(function()
slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),-1,0) * CFrame.new(0,0,0),0,25,20)
end))
con1=part5.Touched:connect(function(hit) Damagefunc1(hit,10,70) end)
con2=part6.Touched:connect(function(hit) Damagefunc1(hit,10,70) end)
con3=part9.Touched:connect(function(hit) Damagefunc2(hit,10,70) end)
con4=part10.Touched:connect(function(hit) Damagefunc2(hit,10,70) end)
ss(part5,1.3)
ss(part9,1.3)
local vel = Instance.new("BodyVelocity")
vel.Parent = Player.Character.Torso
vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel.velocity = Torso.CFrame.lookVector * 150
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
end
vel.Parent = nil
wait(0.2)
con1:disconnect()
con2:disconnect()
con3:disconnect()
con4:disconnect()
end
function DarkRush()
attack = true
DarkRushing = true
cs(Torso,1)
coroutine.resume(coroutine.create(function()
while DarkRushing == true do
wait()
local msh1 = Instance.new("BlockMesh")
msh1.Scale = Vector3.new(0.5,0.5,0.5)
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(3,3,3)
S.BrickColor=BrickColor.new("New Yeller")
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part5.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
local msh1 = Instance.new("BlockMesh")
msh1.Scale = Vector3.new(0.5,0.5,0.5)
S=Instance.new("Part")
S.Name="Effect"
S.formFactor=0
S.Size=Vector3.new(3,3,3)
S.BrickColor=BrickColor.new("New Yeller")
S.Reflectance = 0
S.TopSurface=0
S.BottomSurface=0
S.Transparency=0
S.Anchored=true
S.CanCollide=false
S.CFrame=part9.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
S.Parent=Character
msh1.Parent = S
coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
end
end))
for i = 0,1,0.05 do
wait()
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.7,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
end
wait(0.25)
con1=part5.Touched:connect(function(hit) Damagefunc1(hit,50,100) end)
con2=part6.Touched:connect(function(hit) Damagefunc1(hit,50,100) end)
con3=part9.Touched:connect(function(hit) Damagefunc2(hit,50,100) end)
con4=part10.Touched:connect(function(hit) Damagefunc2(hit,50,100) end)
wait(0.25)
coroutine.resume(coroutine.create(function()
slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(90),-1,0) * CFrame.new(0,0,0),0,35,40)
end))
coroutine.resume(coroutine.create(function()
slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(-math.rad(90),-1,0) * CFrame.new(0,0,0),0,35,40)
end))
ss(part5,1.3)
ss(part9,1.3)
bs(Torso,2.5)
local vel = Instance.new("BodyVelocity")
vel.Parent = Player.Character.Torso
vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
vel.velocity = Torso.CFrame.lookVector * 200
for i = 0,1,0.2 do
wait()
LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(2.2,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
end
vel.Parent = nil
wait(0.2)
con1:disconnect()
con2:disconnect()
con3:disconnect()
con4:disconnect()
wait(0.8)
DarkRushing = false
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(2.2,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0)
RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(0.5*i+2.2,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),math.rad(90)*i-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
end
attack = false
end
function KnifeDance()
attack = true
rapidslashing = true
for i = 0,1,0.1 do
wait()
LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.63*i+2.2,1*i-1,-2.57*i+1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.13*i+2.7,-1*i+1,2.57*i-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90)*i,math.rad(90)) * CFrame.new(0, 1, 0)
end
con1=part5.Touched:connect(function(hit) Damagefunc1(hit,10,80) end)
con2=part6.Touched:connect(function(hit) Damagefunc1(hit,10,80) end)
con3=part9.Touched:connect(function(hit) Damagefunc2(hit,10,80) end)
con4=part10.Touched:connect(function(hit) Damagefunc2(hit,10,80) end)
while rapidslashing == true do
wait()
ss(part5,1.3)
ss(part9,1.3)
coroutine.resume(coroutine.create(function()
slasheffect(part5.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(math.random(),1+math.random(),math.random()),0,8,10)
end))
coroutine.resume(coroutine.create(function()
slasheffect(part9.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) * CFrame.new(math.random(),1+math.random(),math.random()),0,8,10)
end))
LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,-1.57)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.random()-math.random(),math.random()-math.random(),-1.57)
RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.57,0,1.57)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.random()-math.random(),math.random()-math.random(),1.57)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),-math.rad(90),math.rad(90)) * CFrame.new(0, 1, 0)
end
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.5-0.3,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3-0.3,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
con1:disconnect()
con2:disconnect()
con3:disconnect()
con4:disconnect()
attack = false
end
Damagefunc1=function(hit,Damage,Knockback)
if attackdebounce == false then
attackdebounce = true
coroutine.resume(coroutine.create(function()
wait(0.2)
attackdebounce = false
end))
if hit.Parent==nil then
return
end
CPlayer=Bin
h=hit.Parent:FindFirstChild("Humanoid")
if h~=nil and hit.Parent.Name~="grgrgry21" and hit.Name~="SlashEffect" and hit.Parent:FindFirstChild("Torso")~=nil then
Damage=Damage
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
hs(hit,1.2)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
-- print(c.Value)
--[[ if math.random(1,5)==1 then
CRIT=true
Damage=Damage*2
Knockback=Knockback*2
r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso
s=Instance.new("Sound")
s.SoundId="http://www.roblox.com/asset/?id=2801263"
s.Volume=1
s.Pitch=2
s.Parent=hit
s:Play()
end]]
Damage=Damage+math.random(0,10)
-- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
if Knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.25)
--[[ r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
game:GetService("Debris"):AddItem(r,.5)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
Damagefunc2=function(hit,Damage,Knockback)
if attackdebounce2 == false then
attackdebounce2 = true
coroutine.resume(coroutine.create(function()
wait(0.2)
attackdebounce2 = false
end))
if hit.Parent==nil then
return
end
CPlayer=Bin
h=hit.Parent:FindFirstChild("Humanoid")
if h~=nil and hit.Parent.Name~="grgrgry21" and hit.Parent:FindFirstChild("Torso")~=nil then
Damage=Damage
print(hit)
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
hs(hit,1.2)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
-- print(c.Value)
--[[ if math.random(1,5)==1 then
CRIT=true
Damage=Damage*2
Knockback=Knockback*2
r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso
s=Instance.new("Sound")
s.SoundId="http://www.roblox.com/asset/?id=2801263"
s.Volume=1
s.Pitch=2
s.Parent=hit
s:Play()
end]]
Damage=Damage+math.random(3,7)
-- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
h:TakeDamage(Damage)
showDamage(hit.Parent,Damage,.5)
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
if Knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.25)
--[[ r=Instance.new("BodyAngularVelocity")
r.P=3000
r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
r.Parent=hit.Parent.Torso]]
game:GetService("Debris"):AddItem(r,.5)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
showDamage=function(Char,Dealt,du)
m=Instance.new("Model")
m.Name=tostring(Dealt)
h=Instance.new("Humanoid")
h.Health=0
h.MaxHealth=0
h.Parent=m
c=Instance.new("Part")
c.Transparency=0
c.BrickColor=BrickColor:Red()
if CRIT==true then
c.BrickColor=BrickColor.new("New Yeller")
end
c.Name="Head"
c.TopSurface=0
c.BottomSurface=0
c.formFactor="Plate"
c.Size=Vector3.new(1,.4,1)
ms=Instance.new("CylinderMesh")
ms.Scale=Vector3.new(.8,.8,.8)
if CRIT==true then
ms.Scale=Vector3.new(1.25,1.5,1.25)
end
ms.Parent=c
c.Reflectance=0
Instance.new("BodyGyro").Parent=c
c.Parent=m
c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
f=Instance.new("BodyPosition")
f.P=2000
f.D=100
f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
f.position=c.Position+Vector3.new(0,3,0)
f.Parent=c
game:GetService("Debris"):AddItem(m,.5+du)
c.CanCollide=false
m.Parent=workspace
c.CanCollide=false
end
function slasheffect(cframe,waitin,size,efdam)
wait(waitin)
for l=1, 2 do
wait()
e=Instance.new("Part")
coneffect=e.Touched:connect(function(hit) Damagefunc1(hit,efdam,1) end)
e.Name="SlashEffect"
e.TopSurface=0
e.BottomSurface=0
e.formFactor="Symmetric"
e.Size=Vector3.new(1,1,size)
e.Anchored=true
e.BrickColor=BrickColor.new("New Yeller")
e.Reflectance=0
e.CanCollide=false
m=Instance.new("SpecialMesh")
m.MeshType="Sphere"
m.Scale=Vector3.new(.25,.25,1)
m.Parent=e
e.CFrame = cframe
e.Parent=workspace
coroutine.resume(coroutine.create(function(m) for i=1, 9 do m.Transparency=i*.1 m.Mesh.Scale=m.Mesh.Scale-Vector3.new(.01,.01,.05)*2 wait() end m.Parent=nil coneffect:disconnect() end),e)
end
end
function ob1d(mouse)
if attack == true then return end
hold = true
--[[oneslash()
if hold == true then
twoslash()
end
if hold == true then
threeslash()
end ]]
attackin = math.random(1,5)
--attackin = 5
if attackin == 1 then
attackone()
elseif attackin == 2 then
attacktwo()
elseif attackin == 3 then
attackthree()
elseif attackin == 4 then
attackfour()
elseif attackin == 5 then
attackfive()
end
wait(0.2)
LW.C0 = CFrame.new(-1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(2.5-0.3,-1,1)
LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
RW.C0 = CFrame.new(1,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3-0.3,1,-1)
RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
weld3.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
weld7.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90),0,math.rad(90)) * CFrame.new(0, 1, 0)
attack = false
end
function ob1u(mouse)
hold = false
end
buttonhold = false
function key(key)
if attack == true then return end
if key == "q" then
DarkRush()
end
if key == "e" then
KnifeDance()
end
end
function key2(key)
if key == "e" then
rapidslashing = false
end
end
function s(mouse)
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
unsheathed = true
player = Player
ch = Character
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
--
RSH.Parent = nil
LSH.Parent = nil
--
RW.Part0 = ch.Torso
RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
RW.C1 = CFrame.new(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
--_G.R = RW
--
LW.Part0 = ch.Torso
LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1 = CFrame.new(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
--_G.L = LW
--
equipanim()
end
function ds(mouse)
unsheathed = false
hideanim()
wait(0)
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
Game.Workspace.kash5.Humanoid.MaxHealth = 500
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